示例#1
0
    //OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        agent.transform.position = SavedPosition;
        if (m_enemyNavController.NoiseTarget && m_enemyNavController.currentNoiseType == NoiseController.NoiseType.Run)
        {
            enemyAI.EmenyHeardRun?.Invoke();
        }
        else
        if (m_enemyNavController.VisibleTarget)
        {
            m_enemyNavController.OldVisibleTarget = m_enemyNavController.VisibleTarget;
            timer = 2;
            if (Time.time - savedTime >= m_enemyNavController.CounterUpdateTime)
            {
                m_enemyNavController.Counter += m_enemyNavController.ModCounter(m_enemyNavController.transform, m_enemyNavController.VisibleTarget);
                savedTime = Time.time;
            }
            m_enemyNavController.transform.LookAt(m_enemyNavController.VisibleTarget.transform.position);
            if (m_enemyNavController.Counter >= m_enemyNavController.Counter_Alert_MaxValue)
            {
                enemyAI.AlertStateMaxCounter?.Invoke();
            }
        }
        else
        {
            if (m_enemyNavController.NoiseTarget)
            {
                if (m_enemyNavController.currentNoiseType == NoiseController.NoiseType.Walk)
                {
                    timer = 2;
                    m_enemyNavController.transform.LookAt(m_enemyNavController.NoisePosition);
                }
                else if (m_enemyNavController.currentNoiseType == NoiseController.NoiseType.Object)
                {
                    enemyAI.EmenyAloneHeardObj?.Invoke();
                }
            }
            else
            {
                timer -= Time.deltaTime;
                if (timer <= 0)
                {
                    enemyAI.AlertStateMissThePlayer?.Invoke();
                }
            }
        }

        CheckHiddenPlayer();
    }
示例#2
0
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (m_enemyNavController.VisibleTarget)
     {
         if (!PlayerWasInFov)
         {
             GameManager.instance.EnemiesInResearch.Add(m_enemyNavController);
             PlayerWasInFov = true;
         }
         m_enemyNavController.OldVisibleTarget = m_enemyNavController.VisibleTarget;
         if (Time.time - savedTime >= m_enemyNavController.CounterUpdateTime)
         {
             m_enemyNavController.Counter += m_enemyNavController.ModCounter(m_enemyNavController.transform, m_enemyNavController.VisibleTarget);
             savedTime = Time.time;
         }
         agent.destination = new Vector3(m_enemyNavController.VisibleTarget.position.x, m_enemyNavController.transform.position.y, m_enemyNavController.VisibleTarget.position.z);
         if (m_enemyNavController.Counter >= m_enemyNavController.Counter_Research_MaxValue)
         {
             enemyAI.ResearchStateMaxCounter?.Invoke();
         }
     }
     else
     {
         CheckHiddenPlayer();
         if (m_enemyNavController.NoiseTarget)
         {
             agent.SetDestination(new Vector3(m_enemyNavController.NoisePosition.x, m_enemyNavController.transform.position.y, m_enemyNavController.NoisePosition.z));
             if (m_enemyNavController.currentNoiseType == NoiseController.NoiseType.Object)
             {
                 GameManager.instance.EnemiesInResearch.Remove(m_enemyNavController);
                 PlayerWasInFov = false;
             }
         }
         else if (agent.pathStatus == NavMeshPathStatus.PathComplete && agent.remainingDistance < 1f)
         {
             enemyAI.ResearchStateMissPlayer?.Invoke();
         }
     }
 }