示例#1
0
    public override TASK_RETURN_STATUS Run(Survivor_AI sAI)
    {
        sAI.SetMvmtTree(MOVEMENT_TREE.DEFAULT);
        sAI.GetHiveRef().MoveSurvivorBack(sAI);
        //sAI.GetSurvivor().MoveTo(sAI.GetCurrDefensePoint().transform.position);

        return(TASK_RETURN_STATUS.SUCCEED);
    }
示例#2
0
    /* FOR SHOWING OFF ASTAR IN GAME IF TIME *****************************************/
    void SearchForLoot()
    {
        if (SearchingForLoot == false) // && GameManager.GetCurrentWaveNumber() < 4)
        {
            List <Loot> lootlist = GameManager.GetLootList();
            if (lootlist.Count > 0)
            {
                this.UpdateSurvivorList();

                foreach (Loot loot in lootlist)
                {
                    //if(loot.GetLootType() != LOOT_TYPE.GRENADES || loot.GetLootType() != LOOT_TYPE.NULL)
                    //{
                    Survivor_AI moving = GetClosestSurvivor(loot.transform.position);
                    PathNode[]  nodes  = GetClosestPathNode(moving.transform.position, loot.transform.position);
                    if (moving != null)
                    {
                        if (moving.mvmtTracker != Moving.MOVING_ON_ASTAR)
                        {
                            moving.start = nodes[0];
                            moving.end   = nodes[1];
                            moving.GetBlackboard().startNode = nodes[0];
                            moving.GetBlackboard().goalNode  = nodes[1];
                            moving.SetMvmtTree(MOVEMENT_TREE.ASTAR);
                            SearchingForLoot   = true;
                            moving.mvmtTracker = Moving.MOVING_ON_ASTAR;
                            break;
                        }
                    }
                    //}
                }
            }
            else
            {
                Invoke("SearchForLoot", 15.0f);
            }
        }
    }