Пример #1
0
    static bool Proc_TurnToFaceDisturbance(CEnemyShip enemyShip)
    {
        switch (enemyShip.m_Event)
        {
        case EEvent.none:                       // Process the state.
            if (enemyShip.state_LookingAtTarget)
            {
                enemyShip.m_Event = enemyShip.FindPrey() ? EEvent.transition_TurnToFacePrey : EEvent.transition_MoveToDisturbance;
            }
            break;

        default:                        // Shutdown the state.
            enemyShip.m_State = EState.none;
            return(true);
        }

        return(false);          // Proc functions return false unless the event is uncaught.
    }
Пример #2
0
    static bool Proc_Idle(CEnemyShip enemyShip)
    {
        switch (enemyShip.m_Event)
        {
        case EEvent.none:                       // Process the state.
            if (enemyShip.FindPrey())           // Todo: Do this only periodically.
            {
                enemyShip.m_Event = EEvent.transition_TurnToFacePrey;
            }
            break;

        default:                        // Shutdown the state.
            enemyShip.m_State = EState.none;
            return(true);
        }

        return(false);          // Proc functions return false unless the event is uncaught.
    }
Пример #3
0
	static bool Proc_TurnToFaceDisturbance(CEnemyShip enemyShip)
	{
		switch (enemyShip.m_Event)
		{
			case EEvent.none:	// Process the state.
				if (enemyShip.state_LookingAtTarget)
					enemyShip.m_Event = enemyShip.FindPrey() ? EEvent.transition_TurnToFacePrey : EEvent.transition_MoveToDisturbance;
				break;

			default:	// Shutdown the state.
				enemyShip.m_State = EState.none;
				return true;
		}

		return false;	// Proc functions return false unless the event is uncaught.
	}
Пример #4
0
	static bool Proc_Idle(CEnemyShip enemyShip)
	{
		switch (enemyShip.m_Event)
		{
			case EEvent.none:	// Process the state.
				if (enemyShip.FindPrey())// Todo: Do this only periodically.
					enemyShip.m_Event = EEvent.transition_TurnToFacePrey;
				break;

			default:	// Shutdown the state.
				enemyShip.m_State = EState.none;
				return true;
		}

		return false;	// Proc functions return false unless the event is uncaught.
	}