示例#1
0
            public void Execute(Entity e)
            {
                AIEntity entity = (AIEntity)e;

                // check point 1
                {
                    // damaged first
                    if (entity.triggerDamage)
                    {
                        entity.target        = entity.triggerDamage;
                        entity.triggerDamage = null;
                        entity.Event         = eEntityState.Search;
                        return;
                    }

                    // check target in sight
                    if (Facade_AI.DetectTarget(entity.property, entity.property.tb.sightRange, out entity.target))
                    {
                        Debug.Log("- Detect palyer!!");

                        // check runaway condition (life)
                        if (entity.Ai.IsRunawayCondition())
                        {
                            entity.Event = eEntityState.Runaway;
                            return;
                        }
                        // check distance for attacking or
                        Vector3 distance = entity.target.transform.position - entity.property.transform.position;
                        if (distance.magnitude < entity.property.tb.attackRange)
                        {
                            entity.Event = eEntityState.Attack;
                        }
                        else
                        {
                            entity.Event = eEntityState.Chase;
                        }
                        return;
                    }
                }

                // check point 2
                {
                    // change next moving position
                    if (!entity.Ai.IsMoving)
                    {
                        if (Facade_NavMesh.RandomRangePoint(
                                entity.property.transform.position,
                                entity.property.tb.wander_min_range,
                                entity.property.tb.wander_max_range, out entity.destination))
                        {
                            entity.Ai.agent.destination = entity.destination;
                        }
                    }
                }
            }
示例#2
0
            public void Execute(Entity e)
            {
                AIEntity entity = (AIEntity)e;

                // check point 1
                {
                    // check runaway condition (life)
                    if (entity.Ai.IsRunawayCondition())
                    {
                        entity.Event = eEntityState.Runaway;
                        return;
                    }
                    // check still in attack range ( not in sight)
                    RaycastResult result = Facade_AI.IsRaycastHit(entity.property, entity.target, entity.property.tb.attackRange);
                    if (result != RaycastResult.FoundTarget)
                    {
                        // replace target and mode change to attack
                        Vector3 distance = entity.property.DistanceFrom(entity.target);
                        if (distance.magnitude < entity.property.tb.chaseRange)
                        {
                            entity.Event = eEntityState.Chase;
                        }
                        else
                        {
                            entity.Event = eEntityState.Search;
                        }
                        return;
                    }
                }
                // check point 2
                {
                    // attack processing
                    if (elapsedTime > entity.property.tb.attack_interval)
                    {
                        elapsedTime = 0;
                        // attack
                        entity.Ai.OnAttack(entity.target);
                    }
                    if (entity.Ai.animator)
                    {
                        entity.Ai.animator.SetBool("attack", true);
                    }
                    // increase elapse time
                    elapsedTime += Time.deltaTime;
                }

                float slerpTime = 10.0f;
                // look at the target
                Vector3 look = entity.property.DistanceFrom(entity.target).normalized;

                entity.property.transform.forward = Vector3.Lerp(entity.property.transform.forward, look, slerpTime * Time.deltaTime);
            }
示例#3
0
            public void Execute(Entity e)
            {
                AIEntity entity = (AIEntity)e;

                // check point 1
                {
                    // check runaway condition (life)
                    if (entity.Ai.IsRunawayCondition())
                    {
                        entity.Event = eEntityState.Runaway;
                        return;
                    }

                    // check target in sight (Search Range)
                    if (Facade_AI.DetectTarget(entity.property, entity.property.tb.searchRange, out entity.target))
                    {
                        Debug.Log("- Detect palyer!!");
                        // check distance for attacking or
                        Vector3 distance = entity.target.transform.position - entity.property.transform.position;
                        if (distance.magnitude < entity.property.tb.attackRange)
                        {
                            entity.Event = eEntityState.Attack;
                        }
                        else
                        {
                            entity.Event = eEntityState.Chase;
                        }
                        return;
                    }
                }

                // check point 2
                {
                    // check reach them and something
                    if (!entity.Ai.IsMoving)
                    {
                        entity.Event = eEntityState.Wander;
                    }
                }
            }
示例#4
0
            public void Execute(Entity e)
            {
                AIEntity entity = (AIEntity)e;

                // check point 1
                {
                    // check runaway condition (life)
                    if (entity.Ai.IsRunawayCondition())
                    {
                        entity.Event = eEntityState.Runaway;
                        return;
                    }
                    // check target in sight ( attack range)
                    if (entity.target && entity.target.isAlive)
                    {
                        RaycastResult result = Facade_AI.IsRaycastHit(entity.property, entity.target, entity.property.tb.attackRange);
                        if (result == RaycastResult.FoundTarget)
                        {
                            entity.Ai.agent.isStopped = true;
                            entity.Event = eEntityState.Attack;
                            return;
                        }
                        // blocked sight
                        if (result == RaycastResult.BlockedTarget)
                        {
                            Vector3 distance = entity.property.DistanceFrom(entity.target);
                            if (distance.magnitude < entity.property.tb.chaseRange)
                            {
                                entity.Ai.agent.destination = entity.target.transform.position;
                                entity.Ai.agent.isStopped   = false;
                                return;
                            }
                        }
                    }
                    else
                    {
                        ObjectProperty target;
                        if (Facade_AI.DetectTarget(entity.property, entity.property.tb.attackRange, out target))
                        {
                            // replace target and mode change to attack
                            entity.Ai.agent.isStopped = true;
                            entity.target             = target;
                            entity.Event = eEntityState.Attack;
                            return;
                        }
                    }
                }
                //check point 2
                {
                    // follow target if it is in chaseRange
                    if (entity.target && entity.target.isAlive)
                    {
                        Vector3 distance = entity.property.DistanceFrom(entity.target);
                        if (distance.magnitude < entity.property.tb.chaseRange)
                        {
                            entity.Ai.agent.destination = entity.target.transform.position;
                            return;
                        }
                    }
                }

                // check reach them and something
                if (!entity.Ai.IsMoving)
                {
                    entity.Event = eEntityState.Wander;
                }
            }