Пример #1
0
    public CoverSpot GetCoverTowardsTarget(Soldier soldier, Vector3 targetPosition, float maxAttackDistance, float minAttackDistance, CoverSpot prevCoverSpot)
    {
        CoverSpot bestCover       = null;
        Vector3   soldierPosition = soldier.transform.position;

        CoverSpot[] possibleCoverSpots = unOccupiedCoverSpots.ToArray();

        for (int i = 0; i < possibleCoverSpots.Length; i++)
        {
            CoverSpot spot = possibleCoverSpots[i];

            if (!spot.IsOccupied() && spot.AmICoveredFrom(targetPosition) && Vector3.Distance(spot.transform.position, targetPosition) >= minAttackDistance && !CoverIsPastEnemyLine(soldier, spot))
            {
                if (bestCover == null)
                {
                    bestCover = spot;
                }
                else if (prevCoverSpot != spot && Vector3.Distance(bestCover.transform.position, soldierPosition) > Vector3.Distance(spot.transform.position, soldierPosition) && Vector3.Distance(spot.transform.position, targetPosition) < Vector3.Distance(soldierPosition, targetPosition))
                {
                    if (Vector3.Distance(spot.transform.position, soldierPosition) < Vector3.Distance(targetPosition, soldierPosition))
                    {
                        bestCover = spot;
                    }
                }
            }
        }

        if (bestCover != null)
        {
            bestCover.SetOccupier(soldier.transform);
            AddToOccupied(bestCover);
        }

        return(bestCover);
    }
Пример #2
0
    void stateMoveToCover()
    {
        if (curTarget != null && currentCover != null && currentCover.AmICoveredFrom(curTarget.transform.position))
        {
            if (currentPath != null)
            {
                Soldier alternativeTarget = GetNewTarget();

                if (alternativeTarget != null && alternativeTarget != curTarget)
                {
                    float distanceToCurTarget         = Vector3.Distance(myTransform.position, curTarget.transform.position);
                    float distanceToAlternativeTarget = Vector3.Distance(myTransform.position, alternativeTarget.transform.position);
                    float distanceBetweenTargets      = Vector3.Distance(curTarget.transform.position, alternativeTarget.transform.position);

                    if (Mathf.Abs(distanceToAlternativeTarget - distanceToCurTarget) > 5 && distanceBetweenTargets > 5)
                    {
                        curTarget = alternativeTarget;
                        coverManager.ExitCover(currentCover);
                        currentCover = coverManager.GetCoverTowardsTarget(this, curTarget.transform.position, maxAttackDistance, minAttackDistance, currentCover);
                        currentPath  = CalculatePath(myTransform.position, currentCover.transform.position);
                        return;
                    }
                }

                if (currentPath.ReachedEndNode())
                { //if we reached the end, we'll start looking for a target
                    anim.SetBool("move", false);

                    currentPath = null;

                    state = ai_states.combat;
                    return;
                }

                Vector3 nodePosition = currentPath.GetNextNode();

                if (Vector3.Distance(myTransform.position, nodePosition) < 1)
                {
                    //if we reached the current node, then we'll begin going towards the next node
                    currentPath.currentPathIndex++;
                }
                else
                {
                    //else we'll move towards current node
                    myTransform.LookAt(nodePosition);
                    myTransform.Translate(Vector3.forward * moveSpeed * Time.deltaTime);
                }
            }
            else
            {
                //if we don't have a path, we'll look for a target
                anim.SetBool("move", false);

                state = ai_states.idle;
            }
        }
        else
        {
            anim.SetBool("move", false);

            state = ai_states.idle;
        }
    }