Пример #1
0
        /// <summary>
        /// The main interface for communicating between behaviours.  Using polymorphism, we
        /// define a bunch of different messages deriving from BehaviourMessage.  Each behaviour
        /// can then check for particular upcasted messahe types, and either grab some data
        /// from it (set message) or store some data in it (get message).
        /// </summary>
        /// <param name="msg">The message being communicated to the behaviour.</param>
        public override void OnMessage(ref BehaviourMessage msg)
        {
            base.OnMessage(ref msg);

            if (msg is Health.OnZeroHealthMessage)
            {
                AdvanceToState("Dead");
            }
            else if (msg is ExtractionPoint.OnExtractionPointActivatedMessage)
            {
                // Store the next extraction point.
                ExtractionPoint.OnExtractionPointActivatedMessage temp = (ExtractionPoint.OnExtractionPointActivatedMessage)msg;
                mExtractionPoint = msg.pSender;

                FSMState curState = GetCurrentState();

                // If anyone is in the Safe House, they should make a run for the Extraction point now.
                if (curState is States.Common.FSMStateGoToStandingPosition ||
                    curState is States.Common.FSMStateWaitAtStandingPosition ||
                    curState is FSMStatePatrol ||
                    curState is FSMStatePauseAtPatrolPoint)
                {
                    AdvanceToState("GoToExtraction");
                }
            }
            else if (msg is FSMCivilian.GetExtractionPointMessage)
            {
                FSMCivilian.GetExtractionPointMessage temp = (FSMCivilian.GetExtractionPointMessage)msg;
                temp.mExtractionPoint_Out = mExtractionPoint;
            }
            else if (msg is FSMCivilian.GetSafeHouseScoreMessage)
            {
                FSMCivilian.GetSafeHouseScoreMessage temp = (FSMCivilian.GetSafeHouseScoreMessage)msg;
                temp.mSafeHouseScore_Out = mSafeHouseScore;
            }
            else if (msg is StrandedPopup.GetIsScoutableMessage)
            {
                // Currently the only thing required for a Stranded to be Scoutable, is that
                // they are currently in the Cower state. This can later be expanded to include
                // things like distance from the sender.
                if (GetCurrentState() is States.Common.FSMStateCower)
                {
                    StrandedPopup.GetIsScoutableMessage temp = (StrandedPopup.GetIsScoutableMessage)msg;

                    temp.mIsScoutable_Out = true;
                }
            }
        }
Пример #2
0
        /// <summary>
        /// The main interface for communicating between behaviours.  Using polymorphism, we
        /// define a bunch of different messages deriving from BehaviourMessage.  Each behaviour
        /// can then check for particular upcasted messahe types, and either grab some data
        /// from it (set message) or store some data in it (get message).
        /// </summary>
        /// <param name="msg">The message being communicated to the behaviour.</param>
        public override void OnMessage(ref BehaviourMessage msg)
        {
            base.OnMessage(ref msg);

            if (msg is Health.OnZeroHealthMessage)
            {
                AdvanceToState("Dead");
            }
            else if (msg is ExtractionPoint.OnExtractionPointActivatedMessage)
            {
                // Store the next extraction point.
                ExtractionPoint.OnExtractionPointActivatedMessage temp = (ExtractionPoint.OnExtractionPointActivatedMessage)msg;
                mExtractionPoint = msg.pSender;

                FSMState curState = GetCurrentState();

                // If anyone is in the Safe House, they should make a run for the Extraction point now.
                if (curState is States.Common.FSMStateGoToStandingPosition ||
                    curState is States.Common.FSMStateWaitAtStandingPosition ||
                    curState is States.Engineer.FSMStateDoRepair ||
                    curState is States.Engineer.FSMStateRepair ||
                    curState is States.Engineer.FSMStateWaitForRepairChance)
                {
                    AdvanceToState("GoToExtraction");
                }
            }
            else if (msg is FSMCivilian.GetExtractionPointMessage)
            {
                FSMCivilian.GetExtractionPointMessage temp = (FSMCivilian.GetExtractionPointMessage)msg;
                temp.mExtractionPoint_Out = mExtractionPoint;
            }
            else if (msg is FSMCivilian.GetSafeHouseScoreMessage)
            {
                FSMCivilian.GetSafeHouseScoreMessage temp = (FSMCivilian.GetSafeHouseScoreMessage)msg;
                temp.mSafeHouseScore_Out = mSafeHouseScore;
            }
            else if (msg is StrandedPopup.GetIsScoutableMessage)
            {
                // Currently the only thing required for a Civilian to be Scoutable, is that
                // they are currently in the Cower state. This can later be expanded to include
                // things like distance from the sender.
                if (GetCurrentState() is States.Common.FSMStateCower)
                {
                    StrandedPopup.GetIsScoutableMessage temp = (StrandedPopup.GetIsScoutableMessage)msg;

                    temp.mIsScoutable_Out = true;
                }
            }
            else if (msg is SetTileToRepairMessage)
            {
                SetTileToRepairMessage temp = (SetTileToRepairMessage)msg;

                mTileToRepair = temp.mTile_In;
            }
            else if (msg is GetTileToRepairMessage)
            {
                System.Diagnostics.Debug.Assert(mTileToRepair != null, "Getting mTileToRepair when it has not yet been set.");

                GetTileToRepairMessage temp = (GetTileToRepairMessage)msg;

                temp.mTile_Out = mTileToRepair;
            }
        }