// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { AI_StateMachine_Helper helper = animator.GetComponent <AI_StateMachine_Helper>(); AI_Memory aiSoundMemory = helper.getSoundReceiver(); aiSoundMemory.clearMemory(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { AI_StateMachine_Helper helper = animator.GetComponent <AI_StateMachine_Helper>(); Movement movement = helper.getMovement(); AI_Movement aiMovement = helper.getAIMovement(); Orient orient = helper.getOrient(); AI_Memory aiMemory = helper.getMemory(); List <Memory> memoryCache = aiMemory.getMemoryCache(); if (memoryCache.Count == 0) { Debug.LogWarning("flee target not found"); return; } // Go to last combat location Vector2 lastSeenEnemyPos = memoryCache[0].lastSeenPosition; orient.lookAtStep(lastSeenEnemyPos); aiMovement.Move(lastSeenEnemyPos); // Combat point reach bool positionReached = movement.positionReached(lastSeenEnemyPos); if (positionReached) { memoryCache.RemoveAt(0); animator.SetTrigger("CombatPointReached"); } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { AI_StateMachine_Helper helper = animator.GetComponent <AI_StateMachine_Helper>(); Movement movement = helper.getMovement(); AI_Movement aiMovement = helper.getAIMovement(); Orient orient = helper.getOrient(); int patrolIndex = animator.GetInteger("PatrolLocationIndex"); // Patrol if location available if (patrolIndex > 0) { Transform randomPatrolSpot = Navigation_manual.getPatrolLocation(patrolIndex); Vector2 visitPos = randomPatrolSpot.position; orient.lookAtStep(visitPos); aiMovement.Move(visitPos); // Patrol point reach bool positionReached = movement.positionReached(visitPos); if (positionReached) { animator.SetTrigger("PatrolPointReached"); } } else { Debug.LogWarning("Patrol location not found"); animator.SetTrigger("PatrolPointReached"); } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { AI_StateMachine_Helper helper = animator.GetComponent <AI_StateMachine_Helper>(); Movement movement = helper.getMovement(); Orient orient = helper.getOrient(); Vector2 thisPos = movement.getPosition(); bool feelPain = animator.GetBool("FeelPain"); //List<Vector2> locationMemory = helper.getMemory().getLocations(); if (feelPain) { AI_Sense_Pain painRecepter = helper.getPainRecepter(); Vector2 painDirection = painRecepter.getLatestDamageDirection(); Vector2 respondToDir = thisPos + painDirection; orient.lookAtStep(respondToDir); } //else if(locationMemory.Count > 0) //{ // Vector2 targetLocation = locationMemory[locationMemory.Count - 1]; // orient.lookAtStep(targetLocation); // //bool weaponized = // //movement.Move(targetLocation - thisPos); //} }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // Vector2 enemyPos = aiEnemyFinder.getClosestEnemy().position; // Vector2 thisPos = movement.getPosition(); // movement.SetDirectionVector(thisPos - enemyPos); //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { AI_StateMachine_Helper helper = animator.GetComponent <AI_StateMachine_Helper>(); Movement movement = helper.getMovement(); AI_Movement aiMovement = helper.getAIMovement(); Orient orient = helper.getOrient(); AI_Memory aiMemory = helper.getMemory(); Vector2 thisPos = movement.getPosition(); List <Memory> memoryCache = aiMemory.getMemoryCache(); if (memoryCache.Count == 0) { Debug.LogWarning("flee target not found"); return; } // Get closest Vector2 tmp = memoryCache[0].lastSeenPosition; Vector2 enemyPos = tmp; float closestDistSqrTmp = (tmp - thisPos).sqrMagnitude; float closestDistSqr = closestDistSqrTmp; for (int i = 1; i < memoryCache.Count; i++) { tmp = memoryCache[i].lastSeenPosition; closestDistSqrTmp = (tmp - thisPos).sqrMagnitude; if (closestDistSqr > closestDistSqrTmp) { closestDistSqr = closestDistSqrTmp; enemyPos = tmp; } } // Get hiding spot Transform hidingSpot = Navigation_manual.nearest_cover(thisPos, enemyPos); // Flee to hiding spot if (hidingSpot != null) { orient.lookAtStep(hidingSpot.position); aiMovement.Move(hidingSpot.position); // Combat point reach bool positionReached = movement.positionReached(hidingSpot.position); if (positionReached) { animator.SetTrigger("CoverPointReached"); } } // Flee from enemy else { Vector2 moveDir = thisPos - enemyPos; orient.lookAtStep(enemyPos); movement.Move(moveDir); } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { AI_StateMachine_Helper helper = animator.GetComponent <AI_StateMachine_Helper>(); Movement movement = helper.getMovement(); AI_Movement aiMovement = helper.getAIMovement(); Orient orient = helper.getOrient(); Equipment equipment = helper.getEquipment(); AI_Finder aiEnemyFinder = helper.getEnemyFinder(); Vector2 thisPos = movement.getPosition(); List <Transform> memoryCache = aiEnemyFinder.getSightCache(); if (memoryCache.Count == 0) { Debug.LogWarning("attack target not found"); return; } // Get closest Vector2 tmp = memoryCache[0].position; Vector2 closestPos = tmp; float closestDistSqrTmp = (tmp - thisPos).sqrMagnitude; float closestDistSqr = closestDistSqrTmp; for (int i = 1; i < memoryCache.Count; i++) { tmp = memoryCache[i].position; closestDistSqrTmp = (tmp - thisPos).sqrMagnitude; if (closestDistSqr > closestDistSqrTmp) { closestDistSqr = closestDistSqrTmp; closestPos = tmp; } } // Engage orient.lookAtStep(closestPos); aiMovement.Move(closestPos); // Attack when close AI_Weapon_Helper weaponAIHelper = equipment.getWeapon().GetComponent <AI_Weapon_Helper>(); Assert.IsNotNull(weaponAIHelper); float meleeRange = weaponAIHelper.getAttackRange(); float enemyDistSqr = (closestPos - thisPos).sqrMagnitude; if (enemyDistSqr < meleeRange * meleeRange) { equipment.initPrimaryAttack(); } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { AI_StateMachine_Helper helper = animator.GetComponent <AI_StateMachine_Helper>(); Movement movement = helper.getMovement(); AI_Movement aiMovement = helper.getAIMovement(); Orient orient = helper.getOrient(); Equipment equipment = helper.getEquipment(); AI_Finder weaponFinder = helper.getWeaponFinder(); List <Transform> sightCache = weaponFinder.getSightCache(); if (sightCache.Count == 0) { Debug.LogWarning("Weapon not found"); return; } // Find closest weapon Vector2 thisPos = movement.getPosition(); Transform tmp = sightCache[0]; Transform weaponClosest = tmp; float closestDistSqrTmp = ((Vector2)tmp.position - thisPos).sqrMagnitude; float closestDistSqr = closestDistSqrTmp; for (int i = 1; i < sightCache.Count; i++) { tmp = sightCache[i]; closestDistSqrTmp = ((Vector2)tmp.position - thisPos).sqrMagnitude; if (closestDistSqr > closestDistSqrTmp) { closestDistSqr = closestDistSqrTmp; weaponClosest = tmp; } } // Move & Face enemy Vector2 enemyPos = weaponClosest.position; orient.lookAtStep(enemyPos); aiMovement.Move(enemyPos); // Fetch when close float pickupRadius = equipment.getPickUpRadius(); float enemyDistSqr = (enemyPos - thisPos).sqrMagnitude; if (enemyDistSqr < pickupRadius * pickupRadius) { equipment.pickUp(); } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { AI_StateMachine_Helper helper = animator.GetComponent <AI_StateMachine_Helper>(); Orient orient = helper.getOrient(); AI_Memory aiMemory = helper.getMemory(); List <Memory> memoryCache = aiMemory.getMemoryCache(); if (memoryCache.Count == 0) { Debug.LogWarning("Threat location not found"); return; } // Go to last combat location Vector2 lastSeenEnemyPos = memoryCache[0].lastSeenPosition; orient.lookAtStep(lastSeenEnemyPos); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { AI_StateMachine_Helper helper = animator.GetComponent <AI_StateMachine_Helper>(); Equipment equipment = helper.getEquipment(); Movement movement = helper.getMovement(); Orient orient = helper.getOrient(); AI_Finder aiEnemyFinder = helper.getEnemyFinder(); Vector2 thisPos = movement.getPosition(); List <Transform> sightCache = aiEnemyFinder.getSightCache(); if (sightCache.Count == 0) { Debug.LogWarning("attack target not found"); return; } // Get closest Vector2 tmp = sightCache[0].position; Vector2 enemyPos = tmp; float closestDistSqrTmp = (tmp - thisPos).sqrMagnitude; float closestDistSqr = closestDistSqrTmp; for (int i = 1; i < sightCache.Count; i++) { tmp = sightCache[i].position; closestDistSqrTmp = (tmp - thisPos).sqrMagnitude; if (closestDistSqr > closestDistSqrTmp) { closestDistSqr = closestDistSqrTmp; enemyPos = tmp; } } // Engage orient.lookAtStep(enemyPos); equipment.initPrimaryAttack(); }