/* * public GameObject []patrolPoints; * //verso di default dove puntare lo sguardo nel caso di un singolo punto di patrol * public bool DefaultVerseRight = true; * * //nuova gestione suspicious * bool firstCheckDone_Suspicious = false; * public float tSearchLenght = 2.5f; * bool standingSusp = false; * bool exitSuspicious = false; * * //variabili da resettare ad inizio stato * bool patrollingTowardAPoint = false; * Transform patrolTarget;//utile dichiararlo momentaneamente public per vedere che valore ha * * //public float DEFAULT_DUMB_SPEED = 2.0f; * * //Gestione raycast target------------------------------------ * //public LayerMask targetLayers; dichiarata su * float frontalDistanceOfView = 5.0f; * float scale_FrontalDistanceOfView_ToBeFar = 1.5f; * float backDistanceOfView = 2.0f; * */ //CONSTRUCTOR---------------------------------------------------------------------------------------------------------------------------------- //----------------------------------------------------------------------------------------------------------------------------------------------- public HPatrolFSM(int _stateId, GameObject _gameo, int _hLevel, HEnemyStateFSM _fatherState, AIAgent1 _scriptAIAgent, patrolSubState patrolT) : base("Patrol", _stateId, _gameo, _hLevel, true, _fatherState, _scriptAIAgent) { myInitialize += patrolInitialize; switch (patrolT) { case patrolSubState.Walk: myUpdate += updatePatrolWalk; myHandleCollisionEnter += checkFlipNeedForCollision; break; case patrolSubState.Area: myUpdate += updatePatrolArea; break; case patrolSubState.Stand: myUpdate += updatePatrolStand; break; } myFinalize += patrolFinalize; myHandleCollisionEnter += checkKillPlayerCollision; initializePatrolParameters(); }
public HChargeChaseFSM(GameObject _gameo, int _hLevel, HEnemyStateFSM _fatherState, AIAgent1 _scriptAIAgent) : base("ChargeChase", _gameo, _hLevel, _scriptAIAgent) { finalHLevel = true; fatherState = _fatherState; myInitialize += initializeChargeChase; myFinalize += finalizeChargeChase; }
public HStandPatrolFSM(GameObject _gameo, int _hLevel, HEnemyStateFSM _fatherState, AIAgent1 _scriptAIAgent) : base("StandPatrol", _gameo, _hLevel, _scriptAIAgent) { finalHLevel = true; fatherState = _fatherState; myUpdate += updatePatrolStand; }
public HSuspPatrolFSM(GameObject _gameo, int _hLevel, HEnemyStateFSM _fatherState, AIAgent1 _scriptAIAgent) : base("SuspPatrol", _gameo, _hLevel, _scriptAIAgent) { finalHLevel = true; fatherState = _fatherState; myInitialize += initializeSuspPatrol; myFinalize += finalizeSuspPatrol; myUpdate += updateSuspPatrol; }
public HFleeFSM(int _stateId, GameObject _gameo, int _hLevel, HEnemyStateFSM _fatherState, AIAgent1 _scriptAIAgent) : base("Flee", _stateId, _gameo, _hLevel, true, _fatherState, _scriptAIAgent) { myInitialize += fleeInitialize; myUpdate += fleeUpdate; myHandleCollisionEnter += checkFlipNeedForCollision; }
//CONSTRUCTOR---------------------------------------------------------------------------------------------------------------------------------- //----------------------------------------------------------------------------------------------------------------------------------------------- public HChaseFSM(int _stateId, GameObject _gameo, int _hLevel, HEnemyStateFSM _fatherState, AIAgent1 _scriptAIAgent) : base("Chase", _stateId, _gameo, _hLevel, true, _fatherState, _scriptAIAgent) { myInitialize += initializeChase; myUpdate += updateChase; myFinalize += finalizeChase; initializeChaseParameters(); }
public HCrashChaseFSM(GameObject _gameo, int _hLevel, HEnemyStateFSM _fatherState, AIAgent1 _scriptAIAgent) : base("CrashChase", _gameo, _hLevel, _scriptAIAgent) { finalHLevel = true; fatherState = _fatherState; myInitialize += initializeCrashChase; myUpdate += updateCrashChase; myFinalize += finalizeCrashChase; myHandleCollisionEnter += checkCrashWallCollision; }
public HWalkPatrolFSM(GameObject _gameo, int _hLevel, HEnemyStateFSM _fatherState, AIAgent1 _scriptAIAgent) : base("WalkPatrol", _gameo, _hLevel, _scriptAIAgent) { myHandleCollisionEnter += checkFlipNeedForCollision; finalHLevel = true; fatherState = _fatherState; myUpdate += updatePatrolWalk; myInitialize += initializeWalkPatrol; myFinalize += finalizeWalkPatrol; }
public HWanderFSM(int _stateId, GameObject _gameo, int _hLevel, HEnemyStateFSM _fatherState, AIAgent1 _scriptAIAgent, bool _flipControl = false) : base("Wander", _stateId, _gameo, _hLevel, true, _fatherState, _scriptAIAgent) { myInitialize += wanderInitialize; flipControl = _flipControl; myUpdate += wanderUpdate; myHandleCollisionEnter += checkFlipNeedForCollision; myHandleCollisionEnter += checkKillPlayerCollision; initializeWanderParameters(); //wanderInitialize (); }
public HStunnedFSM(int _stateId, GameObject _gameo, int _hLevel, HEnemyStateFSM _fatherState, AIAgent1 _scriptAIAgent, bool _killingState = true) : base("Stunned", _stateId, _gameo, _hLevel, true, _fatherState, _scriptAIAgent) { //killingState = _killingState; if (!_killingState) { myInitialize += normalStunnedInitialize; } else { myInitialize += killingStunnedInitialize; } myUpdate += stunnedUpdate; myFinalize += stunnedFinalize; initializeStunnedParameters(); }