public override IEnumerator InState(EnemyAIMachine owner)
    {
        while (owner.botMachine.currentState == EnemyTurretSearchState.instance)
        {
            if (!owner.disabled)
            {
                owner.GetComponent <Animator>().enabled = true;

                if (owner.canSeeEnemy && owner.enemyObject != null)
                {
                    owner.botMachine.ChangeState(EnemyAttackState.instance);
                    yield break;
                }
                else
                {
                    owner.canSeeEnemy = false;
                }
            }
            else
            {
                owner.thisAgent.SetDestination(owner.transform.position);
            }

            yield return(null);
        }
    }
示例#2
0
    public override IEnumerator InState(EnemyAIMachine owner)
    {
        float timeWaitingToShoot  = 0;
        bool  movingCloserToEnemy = false;

        while (owner.botMachine.currentState == EnemyAttackState.instance)
        {
            if (!owner.disabled)
            {
                if (owner.enemyObject == null)
                {
                    owner.canSeeEnemy = false;
                    owner.health      = null;
                    if (!owner.insideTurret)
                    {
                        owner.botMachine.ChangeState(EnemyChaseState.instance);
                    }
                    else
                    {
                        owner.botMachine.ChangeState(EnemyTurretSearchState.instance);
                    }
                    yield break;
                }

                if (owner.enemyObject != null)
                {
                    if (owner.turretBot == false && movingCloserToEnemy == false)
                    {
                        owner.thisAgent.SetDestination(owner.transform.position);
                    }
                    else
                    {
                        owner.GetComponent <Animator>().enabled = false;
                    }

                    //before firing check if there are too many enemies and if the bot should change to the retreat state
                    if (owner.additionalEnemies.Count >= 2 && owner.friendlyBots.Count <= 1 && !owner.turretBot)
                    {
                        for (int i = 0; i < owner.movingBotsOnly.Count; i++) //for all moving bots, check if any of them are close enough to retreat to
                        {
                            if (Vector3.Distance(owner.movingBotsOnly[i].transform.position, owner.transform.position) <= owner.retreatRadius && Vector3.Distance(owner.movingBotsOnly[i].transform.position, owner.transform.position) >= 50)
                            {
                                owner.botMachine.ChangeState(EnemyRetreatState.instance);
                                yield break;
                            }
                        }
                    }

                    int numberOfBotsCalled = 0;

                    for (int i = 0; i < owner.movingBotsOnly.Count; i++) //if there are any friendly bots within the reinforcementRadius, give them this bots target
                    {
                        if (Vector3.Distance(owner.transform.position, owner.movingBotsOnly[i].transform.position) <= owner.reinforcementRadius)
                        {
                            if (owner.movingBotsOnly[i].GetComponent <EnemyAIMachine>().enemyObject == null) //if the current bot doesnt already have a target, set it
                            {
                                owner.movingBotsOnly[i].GetComponent <EnemyAIMachine>().enemyObject = owner.enemyObject;
                                numberOfBotsCalled++;
                            }
                        }
                    }

                    if (numberOfBotsCalled != 0)
                    {
                        owner.logD.RecieveLog(owner.displayName + " called " + numberOfBotsCalled + " bot(s) for help!");
                        numberOfBotsCalled = 0;
                    }


                    if (Vector3.Distance(owner.transform.position, owner.enemyObject.transform.position) <= owner.attackDistance && owner.canSeeEnemy)
                    {
                        MoveTurret(owner);

                        timeWaitingToShoot += Time.deltaTime;

                        if (timeWaitingToShoot >= 5f)
                        {
                            owner.thisAgent.SetDestination(owner.enemyObject.transform.position);
                            movingCloserToEnemy = true;

                            if (Vector3.Distance(owner.transform.position, owner.enemyObject.transform.position) <= 20)
                            {
                                owner.thisAgent.SetDestination(owner.transform.position);
                                movingCloserToEnemy = false;
                            }
                        }

                        //after calling the MoveTurret method, wait for the onTarget bool to be true
                        if (owner.onTarget == true)
                        {
                            timeWaitingToShoot = 0;
                            owner.laserLine.SetPosition(0, owner.barrelEnd.position);
                            owner.laserLine.SetPosition(1, owner.contactPoint);

                            owner.laserLine.enabled = true;
                            owner.audioS.PlayOneShot(owner.GetComponent <MultipleAudioClips>().clips[1]);
                            yield return(new WaitForSeconds(0.5f));

                            owner.laserLine.enabled = false;

                            Shoot(owner);

                            bool removing = false;

                            for (int i = 0; i < owner.friendlyBots.Count; i++) //if any of the bots are already removing an enemy, dont do anything
                            {
                                if (owner.friendlyBots[i].GetComponent <EnemyAIMachine>().removingEnemy == true)
                                {
                                    removing = true;
                                    break;
                                }
                            }

                            if (removing == false)
                            {
                                if (owner.enemyObject != null)
                                {
                                    if (owner.health.health <= 0)
                                    {
                                        owner.removingEnemy = true;
                                        OnEnemyDeath(owner);
                                    }
                                }
                            }
                        }
                    }
                    else
                    {
                        if (!owner.insideTurret)
                        {
                            owner.botMachine.ChangeState(EnemyChaseState.instance);
                        }
                        else
                        {
                            owner.botMachine.ChangeState(EnemyTurretSearchState.instance);
                        }
                        yield break;
                    }
                }
            }
            else
            {
                owner.thisAgent.SetDestination(owner.transform.position);
            }
            yield return(null);
        }
    }