Пример #1
0
    void OnTriggerExit(Collider col)
    {
        // Check if it was the player
        if (col.attachedRigidbody && col.attachedRigidbody.gameObject.name.Equals("Player"))
        {
            // Check the state
            if (stateMachine.GetStateName().Equals("Attack"))
            {
                playerInRange = false;
                // Change to chase state
                State_Chase state = new State_Chase(this);
                state.SetAnimator(anim);
                state.SetSpeed(moveSpeed);
                state.SetNavAgent(navAgent);
                state.SetChaseTarget(col.attachedRigidbody.gameObject);

                stateMachine.SetState(state);
                attackCollider.radius = attackRange;
            }
        }
    }
Пример #2
0
    void OnTriggerEnter(Collider col)
    {
        // Check if player is in vision range
        if (col.attachedRigidbody && col.attachedRigidbody.gameObject.name.Equals("Player"))
        {
            // Determine which state we should change to
            if (stateMachine.GetStateName().Equals("Patrol") || stateMachine.GetStateName().Equals("Return"))
            {
                visionRange.enabled    = false;
                attackCollider.enabled = true;
                // Change to chase state
                State_Chase state = new State_Chase(this);
                state.SetAnimator(anim);
                state.SetSpeed(moveSpeed);
                state.SetNavAgent(navAgent);
                state.SetChaseTarget(col.attachedRigidbody.gameObject);

                stateMachine.SetState(state);
                attackCollider.radius = attackRange;
                return;
            }
            else if (stateMachine.GetStateName().Equals("Chase"))
            {
                playerInRange = true;
                // Change to attack state
                State_Attack state = new State_Attack(this);
                state.SetAnimator(anim);
                state.SetTarget(col.attachedRigidbody.gameObject);
                state.SetAttackDelay(attackDelay);
                state.SetAttackCooldown(attackCooldown);
                state.SetProjectile(projectile, attackDamage, 0, attackRange);

                stateMachine.SetState(state);
                // Keep the attack more persistent
                attackCollider.radius = attackRange * 1.25f;
            }
        }
    }