public void Start() { var boxController = GetComponent <BoxController>(); _stateMachineAI = new StateMachineAI(); var idleState = new IdleState(transform.gameObject); var warnState = new WarnState(transform.gameObject, boxController); _stateMachineAI.States.Add(idleState); _stateMachineAI.States.Add(warnState); _stateMachineAI.SetCurrentState("Idle"); }
public void Start() { var roomController = GetComponent <RoomController>(); _stateMachineAI = new StateMachineAI(); var waitState = new WaitState(transform.gameObject); var fightState = new FightState(transform.gameObject, roomController); var completeState = new CompleteState(); _stateMachineAI.States.Add(waitState); _stateMachineAI.States.Add(fightState); _stateMachineAI.States.Add(completeState); _stateMachineAI.SetCurrentState("Wait"); }
public IdleState(StateMachineAI stateMachineAI) { stateMachine = stateMachineAI; }
public AttackState(StateMachineAI stateMachineAI) { stateMachine = stateMachineAI; }
public ChaseState(StateMachineAI stateMachineAI) { stateMachine = stateMachineAI; triggerWidth = stateMachine.GetComponent<SphereCollider>().bounds.size.z; }
public PatrolState(StateMachineAI stateMachineAI) { stateMachine = stateMachineAI; currentNodeInt = Random.Range(0, stateMachine.patrolNodes.Length); currentNode = stateMachine.patrolNodes[currentNodeInt].position; }
public ChaseState(StateMachineAI stateMachineAI) { stateMachine = stateMachineAI; triggerWidth = stateMachine.GetComponent <SphereCollider>().bounds.size.z; }