private void CheckStates() { if (AIStates[AIIndex] == "UnwareState") { m_currentAIState = m_unwareAIState; } else if (AIStates[AIIndex] == "PatrolState") { m_currentAIState = m_patrolAIState; } else if (AIStates[AIIndex] == "SearchState") { m_currentAIState = m_searchAIState; } else if (AIStates[AIIndex] == "ChaseState") { m_currentAIState = m_chaseAIState; } else if (AIStates[AIIndex] == "CoverState") { m_currentAIState = m_coverAIState; } else if (AIStates[AIIndex] == "CorrespondingActionState") { m_currentAIState = m_gunFireAIState; } }
public virtual void dispose() { unRegisterEvt(); this._npcAIComponent = null; this._aiContext = null; this._aiStateManager = null; this._host = null; }
public BaseNPCAIState(IAIComponent npcAIComponent) { this._npcAIComponent = npcAIComponent; this._aiContext = npcAIComponent as IAIContext; this._aiStateManager = npcAIComponent as IAIStateManager; this._host = npcAIComponent.host(); init(); }
public BaseMonsterAIState(IAIComponent monsterAIComponent) { this._monsterAIComponent = monsterAIComponent; this._aiContext = monsterAIComponent as IAIContext; this._aiStateManager = monsterAIComponent as IAIStateManager; this._host = monsterAIComponent.host(); init(); }
public void ChangeAIState(IAIStateManager state) { if (m_currentAIState != null) { m_currentAIState.OnStateExit(); } m_currentAIState = state; m_currentAIState.OnStateEnter(); }