SHADE_Y3/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafAttack.cs

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/*********************************************************************
* \file LeafAttack.cs
* \author Ryan Wang Nian Jing
* \brief Leaf node implementation for AI attacking the player
* when the AI is close enough after chasing
*
*
* \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction
or disclosure of this file or its contents without the prior written
consent of DigiPen Institute of Technology is prohibited.
*********************************************************************/
using SHADE;
using SHADE_Scripting.AIBehaviour.BehaviourTree;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
//VARIABLES
public partial class LeafAttack : BehaviourTreeNode
{
//Holds the player game object
private GameObject player;
}
//FUNCTIONS
public partial class LeafAttack : BehaviourTreeNode
{
public LeafAttack(string name) : base (name)
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{
Debug.Log("LeafAttack ctor");
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}
public override BehaviourTreeNodeStatus Evaluate()
{
Debug.LogWarning("LeafAttack");
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//Fail if no target in blackboard?
onEnter(BehaviourTreeNodeStatus.RUNNING);
//Get Data
float? captureTime;
if (GetNodeData("captureTimeLeft") == null)
{
status = BehaviourTreeNodeStatus.FAILURE;
onExit(BehaviourTreeNodeStatus.FAILURE);
return status;
}
else
captureTime = (float)GetNodeData("captureTime");
if (GameObject.Find("Player") == null)
{
status = BehaviourTreeNodeStatus.FAILURE;
onExit(BehaviourTreeNodeStatus.FAILURE);
return status;
}
else
player = GameObject.Find("Player").GetValueOrDefault();
//Succeed when stand in hurt box for long enough
//Debug.Log("Attempting to get blackboard data");
//Debug.Log("Got blackboard data");
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captureTime -= Time.DeltaTimeF;
SetNodeData("captureTimeLeft", captureTime);
//Debug.Log(captureTime.ToString());
if (captureTime <= 0.0f)
{
//Catch player when in range for long enough
player.GetScript<PlayerController>().currentState = PlayerController.RaccoonStates.CAUGHT;
status = BehaviourTreeNodeStatus.SUCCESS;
onExit(BehaviourTreeNodeStatus.SUCCESS);
return status;
}
//Return running if not success
Debug.Log("Success: Caught");
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status = BehaviourTreeNodeStatus.RUNNING;
onExit(BehaviourTreeNodeStatus.RUNNING);
return status;
}
}