public BossCasterAiBehaviour(CharacterInstance character)
        {
            base.Character            = character;
            this.m_parameters         = ParseParameters(character.Character.BossAiParameters);
            this.m_targetingBehaviour = new MonsterTargetingAiBehaviour(character);
            switch (character.Character.CoreAiBehaviour)
            {
            case AiBehaviourType.MonsterRanged:
                this.m_attackBehaviour = new PursuitAndRangedAttackAiBehaviour(character);
                break;

            case AiBehaviourType.MonsterRangedToMelee:
                this.m_attackBehaviour = new PursuitAndRangedMeleeAttackAiBehaviour(character);
                break;

            case AiBehaviourType.MonsterPuffer:
                this.m_attackBehaviour = new StationarySkillUseAiBehaviour(character, SkillType.PoisonPuff);
                break;

            default:
                this.m_attackBehaviour = new PursuitAndMeleeAttackAiBehaviour(character);
                break;
            }
            for (int i = 0; i < this.m_parameters.PerkTypes.Count; i++)
            {
                PerkType     perkType = this.m_parameters.PerkTypes[i];
                PerkInstance item     = new PerkInstance();
                item.Type     = perkType;
                item.Modifier = ConfigPerks.GetBestModifier(perkType);
                character.BossPerks.PerkInstances.Add(item);
            }
            this.m_skillTimer.set(ConfigSkills.SHARED_DATA[this.m_parameters.SkillType].BossFirstCastDelay);
        }
        public BossSummonerAiBehaviour(CharacterInstance character)
        {
            base.Character            = character;
            this.m_parameters         = ParseParameters(character.Character.BossAiParameters);
            this.m_skillData          = ConfigSkills.BOSS_SUMMONER_SKILLS[this.m_parameters.SkillType];
            this.m_targetingBehaviour = new MonsterTargetingAiBehaviour(character);
            switch (character.Character.CoreAiBehaviour)
            {
            case AiBehaviourType.MonsterRanged:
                this.m_attackBehaviour = new PursuitAndRangedAttackAiBehaviour(character);
                break;

            case AiBehaviourType.MonsterRangedToMelee:
                this.m_attackBehaviour = new PursuitAndRangedMeleeAttackAiBehaviour(character);
                break;

            case AiBehaviourType.MonsterPuffer:
                this.m_attackBehaviour = new StationarySkillUseAiBehaviour(character, SkillType.PoisonPuff);
                break;

            default:
                this.m_attackBehaviour = new PursuitAndMeleeAttackAiBehaviour(character);
                break;
            }
            if (this.m_skillData.AiTriggerType == TriggerType.TimeInterval)
            {
                this.m_timer = new ManualTimer(this.m_skillData.AiTriggerModifier);
            }
        }
Пример #3
0
        private void removeAiBehaviour(CharacterInstance c)
        {
            AiBehaviour item = this.m_characterToAiBehaviourMapping[c];

            item.cleanup();
            this.m_characterToAiBehaviourMapping.Remove(c);
            this.m_aiBehaviours.Remove(item);
        }
 public IdleUntilProvokedAiBehaviour(CharacterInstance character)
 {
     base.Character = character;
     if (base.Character.UsesRangedAttack)
     {
         this.m_attackBehaviour = new PursuitAndRangedAttackAiBehaviour(character);
     }
     else
     {
         this.m_attackBehaviour = new PursuitAndMeleeAttackAiBehaviour(character);
     }
 }
        public IdleUntilWithinAggroDistanceAiBeheaviour(CharacterInstance character)
        {
            base.Character = character;
            if (character.IsBoss)
            {
                switch (character.Character.BossAiBehaviour)
                {
                case AiBehaviourType.BossSummoner:
                    this.m_primaryAi = new BossSummonerAiBehaviour(character);
                    break;

                case AiBehaviourType.BossCaster:
                    this.m_primaryAi = new BossCasterAiBehaviour(character);
                    break;
                }
            }
            if (this.m_primaryAi == null)
            {
                switch (character.Character.CoreAiBehaviour)
                {
                case AiBehaviourType.MonsterMelee:
                    this.m_primaryAi = new MonsterMeleeAiBehaviour(character);
                    return;

                case AiBehaviourType.MonsterRanged:
                    this.m_primaryAi = new MonsterRangedAiBehaviour(character);
                    return;

                case AiBehaviourType.MonsterRangedToMelee:
                    this.m_primaryAi = new MonsterRangedToMeleeAiBehaviour(character);
                    return;

                case AiBehaviourType.MonsterFireblast:
                    this.m_primaryAi = new MonsterFireblastAiBehaviour(character);
                    return;

                case AiBehaviourType.MonsterPuffer:
                    this.m_primaryAi = new MonsterPufferAiBehaviour(character);
                    return;
                }
                Debug.LogError("No suitable attack AI behaviour specified for " + character.Name);
            }
        }
Пример #6
0
        protected void FixedUpdate()
        {
            ActiveDungeon activeDungeon = GameLogic.Binder.GameState.ActiveDungeon;

            for (int i = 0; i < this.m_aiBehaviours.Count; i++)
            {
                AiBehaviour behaviour = this.m_aiBehaviours[i];
                if (behaviour.UpdateTimer.tick(Time.deltaTime * Time.timeScale))
                {
                    CharacterInstance character = behaviour.Character;
                    float             dt        = behaviour.UpdateTimer.timeElapsed();
                    behaviour.UpdateTimer.reset();
                    behaviour.preUpdate(dt);
                    if (((activeDungeon == null) || (activeDungeon.ActiveRoom == null)) || ((activeDungeon.CurrentGameplayState != GameplayState.ACTION) && (activeDungeon.CurrentGameplayState != GameplayState.START_CEREMONY_STEP1)))
                    {
                        CmdSetCharacterVelocityAndFacing.ExecuteStatic(character, Vector3.zero, character.PhysicsBody.Transform.forward);
                    }
                    else if ((((activeDungeon.CurrentGameplayState != GameplayState.START_CEREMONY_STEP1) && !character.IsDead) && (!character.isAttacking() && (character.AttackCooldownTimer <= 0f))) && (!character.ExternallyControlled && !character.Stunned))
                    {
                        behaviour.update(dt);
                    }
                }
            }
        }
Пример #7
0
 public MonsterPufferAiBehaviour(CharacterInstance character)
 {
     base.Character            = character;
     this.m_targetingBehaviour = new MonsterTargetingAiBehaviour(character);
     this.m_attackBehaviour    = new StationarySkillUseAiBehaviour(character, SkillType.PoisonPuff);
 }
Пример #8
0
        private void addAiBehaviour(CharacterInstance c)
        {
            AiBehaviour behaviour = null;

            switch (c.Character.CoreAiBehaviour)
            {
            case AiBehaviourType.HeroMelee:
                behaviour = new HeroMeleeAiBehaviour(c);
                break;

            case AiBehaviourType.HeroRanged:
                behaviour = new HeroRangedAiBehaviour(c);
                break;

            case AiBehaviourType.CompanionMelee:
                behaviour = new CompanionMeleeAiBehaviour(c);
                break;

            case AiBehaviourType.CompanionRanged:
                behaviour = new CompanionRangedAiBehaviour(c);
                break;

            case AiBehaviourType.SupportClone:
                behaviour = new SupportCloneAiBehaviour(c);
                break;

            case AiBehaviourType.SupportDecoy:
                behaviour = new SupportDecoyAiBehaviour(c);
                break;

            case AiBehaviourType.SupportMeleeAtk:
                behaviour = new SupportMeleeAttackAiBehaviour(c);
                break;

            case AiBehaviourType.SupportRangedAtk:
                behaviour = new SupportRangedAttackAiBehaviour(c);
                break;

            case AiBehaviourType.SupportDasher:
                behaviour = new SupportSkillUseAiBehaviour(c, SkillType.Omnislash, false, null);
                break;

            case AiBehaviourType.SupportWhirler:
                behaviour = new SupportSkillUseAiBehaviour(c, SkillType.Whirlwind, false, null);
                break;

            case AiBehaviourType.SupportLeaper:
                behaviour = new SupportSkillUseAiBehaviour(c, SkillType.Leap, false, null);
                break;

            case AiBehaviourType.SupportCharger:
                behaviour = new SupportSkillUseAiBehaviour(c, SkillType.Charge, true, null);
                break;

            case AiBehaviourType.SupportSplashSlammer:
            {
                List <PerkType> list2 = new List <PerkType>();
                list2.Add(PerkType.SkillUpgradeSlam4);
                List <PerkType> perkTypes = list2;
                behaviour = new SupportSkillUseAiBehaviour(c, SkillType.Slam, false, perkTypes);
                break;
            }
            }
            if ((behaviour == null) && (c.Character.CoreAiBehaviour != AiBehaviourType.None))
            {
                if (c.IsPlayerCharacter)
                {
                    Debug.LogWarning("Assigning IdleUntilWithinAggroDistanceAiBeheaviour for player character.");
                }
                behaviour = new IdleUntilWithinAggroDistanceAiBeheaviour(c);
            }
            if (behaviour != null)
            {
                if (c.IsSupport)
                {
                    behaviour.UpdateTimer.set(ConfigGameplay.AI_UPDATE_INTERVAL * 0.25f);
                    behaviour.UpdateTimer.tick(behaviour.UpdateTimer.originalTimeSet() * 0.95f);
                }
                else
                {
                    behaviour.UpdateTimer.tick(UnityEngine.Random.Range((float)(ConfigGameplay.AI_UPDATE_INTERVAL * 0.75f), (float)(ConfigGameplay.AI_UPDATE_INTERVAL * 0.95f)));
                }
                this.m_characterToAiBehaviourMapping.Add(c, behaviour);
                this.m_aiBehaviours.Add(behaviour);
            }
        }