89 lines
2.3 KiB
C#
89 lines
2.3 KiB
C#
using SHADE;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
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{
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public class PatrolState: AIBaseState
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{
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Random rand;
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Vector3 lastFramePos;
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float stuckTimer ;
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public PatrolState(StateMachine machine) : base(machine)
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{
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stateName = "Patrol";
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rand = new Random();
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}
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public override void OnEnter()
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{
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Navigation nav = machine.GetComponent<Navigation>();
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Transform transform = machine.GetComponent<Transform>();
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if (nav && transform)
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{
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int index = rand.Next(0, ai.patrolPointPool.Count() - 1);
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Transform dest = ai.patrolPointPool.ElementAt(index);
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if (dest)
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{
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nav.MoveTo(dest.GlobalPosition);
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Debug.Log("Moving to" + dest.GlobalPosition.ToString());
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}
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lastFramePos = transform.GlobalPosition;
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stuckTimer = 0.0f;
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}
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}
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public override void update()
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{
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Navigation nav = machine.GetComponent<Navigation>();
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Transform transform = machine.GetComponent<Transform>();
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RigidBody rigid = machine.GetComponent<RigidBody>();
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if(nav && transform && rigid)
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{
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rigid.LinearVelocity = nav.GetForward() * ai.patrolSpeed;
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Vector3 d = lastFramePos - transform.GlobalPosition;
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if (d.GetSqrMagnitude() < 0.001f)
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{
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stuckTimer += Time.DeltaTimeF;
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}
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if (nav.ReachedTarget())
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{
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machine.SetState(typeof(IdleState));
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}
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lastFramePos = transform.GlobalPosition;
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}
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if(stuckTimer >= 0.5f)
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{
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machine.SetState(typeof(IdleState));
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}
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if (ai.ShouldTransitAlert())
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{
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machine.SetState(typeof(AlertState));
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}
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}
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public override void fixedUpdate()
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{
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}
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}
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}
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