private Vector3 GenerateValidDashDirection() { float predictedDashDistance = AIUtil.GetRandomPredictedDashDistance(); Vector3 playerPosition = StateMachine_.Player.transform.position; Vector3 lastDashDirection = Vector3.zero; for (int i = 0; i < GameConstants.Instance.AIPositionRetries; i++) { Vector3 dashDirection = UnityEngine.Random.insideUnitCircle.normalized; Vector3 dashEndPosition = playerPosition + (dashDirection * predictedDashDistance); lastDashDirection = dashDirection; if (!AIUtil.IsXZPositionOnPlatform(dashEndPosition) || AIUtil.DoesWallExistBetweenXZPoints(playerPosition, dashEndPosition)) { continue; } return(dashDirection); } Debug.LogWarning("Using invalid dash direction!", context: StateMachine_.Player); return(lastDashDirection); }
protected override void OnStateEntered() { predictedDashDistance_ = AIUtil.GetRandomPredictedDashDistance(); target_ = BattlePlayerUtil.GetClosestEnemyPlayerFor(StateMachine_.Player); }