//EnemyPersonalities
 private void ScardyClause()
 {
     //Hides/Shoots and hides
     if (fov.CanSee(target.gameObject) && hearing.CanHear(target.gameObject))
     {
         enemyMode = EnemyMode.Flee;
     }
     else if (!hearing.CanHear(target.gameObject))
     {
         enemyMode = EnemyMode.Patrol;
     }
     EnemyModeStateMachine();
 }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        if (pawn.target != null)
        {
            pawn.Move(1);
            pawn.RotateToward(pawn.target.position - transform.position);
        }

        switch (currentState)
        {
        case state.attack:
            Attack();
            //if (sight.CanSee())
            //{
            //    changeState(state.search);
            //}
            break;

        case state.chase:
            Chase();
            //if (IsInAttackRange())
            //{
            //    changeState(state.attack);
            //}
            break;

        case state.patrol:
            Patrol();
            if (hearing.CanHear())
            {
                changeState(state.search);
            }

            break;

        case state.search:
            Search();
            if (Vector3.Distance(transform.position, pawn.target.position) < closeEnough && !sight.CanSee())
            {
                changeState(state.patrol);
            }
            break;
        }
    }