Пример #1
0
    public override FiniteState CheckState()
    {
        if (_homer.EnemyTooClose())
        {
            return(_escape);
        }

        List <Homer> homersInFlockingRange = _homer.GetHomersCloseEnoughToFlock().FindAll(h => h.capturer == null);

        if (homersInFlockingRange.Count == 0)
        {
            return(_wander);
        }

        _steeringController.SetBehaviours(
            homersInFlockingRange.ConvertAll <SteeringBehaviour>(
                (h) => new SteerToTarget(this.gameObject.transform, h.transform)
                )
            );

        _steeringController.AddBehaviours(
            _homer.GetTooCloseHomers().ConvertAll <SteeringBehaviour>(
                (h) => new SteerFromTarget(this.gameObject.transform, h.transform)
                )
            );

        _steeringController.AddBehaviours(new SteerAvoidBuildings(this.transform));

        _steeringController.Steer();

        return(this);
    }
Пример #2
0
    public override FiniteState CheckState()
    {
        // Homer can be set to waiting by the score zone
        if (_caughtHomer.isWaiting() || _path.Count == 0)
        {
            _caughtHomer.SetWaiting(gameObject, _dropPoint);

            return(_wander);
        }

        if ((_caughtHomer.transform.position - this.transform.position).sqrMagnitude < 9)
        {
            _steeringController.SetBehaviours(
                new List <SteeringBehaviour>()
            {
                new SteerAvoidBuildings(this.transform),
                new SteerAlongPath(this.gameObject.transform, _path)
            }
                );
        }
        else
        {
            _steeringController.SetBehaviours(
                new List <SteeringBehaviour>()
            {
                new SteerAvoidBuildings(this.transform),
                new SteerToTarget(this.gameObject.transform, _caughtHomer.transform)
            }
                );
        }
        _steeringController.Steer();

        return(this);
    }
Пример #3
0
        private void CarControl()
        {
            Vector3 input          = new Vector3(this.input.x, 0, this.input.y);
            Vector3 targetPosition = transform.position + transform.TransformDirection(input);

            steering.Steer(steering.Arrive(targetPosition));
            steering.FaceMovementDirection();
        }
Пример #4
0
    public override FiniteState CheckState()
    {
        Homer h = _marge.GetClosestHomer();

        if (h != null)
        {
            _catch.target = h;

            return(_catch);
        }

        if (_path == null || _path.Count == 0)
        {
            CreateNewPath();

            // If is possible Marge is in a position where a path cannot be determined.
            // If this happens move Marge a little bit and try again
            if (_path == null || _path.Count == 0)
            {
                _steeringController.SetBehaviours(
                    new List <SteeringBehaviour> ()
                {
                    new SteerAvoidBuildings(transform),
                    new SteerWanderXZ(transform)
                }
                    );

                _steeringController.Steer();

                return(this);
            }
        }

        _steeringController.SetBehaviours(
            new List <SteeringBehaviour>()
        {
            new SteerAvoidBuildings(transform),
            new SteerAlongPath(transform, _path)
        }
            );

        _steeringController.Steer();

        return(this);
    }
Пример #5
0
    public override FiniteState CheckState()
    {
        float sqrMag = (target.transform.position - this.transform.position).sqrMagnitude;

        if (sqrMag < distanceCatchHomer * distanceCatchHomer)
        {
            _return.CreateNewPath(target);

            return(_return);
        }
        else if (sqrMag < distanceToSteerToHomer * distanceToSteerToHomer)
        {
            _steeringController.SetBehaviours(
                new List <SteeringBehaviour>()
            {
                new SteerAvoidBuildings(this.transform),
                new SteerToTarget(this.transform, target.transform)
            }
                );
        }
        else
        {
            List <Vector3> path = _pathFinder.FindPath(
                this.transform.position,
                target.transform.position                // TODO try to move ahead of homer homervelocitynormalized * distancebetweenhomerandmarge / margespeed
                );

            // If is possible Marge is in a position where a path cannot be determined.
            // If this happens move Marge a little bit and try again
            if (path.Count > 0)
            {
                _steeringController.SetBehaviours(
                    new List <SteeringBehaviour>()
                {
                    new SteerAvoidBuildings(this.transform),
                    new SteerAlongPath(this.transform, path)
                }
                    );
            }
            else
            {
                _steeringController.SetBehaviours(
                    new List <SteeringBehaviour>()
                {
                    new SteerAvoidBuildings(this.transform),
                    new SteerWanderXZ(this.transform)
                }
                    );
            }
        }

        _steeringController.Steer();

        return(this);
    }
Пример #6
0
        private void FixedUpdate()
        {
            Vector3 input = inputController.GetInput();

            input.z = input.y;
            input.y = 0;

            TargetPosition = transform.position + transform.TransformDirection(input);
            steering.Steer(steering.Arrive(TargetPosition));
            steering.FaceMovementDirection();
        }
Пример #7
0
    public override FiniteState CheckState()
    {
        if (_homer.GetTooCloseEnemies().Exists((Enemy e) => e.gameObject != _homer.capturer))
        {
            _homer.capturer = null;
            return(_escape);
        }

        _steeringController.Steer();

        return(this);
    }
Пример #8
0
    public override FiniteState CheckState()
    {
        List <Enemy> tooCloseEnemies = _homer.GetTooCloseEnemies();

        if (tooCloseEnemies.Count == 0)
        {
            return(_wander);
        }

        _steeringController.SetBehaviours(
            tooCloseEnemies.ConvertAll <SteeringBehaviour>(
                (e) => new SteerFromTarget(this.gameObject.transform, e.transform)
                )
            );

        _steeringController.AddBehaviours(new SteerAvoidBuildings(this.transform));

        _steeringController.Steer();

        return(this);
    }
Пример #9
0
    public override FiniteState CheckState()
    {
        if (_homer.EnemyTooClose())
        {
            return(_escape);
        }

        if (_homer.HomerCloseEnoughToFlock())
        {
            return(_flock);
        }

        _steeringController.SetBehaviours(
            new List <SteeringBehaviour>()
        {
            new SteerAvoidBuildings(this.transform),
            new SteerWanderXZ(this.gameObject.transform)
        }
            );

        _steeringController.Steer();

        return(this);
    }