Пример #1
0
 private float ApplyGravity()
 {
     if (movementDirection != Direction.Down)
     {
         return(0f);
     }
     else
     {
         if (lemmingStateController.isFloater())
         {
             return(gravitySpeedGain / 2);
         }
         return(gravitySpeedGain);
     }
 }
Пример #2
0
    public void SetupStateMachine()
    {
        stateMachine = new FiniteStateMachine <LemmingAI>(this);

        idleState.AddTrigger((int)Trigger.StartGame, walkingState);

        walkingState.AddTransition((int)Trigger.ArrivedAtExit, () => true, exitingLevelState);
        walkingState.AddTransition((int)Trigger.ArrivedAtWaypoint, () => stateController.checkForceExplode(), explodingState);
        walkingState.AddTransition((int)Trigger.ArrivedAtWaypoint, () => !movementController.CheckFloor(), fallingState);
        walkingState.AddTransition((int)Trigger.ArrivedAtWaypoint, CheckIsBlocker, blockingState);
        walkingState.AddTransition((int)Trigger.ArrivedAtWaypoint, () => movementController.CheckWallForward() && stateController.checkSkill(Skill.Basher), bashingState);
        walkingState.AddTransition((int)Trigger.ArrivedAtWaypoint, () => movementController.CheckWallForward() && stateController.isClimber(), climbingState);
        walkingState.AddTransition((int)Trigger.ArrivedAtWaypoint, () => stateController.checkSkill(Skill.Digger), diggingState);
        walkingState.AddTransition((int)Trigger.ArrivedAtWaypoint, () => stateController.checkSkill(Skill.Exploder), explodingState);
        walkingState.AddTransition((int)Trigger.ArrivedAtWaypoint, () => stateController.checkSkill(Skill.Builder), buildingState);

        fallingState.AddTransition((int)Trigger.ArrivedAtWaypoint, () => this.transform.position.y <= movementController.borderFallKillThreshold, deathState);
        fallingState.AddTransition((int)Trigger.ArrivedAtWaypoint, () => movementController.CheckFloor() && movementController.checkFallDeath(), deathState);
        fallingState.AddTransition((int)Trigger.ArrivedAtWaypoint, () => movementController.CheckFloor(), landingState);
        fallingState.AddTransition((int)Trigger.ArrivedAtWaypoint, () => stateController.isFloater(), floatingState);

        floatingState.AddTransition((int)Trigger.ArrivedAtWaypoint, () => this.transform.position.y <= movementController.borderFallKillThreshold, deathState);
        floatingState.AddTransition((int)Trigger.ArrivedAtWaypoint, () => movementController.CheckFloor(), landingState);
        floatingState.AddCondition(() => stateController.checkForceExplode(), explodingState);

        landingState.AddTransition((int)Trigger.FinishedTask, () => true, walkingState);

        climbingState.AddTransition((int)Trigger.ArrivedAtWaypoint, () => movementController.CheckFloor(), walkingState);
        climbingState.AddTransition((int)Trigger.ArrivedAtWaypoint, () => stateController.checkForceExplode(), fallingState);

        diggingState.AddTransition((int)Trigger.FinishedTask, () => true, walkingState);
        diggingState.AddTransition((int)Trigger.ArrivedAtWaypoint, () => stateController.checkForceExplode(), explodingState);

        bashingState.AddTransition((int)Trigger.FinishedTask, () => true, walkingState);
        bashingState.AddTransition((int)Trigger.ArrivedAtWaypoint, () => stateController.checkForceExplode(), explodingState);

        buildingState.AddTransition((int)Trigger.FinishedTask, () => true, walkingState);
        buildingState.AddTransition((int)Trigger.ArrivedAtWaypoint, () => stateController.checkForceExplode(), explodingState);

        blockingState.AddCondition(() => !movementController.CheckFloor(), fallingState);
        blockingState.AddCondition(() => stateController.checkForceExplode(), explodingState);

        stateMachine.SetState(idleState);
    }