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);
    }
Exemplo n.º 2
0
    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);
    }
Exemplo n.º 3
0
    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);
    }