示例#1
0
 public void Action()
 {
     //Check if we need to reload
     if (!_aiWeapon.GetEquippedWeapon().IsReloading)
     {
         _aiWeapon.GetEquippedWeapon().Reload();
     }
 }
    private void DecideToReload()
    {
        //Check if we need to reload
        if (_aiWeapon.GetEquippedWeapon().NeedToReload)
        {
            //Stop firing
            _aiWeapon.SetFiring(false);

            //If we are not reloading, then reload the current gun
            if (!_aiWeapon.GetEquippedWeapon().IsReloading)
            {
                //Debug.Log("Reloading");
                _aiWeapon.GetEquippedWeapon().Reload();
            }

            //If the AI does not have any bullets left, then switch to the melee state
            if (_aiWeapon.GetEquippedWeapon().TotalAmmo <= 0)
            {
                _agent.stateMachine.ChangeState(AiStateId.Melee);
            }
        }
    }
示例#3
0
    public void Action()
    {
        if (_navAgent.remainingDistance < 1.0f)
        {
            //Look at the player when close enough to cover
            _agent.LookAtLastKnownLocation();

            //AI is not standing
            if (!_isStanding)
            {
                _betweenStandingTimer += _betweenStandingDuration;

                //AI needs to reload
                if (_aiWeapon.GetEquippedWeapon().NeedToReload)
                {
                    //Crouch behind cover while reloading
                    _anim.SetBool("isCrouching", true);
                    _aiWeapon.SetTarget(null);
                    _aiWeapon.SetFiring(false);
                    if (!_aiWeapon.GetEquippedWeapon().IsReloading)
                    {
                        _aiWeapon.GetEquippedWeapon().Reload();
                    }
                }
                //AI Does not need to reload
                else
                {
                    //Check to see if we can hit the player from the cover
                    RaycastHit hit;
                    if (Physics.Raycast(_agent.transform.position + Vector3.up, _agent.Player.position - _agent.transform.position, out hit, 35.0f, _agent.CharacterMask, QueryTriggerInteraction.Ignore))
                    {
                        if (hit.collider.CompareTag("Player"))
                        {
                            if (_betweenStandingTimer > _betweenStandingDuration)
                            {
                                //Clear the standing timer
                                _betweenStandingTimer = 0.0f;

                                //Stand up
                                _isStanding = true;
                                _anim.SetBool("isCrouching", false);

                                //Shoot the player
                                _aiWeapon.SetTarget(_agent.Player);
                                if (!_aiWeapon.GetEquippedWeapon().IsFiring)
                                {
                                    _aiWeapon.SetFiring(true);
                                }
                            }

                            _changeCoverTimer = 0.0f;
                        }
                        //AI cannot feasibly shoot the player
                        else
                        {
                            TakeCover();
                        }
                    }
                    //AI can not feasibly shoot the player
                    else
                    {
                        TakeCover();
                    }
                }
            }
            //AI is standing
            else
            {
                _standShootTimer += Time.deltaTime;

                if (_standShootTimer > _standShootDuration)
                {
                    TakeCover();
                }
            }
        }
    }