public float radiusRun = 15f; //radio para huir void Start() { //INICIALIZAMOS LA DATA DEL EXTERIOR kinMeowth = meowth.kineticsAgent; steeringMeowth = meowth.steeringAgent; kineticsTarget = target.kineticsAgent; kineticsTrainer = trainer.kineticsAgent; kineticsRival = rival.kineticsAgent; // Centro de masa de glameow y meowth sera util pra cierta condicion Vector3 center = (kinMeowth.transform.position + kineticsTarget.transform.position) / 2; //COMENZAMOS A CONSTRUIR LA MAQUINA DE ESTADOS //1. ACCIONES: FollowTarget seekTarget = new FollowTarget(steeringMeowth, kinMeowth, kineticsTarget, maxSeekAccel); FollowTarget seekWorried = new FollowTarget(steeringMeowth, kinMeowth, kineticsTarget, 100f); Kinetics[] targets = new Kinetics[2]; targets[0] = kineticsTrainer; targets[1] = kineticsRival; RunFromTargets runFromTargets = new RunFromTargets(steeringMeowth, kinMeowth, targets, maxSeekAccel * 5); StopMoving stop = new StopMoving(kinMeowth, steeringMeowth); UpdateMaxSpeed moreMaxSpeed = new UpdateMaxSpeed(meowth, meowth.maxspeed * 5); // esto ayudara a aumentar la maxspeed UpdateMaxSpeed speedBackToNormal = new UpdateMaxSpeed(meowth, meowth.maxspeed); // esto guarda la maxspeed original para volverla a poner asi ShowIcon showHeart = new ShowIcon(this.gameObject, "Heart"); DisableIcon disableHeart = new DisableIcon(this.gameObject, "Heart"); ShowIcon showSweat = new ShowIcon(this.gameObject, "Sweat"); DisableIcon disableSweat = new DisableIcon(this.gameObject, "Sweat"); ShowIcon showExclamation = new ShowIcon(this.gameObject, "Exclamation"); DisableIcon disableExclamation = new DisableIcon(this.gameObject, "Exclamation"); //2. ESTADOS: List <Action> entryActions; //aqui iremos guardanndo todas las acciondes de entrada List <Action> exitActions; //aqui iremos guardanndo todas las acciones de salida List <Action> actions; //aqui guardaremos todas las acciones intermedias //2.a estado para perseguir enamorado (glameow) entryActions = new List <Action>() { showHeart }; //al entrar al estado ponemos un corazon actions = new List <Action>() { seekTarget }; //durante el estado perseguimos al enamorado exitActions = new List <Action>() { disableHeart }; //al salir quitamos el corazon State stalkTarget = new State(actions, entryActions, exitActions); //2.b estado para alertarse de entrenador cercano entryActions = new List <Action>() { showExclamation, stop }; //al entrar al estado debemos mostrar un signo de exclamacion actions = new List <Action>(); exitActions = new List <Action>() { disableExclamation }; //al salir quitamos el signo State alert = new State(actions, entryActions, exitActions); //2,c estado para perseguir sin corazon entryActions = new List <Action>();//al entrar al estado ponemos un corazon actions = new List <Action>() { seekTarget }; //durante el estado perseguimos al enamorado exitActions = new List <Action>(); //al salir quitamos el corazon State stalk = new State(actions, entryActions, exitActions); //2.d estado para huir del entrenador entryActions = new List <Action>() { moreMaxSpeed }; actions = new List <Action>() { runFromTargets }; exitActions = new List <Action>() { speedBackToNormal }; State runAway = new State(actions, entryActions, exitActions); //2.e estado para preocuparse por alguien y seguirlo preocupado entryActions = new List <Action>() { showSweat, disableHeart, disableExclamation }; actions = new List <Action>() { seekWorried }; exitActions = new List <Action>() { disableSweat }; State worry = new State(actions, entryActions, exitActions); //3. CONDICIONES: TooCloseToPoint closeCenterTrainer = new TooCloseToPoint(center, kineticsTrainer, radiusAlert); TooClose closeTrainer = new TooClose(kinMeowth, kineticsTrainer, radiusAlert); TooClose veryCloseTrainer = new TooClose(kinMeowth, kineticsTrainer, radiusRun); TooCloseToPoint closeCenterRival = new TooCloseToPoint(center, kineticsRival, radiusAlert); TooClose closeRival = new TooClose(kinMeowth, kineticsRival, radiusAlert); TooClose veryCloseRival = new TooClose(kinMeowth, kineticsRival, radiusRun); //Estas son las que de verdad necesitamos OrCondition anyTargetCloseCenter = new OrCondition(closeCenterRival, closeCenterTrainer); OrCondition anyTargetClose = new OrCondition(closeTrainer, closeRival); OrCondition anyTargetVeryClose = new OrCondition(veryCloseRival, veryCloseTrainer); NotCondition noOneClose = new NotCondition(anyTargetClose); NotCondition noOneVeryClose = new NotCondition(anyTargetVeryClose); WasCaught targetCaught = new WasCaught(kineticsTarget); List <Action> noActions = new List <Action>(); //4. TRANSICIONES: Transition anyHumanCloseCenter = new Transition(anyTargetCloseCenter, noActions, alert); Transition anyHumanClose = new Transition(anyTargetClose, noActions, alert); Transition noHumanClose = new Transition(noOneClose, noActions, stalk); Transition anyHumanVeryClose = new Transition(anyTargetVeryClose, noActions, runAway); Transition noHumanVeryClose = new Transition(noOneVeryClose, noActions, alert); Transition targetWasCaught = new Transition(targetCaught, noActions, worry); //4.1 AGREGAMOS TRANSICIONES A ESTADOS List <Transition> transitions = new List <Transition>() { anyHumanCloseCenter, targetWasCaught }; stalkTarget.transitions = transitions; transitions = new List <Transition>() { noHumanClose, anyHumanVeryClose, targetWasCaught }; alert.transitions = transitions; transitions = new List <Transition>() { anyHumanClose, targetWasCaught }; stalk.transitions = transitions; transitions = new List <Transition>() { noHumanVeryClose, targetWasCaught }; runAway.transitions = transitions; worry.transitions = new List <Transition>();//es un sumidero //5 MAQUINA DE ESTADOS State[] states = new State[] { stalkTarget, alert, stalk, runAway, worry }; meowthMachine = new StateMachine(states, stalkTarget); }
public float radiusRun = 15f; //radio para huir void Start() { //INICIALIZAMOS LA DATA DEL EXTERIOR kinGlameow = glameow.kineticsAgent; steeringGlameow = glameow.steeringAgent; kineticsTarget = target.kineticsAgent; kineticsTrainer = trainer.kineticsAgent; kineticsRival = rival.kineticsAgent; Vector3 center = (kinGlameow.transform.position + kineticsTarget.transform.position) / 2; //COMENZAMOS A CONSTRUIR LA MAQUINA DE ESTADOS //1. ACCIONES: //este es seek pero en verdad como meowth le hace seek tambien pareciera que huye FollowTarget seekTarget = new FollowTarget(steeringGlameow, kinGlameow, kineticsTarget, maxSeekAccel); //el target es null porque todavia no sabemos cual trainer se acercara ArriveToTarget arriveTrainer = new ArriveToTarget(steeringGlameow, kinGlameow, null, MaxAccelerationArrive, glameow.maxspeed, targetRadiusArrive, slowRadiusArrive); Kinetics[] targets = new Kinetics[2]; targets[0] = kineticsTrainer; targets[1] = kineticsRival; SetArriveTarget setTrainer = new SetArriveTarget(targets, arriveTrainer); //seek closes StopMoving stop = new StopMoving(kinGlameow, steeringGlameow); ShowIcon showHeart = new ShowIcon(this.gameObject, "Heart"); DisableIcon disableHeart = new DisableIcon(this.gameObject, "Heart"); ShowIcon showSweat = new ShowIcon(this.gameObject, "Sweat"); DisableIcon disableSweat = new DisableIcon(this.gameObject, "Sweat"); ShowIcon showExclamation = new ShowIcon(this.gameObject, "Exclamation"); DisableIcon disableExclamation = new DisableIcon(this.gameObject, "Exclamation"); //2. ESTADOS: List <Action> entryActions; //aqui iremos guardanndo todas las acciondes de entrada List <Action> exitActions; //aqui iremos guardanndo todas las acciones de salida List <Action> actions; //aqui guardaremos todas las acciones intermedias //2.a estado para huir de anamorado (meowth) entryActions = new List <Action>() { showSweat }; //al entrar al estado ponemos un corazon actions = new List <Action>() { seekTarget }; //durante el estado perseguimos al enamorado exitActions = new List <Action>() { disableSweat }; //al salir quitamos el corazon State stalked = new State(actions, entryActions, exitActions); //2.b estado para alertarse de entrenador cercano entryActions = new List <Action>() { showExclamation, stop }; //al entrar al estado debemos mostrar un signo de exclamacion actions = new List <Action>(); exitActions = new List <Action>() { disableExclamation }; //al salir quitamos el signo State alert = new State(actions, entryActions, exitActions); //2.c estado para perseguir enamorado al entrenador entryActions = new List <Action> { setTrainer, showHeart }; actions = new List <Action>() { arriveTrainer }; exitActions = new List <Action> { disableHeart }; State stalkTrainer = new State(actions, entryActions, exitActions); //3. CONDICIONES: TooCloseToPoint closeCenterTrainer = new TooCloseToPoint(center, kineticsTrainer, radiusAlert); TooClose closeTrainer = new TooClose(kinGlameow, kineticsTrainer, radiusAlert); TooClose veryCloseTrainer = new TooClose(kinGlameow, kineticsTrainer, radiusRun); TooCloseToPoint closeCenterRival = new TooCloseToPoint(center, kineticsRival, radiusAlert); TooClose closeRival = new TooClose(kinGlameow, kineticsRival, radiusAlert); TooClose veryCloseRival = new TooClose(kinGlameow, kineticsRival, radiusRun); //Estas son las que de verdad necesitamos OrCondition anyTargetCloseCenter = new OrCondition(closeCenterRival, closeCenterTrainer); OrCondition anyTargetClose = new OrCondition(closeTrainer, closeRival); OrCondition anyTargetVeryClose = new OrCondition(veryCloseRival, veryCloseTrainer); NotCondition noOneClose = new NotCondition(anyTargetClose); List <Action> noActions = new List <Action>(); //4. TRANSICIONES: Transition anyHumanClose = new Transition(anyTargetCloseCenter, noActions, alert); Transition noHumanClose = new Transition(noOneClose, noActions, stalkTrainer); Transition anyHumanVeryClose = new Transition(anyTargetVeryClose, noActions, stalkTrainer); //4.1 AGREGAMOS TRANSICIONES A ESTADOS List <Transition> transitions = new List <Transition>() { anyHumanClose }; stalked.transitions = transitions; transitions = new List <Transition>() { noHumanClose, anyHumanVeryClose }; alert.transitions = transitions; transitions = new List <Transition>(); stalkTrainer.transitions = transitions; //5 MAQUINA DE ESTADOS State[] states = new State[] { stalked, alert, stalkTrainer }; glameowMachine = new StateMachine(states, stalked); }
public Transform[] allEevees; //necesitamos saber donde estan todos los eevee void Start() { //INICIALIZAMOS LA DATA DEL EXTERIOR kineticsAgent = agent.kineticsAgent; steeringAgent = agent.steeringAgent; kineticsTrainer = trainer.kineticsAgent; kineticsRival = rival.kineticsAgent; Vector3 center = Vector3.zero;// Necesitamos el centro de masa de los eevee for (int k = 0; k < allEevees.Length; k++) { center += allEevees[k].transform.position; } center = center / allEevees.Length; // Centro de masas //piedras stones = GameObject.FindGameObjectsWithTag("Stone"); Stack <GameObject> stonesStack = new Stack <GameObject>(stones); //Inicializamos grafo y A* graph = graphComponent.graph; aStar = new PathFindAStar(graph, null, null, null, walkable); //Inicializamos seek seek = new Seek(kineticsAgent, kineticsAgent, maxAccel); //obstaculos GameObject[] obstacles = GameObject.FindGameObjectsWithTag("Obstacle"); obstacle_data[] obstaclesData = new obstacle_data[obstacles.Length]; for (int k = 0; k < obstacles.Length; k++) { obstaclesData[k] = obstacles[k].GetComponent <obstacle_data>(); } //COMENZAMOS A CONSTRUIR LA MAQUINA DE ESTADOS //1. ACCIONES: UpdateAStarGameObject updateAStar = new UpdateAStarGameObject(stonesStack, aStar, graph, kineticsAgent, walkable); FollowPathOfPoints followPath = new FollowPathOfPoints(steeringAgent, seek, null, false); PopGameObject popStone = new PopGameObject(stonesStack); DestroyGameObject destroyStone = new DestroyGameObject(stonesStack); UpdateFollowPathWithAstar updateFollow = new UpdateFollowPathWithAstar(followPath, aStar, obstaclesData); UpdateAStarTarget updateAStar2 = new UpdateAStarTarget(aStar, graph, kineticsAgent, graph.GetNode(550), walkable); StopMoving stop = new StopMoving(kineticsAgent, steeringAgent); RunSprite showRunSprite = new RunSprite(pokemonData); Evolve evolve = new Evolve(pokemonData, "Sun", updateAStar, updateAStar2, aStar); updateEvolveMethod updateEvolve = new updateEvolveMethod(evolve, stonesStack); ShowIcon showExclamation = new ShowIcon(this.gameObject, "Exclamation"); DisableIcon disableExclamation = new DisableIcon(this.gameObject, "Exclamation"); ShowIcon showSweat = new ShowIcon(this.gameObject, "Sweat"); DisableIcon disableSweat = new DisableIcon(this.gameObject, "Sweat"); //2. ESTADOS: List <Action> entryActions; //aqui iremos guardanndo todas las acciondes de entrada List <Action> exitActions; //aqui iremos guardanndo todas las acciones de salida List <Action> actions; //aqui guardaremos todas las acciones intermedias //2.a estado para esperar sin hacer nada entryActions = new List <Action>() { stop }; //al entrar al estado debemos parar actions = new List <Action>(); exitActions = new List <Action>(); State wait = new State(actions, entryActions, exitActions); //2.b estado para sorprenderse entryActions = new List <Action>() { showExclamation }; //al entrar al estado debemos sorprendernos actions = new List <Action>(); exitActions = new List <Action>() { disableExclamation }; //al salir dejamos de sorprendernos State alert = new State(actions, entryActions, exitActions); //2.c estado para perseguir piedra entryActions = new List <Action>() { updateAStar, updateFollow, showSweat }; //al entrar al estado debemos actualizar el a* y luego el camino actions = new List <Action>() { followPath }; //durante la accion seguimos el camino exitActions = new List <Action>(); //al salir no hacemos nada State followStone = new State(actions, entryActions, exitActions); //2.d estado para perseguir punto de encuentro entryActions = new List <Action>() { updateAStar2, updateFollow }; //al entrar al estado debemos actualizar el a* y luego el camino actions = new List <Action>() { followPath }; //durante la accion seguimos el camino exitActions = new List <Action>(); //al salir no hacemos nada State followReunionPoint = new State(actions, entryActions, exitActions); //3. CONDICIONES: TooCloseToPoint closeTrainer = new TooCloseToPoint(center, kineticsTrainer, radiusAlert); TooCloseToPoint veryCloseTrainer = new TooCloseToPoint(center, kineticsTrainer, radiusRun); TooCloseToPoint closeRival = new TooCloseToPoint(center, kineticsRival, radiusAlert); TooCloseToPoint veryCloseRival = new TooCloseToPoint(center, kineticsRival, radiusRun); //Estas son las que de verdad necesitamos OrCondition anyTargetClose = new OrCondition(closeTrainer, closeRival); OrCondition anyTargetVeryClose = new OrCondition(veryCloseRival, veryCloseTrainer); NotCondition noOneClose = new NotCondition(anyTargetClose); NotCondition noOneVeryClose = new NotCondition(anyTargetVeryClose); GameObjectGone stoneGone = new GameObjectGone(stonesStack); //si una piedra es obtenida por alguien mas AllGameObjectGone allStoneGone = new AllGameObjectGone(stonesStack); //si se acaban las piedras ArrivedToStone arrivedToStone = new ArrivedToStone(stonesStack, transform, 2f); //si alcanzamos una piedra //4. TRANSICIONES: Transition closeHuman = new Transition(anyTargetClose, new List <Action>(), alert); Transition noHumanClose = new Transition(noOneClose, new List <Action>(), wait); Transition veryCloseHuman = new Transition(anyTargetVeryClose, new List <Action>() { showRunSprite }, followStone); Transition stoneLost = new Transition(stoneGone, new List <Action> { popStone }, followStone); Transition allStonesLost = new Transition(allStoneGone, new List <Action> { evolve, disableSweat }, followReunionPoint); Transition reachStone = new Transition(arrivedToStone, new List <Action> { updateEvolve, evolve, destroyStone, popStone, disableSweat }, followReunionPoint); //4.1 AGREGAMOS TRANSICIONES A ESTADOS List <Transition> transitions; transitions = new List <Transition>() { closeHuman }; wait.transitions = transitions; transitions = new List <Transition>() { veryCloseHuman, noHumanClose }; alert.transitions = transitions; transitions = new List <Transition>() { allStonesLost, stoneLost, reachStone }; followStone.transitions = transitions; followReunionPoint.transitions = new List <Transition>(); //5 MAQUINA DE ESTADOS State[] states = new State[] { wait, alert, followStone, followReunionPoint }; eeveeMachine = new StateMachine(states, wait); }