Пример #1
0
    public override void Execute()
    {
        entity.Rotate(entity.target.position - entity.transform.position, entity.chaseSpeed);

        if (Time.time > entity.nextAttack)
        {
            // First check if the target is still visible.
            if (entity.LookForTarget() == false)
            {
                EnemySearchState newState = new EnemySearchState(entity.transform.position, entity.target.position - entity.transform.position);
                entity.stateMachine.ChangeState(newState);
            }
            else if (Vector3.Distance(entity.transform.position, entity.target.position) > entity.attackRange)
            {
                // If the target is out of the attack range, look for it again.
                EnemySearchState newState = new EnemySearchState(entity.transform.position, entity.target.position - entity.transform.position);
                entity.stateMachine.ChangeState(newState);
            }
            else
            {
                entity.Attack();
                entity.nextAttack = Time.time + entity.attackRate;
            }
        }
    }
Пример #2
0
    public override void Execute()
    {
        entity.Move(entity.target.position - entity.transform.position, entity.chaseSpeed);

        if (Time.time > timeToCheck)
        {
            if (entity.LookForTarget() == false)
            {
                // Enter seach state.
                EnemySearchState newState = new EnemySearchState(lastTargetPosition + entity.transform.forward * 2.0f, entity.target.position - lastTargetPosition);
                entity.stateMachine.ChangeState(newState);
            }
            else
            {
                if (Vector3.Distance(entity.transform.position, entity.target.position) < entity.attackRange - entity.controller.radius)
                {
                    EnemyAttackState newState = new EnemyAttackState();
                    entity.stateMachine.ChangeState(newState);
                }
                else
                {
                    lastTargetPosition = entity.target.position;
                    timeToCheck        = Time.time + 0.2f; // Check with more frecuency, because the enemy is chasing.
                }
            }
        }
    }
Пример #3
0
    private static EnemySearchState _instance; //only declared once

    private EnemySearchState()                 //set instance to itself
    {
        if (_instance != null)
        {
            return;
        }

        _instance = this;
    }
Пример #4
0
 public override void Alert(Vector3 alertSource)
 {
     // Search the source of the alert...
     if (stateMachine.currentState is EnemyPatrolState)
     {
         if (alertSource == Vector3.zero)    // This call is done from TakeDamage().
         {
             alertSource = target.position;
         }
         EnemySearchState newState = new EnemySearchState(alertSource + transform.forward * 2.0f, transform.forward);
         stateMachine.ChangeState(newState);
     }
 }