示例#1
0
        public static bool TryToChangeState(Beans player)
        {
            // 移動可能な畑を目指す
            var farms = Field.FieldManager.AllFarms()
                        .Where(x => player.IsReachable(x.transform.position))
                        .ToArray();

            if (farms.Any())
            {
                var targetCell = farms[UnityEngine.Random.Range(0, farms.Length)];
                StateToCell.ChangeState(player, targetCell);
                return(true);
            }

            return(false);
        }
示例#2
0
        public void OnReceiveSignal(Signal signal, GameObject gameObject)
        {
            switch (signal)
            {
            case Signal.ToFarm:
                Debug.Assert(player.hasWaterBall());
                StateToCell.ChangeState(player, gameObject);
                return;

            case Signal.ToObstacle:
                StateToObstacle.ChangeState(player, gameObject);
                return;

            case Signal.ToWaterBall:
                StateToWaterBall.ChangeState(player, gameObject);
                return;

            default:
                throw new NotImplementedException();
            }
        }
示例#3
0
        private IEnumerator wait()
        {
            while (true)
            {
                yield return(new WaitForSeconds(1));

                if (player.hasWaterBall())
                {
                    if (StateToCell.TryToChangeState(player))
                    {
                        yield break;
                    }
                }
                else
                {
                    bool toObstacle = (0.8f <= UnityEngine.Random.Range(0.0f, 1.0f));
                    if (toObstacle)
                    {
                        // 障害物の破壊へ
                        if (StateToObstacle.TryToChangeState(player))
                        {
                            yield break;
                        }
                        if (StateToWaterBall.TryToChangeState(player))
                        {
                            yield break;
                        }
                    }
                    else
                    {
                        // 水分取得へ
                        if (StateToWaterBall.TryToChangeState(player))
                        {
                            yield break;
                        }
                    }
                }
            }
        }