示例#1
0
    public void Escape(BasicEnemy enemy)
    {
        BasicEntity entity = enemy.m_entity;
        VoxelBlocks map    = GameObject.Find("Voxel Map").GetComponent <VoxelBlocks> ();

        List <BasicEntity> enemyList = entity.GetComponent <MonitorComponent> ().m_enemy;

        if (AiToInput.CallFriend(entity, enemyList))
        {
            //呼叫成功
            StateComponent state = entity.GetComponent <StateComponent> ();

            state.AnimationStart();

            state.m_actionPoint -= 1;
            state.Invoke("AnimationEnd", 1);
            return;
        }

        Vector3 escapePos = FindPath.GetNearestFriend(entity.GetComponent <BlockInfoComponent> ().m_logicPosition);

        if (escapePos == Vector3.down)
        {
            //无路可走等死
            return;
        }
        else
        {
            AiToInput.Move(entity, escapePos);
        }
        return;
    }
    public void Survey(BasicEntity entity)
    {
        List <Vector3> voice    = entity.GetComponent <MonitorComponent> ().m_voice;
        Vector3        mPos     = entity.GetComponent <BlockInfoComponent> ().m_logicPosition;
        List <Vector3> newVoice = new List <Vector3> ();
        List <int>     i        = new List <int> ();

        for (int j = 0; j < voice.Count; j++)
        {
            Vector3 pos = voice [j];
            if (mPos != pos && FindPath.GetPathByStep(mPos, pos, 100) != Vector3.down)
            {
                newVoice.Add(pos);
            }
            else
            {
                i.Add(j);
            }
        }
        for (int j = 0; j < i.Count; j++)
        {
            voice.Remove(voice [i [j]]);
        }

        if (newVoice.Count != 0)
        {
            AiToInput.Move(entity, newVoice [newVoice.Count - 1]);
        }
    }
示例#3
0
    public void Attack(BasicEntity entity)
    {
        VoxelBlocks map  = GameObject.Find("Voxel Map").transform.GetComponent <VoxelBlocks> ();
        Vector3     ePos = entity.GetComponent <BlockInfoComponent> ().m_logicPosition;

        Vector3 tPos = target.GetComponent <BlockInfoComponent> ().m_logicPosition;

        if ((Mathf.Abs(ePos.x - tPos.x) <= 1.5f) && (Mathf.Abs(ePos.y - tPos.y) <= 1.5f))
        {
            AiToInput.Attack(entity, tPos);
        }
        else
        {
            target.GetComponent <BlockInfoComponent> ().m_blockType = BlockType.None;
            List <Vector3> path = FindPath.GetPath(ePos, tPos);
            target.GetComponent <BlockInfoComponent> ().m_blockType = BlockType.Player;
            if (path != null)
            {
                path.Remove(tPos);
                tPos = path [path.Count - 1];
                AiToInput.Move(entity, tPos);
            }
            else
            {
                Debug.Log("Fail to Attack");
            }
        }
    }
    public void Patrol(BasicEntity entity)
    {
        //寻找一个坐标进行来回移动
        AIComponent    ai    = entity.GetComponent <AIComponent> ();
        StateComponent state = entity.GetComponent <StateComponent> ();

        List <Vector3> path      = ai.m_patrolPoint;
        Vector3        entityPos = entity.GetComponent <BlockInfoComponent> ().m_logicPosition;

        if (path [0] == entityPos)
        {
            Vector3 t = path [0];
            path.Remove(t);
            path.Add(t);
        }
        AiToInput.Move(entity, path [0]);
    }