示例#1
0
    private void Update()
    {
        if (CurrentOrder != null)
        {
            if (CurrentOrder.UpdateOrder())
            {
                CurrentOrder.DestroyOrder();
                CurrentOrder = null;
            }
        }

        if (Time.time >= nextStateUpdateTime)
        {
            nextStateUpdateTime += stateUpdateTime;
            if (aiAttributes.AttachedSensors.EnemyMilitaryNearby)
            {
                if (CurrentOrder != null)
                {
                    CurrentOrder.DestroyOrder();
                }
                CurrentOrder = gameObject.AddComponent <FleeOrder>();
            }
            else if (aiAttributes.AttachedSensors.EnemyNearby)
            {
                if (CurrentOrder != null)
                {
                    CurrentOrder.DestroyOrder();
                }
                CurrentOrder = gameObject.AddComponent <AttackOrder>();
            }
            else if (CurrentOrder == null && RelationshipManager.IsFactionInWar(tag))
            {
                CurrentOrder = gameObject.AddComponent <RaiderHuntOrder>();
            }
            else if (CurrentOrder == null && !RelationshipManager.IsFactionInWar(tag))
            {
                CurrentOrder = gameObject.AddComponent <PatrolShipsOrder>();
            }
        }
    }
示例#2
0
    private void Update()
    {
        if (CurrentOrder != null)
        {
            if (CurrentOrder.UpdateOrder())
            {
                CurrentOrder.DestroyOrder();
                CurrentOrder = null;
            }
        }

        if (Time.time >= nextStateUpdateTime)
        {
            nextStateUpdateTime += stateUpdateTime;

            if (automate)
            {
                if (CurrentOrder == null && RelationshipManager.IsFactionInWar(tag))
                {
                    CurrentOrder = gameObject.AddComponent <RaiderHuntOrder>();
                }
                else if (CurrentOrder == null && !RelationshipManager.IsFactionInWar(tag))
                {
                    CurrentOrder = gameObject.AddComponent <PatrolBuildingsOrder>();
                }
            }

            if (attackOnSight)
            {
                if (aiAttributes.AttachedSensors.EnemyNearby && (CurrentOrder == null || CurrentOrder.GetType() != typeof(ManualMoveOrder)))
                {
                    if (CurrentOrder != null)
                    {
                        CurrentOrder.DestroyOrder();
                    }
                    CurrentOrder = gameObject.AddComponent <AttackOrder>();
                }
            }
        }
    }