EscapeShooter/My project/Assets/Project Files/Game/Scripts/Enemy/Shotgunner/ShotgunnerStateMachine.cs

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using System.Collections.Generic;
using UnityEngine;
using Watermelon.SquadShooter;
namespace Watermelon.Enemy.Shotgunner
{
[RequireComponent(typeof(ShotgunerEnemyBehavior))]
public class ShotgunnerStateMachine : AbstractStateMachine<State>
{
private ShotgunerEnemyBehavior enemy;
private void Awake()
{
enemy = GetComponent<ShotgunerEnemyBehavior>();
var patrollingStateCase = new StateCase();
patrollingStateCase.state = new PatrollingState(enemy);
patrollingStateCase.transitions = new List<StateTransition<State>> {
new StateTransition<State>(PatrollingStateTransition)
};
var followingStateCase = new StateCase();
followingStateCase.state = new FollowingState(enemy);
followingStateCase.transitions = new List<StateTransition<State>>
{
new StateTransition<State>(FollowingStateTransition)
};
var attackingStateCase = new StateCase();
attackingStateCase.state = new AimAndAttackState(enemy);
attackingStateCase.transitions = new List<StateTransition<State>>()
{
new StateTransition<State>(AttackingStateTransition)
};
states.Add(State.Patrolling, patrollingStateCase);
states.Add(State.Following, followingStateCase);
states.Add(State.Attacking, attackingStateCase);
}
private bool PatrollingStateTransition(out State nextState)
{
bool isTargetSpotted = enemy.IsTargetInVisionRange || enemy.HasTakenDamage;
if (!isTargetSpotted)
{
nextState = State.Patrolling;
return false;
}
if (enemy.IsTargetInAttackRange && enemy.IsTargetInSight())
nextState = State.Attacking;
else
nextState = State.Following;
return true;
}
private bool FollowingStateTransition(out State nextState)
{
if (enemy.IsTargetInAttackRange && enemy.IsTargetInSight())
{
nextState = State.Attacking;
return true;
}
nextState = State.Following;
return false;
}
private bool AttackingStateTransition(out State nextState)
{
var attackingState = states[State.Attacking].state;
if ((attackingState as AimAndAttackState).IsFinished && !CharacterBehaviour.IsDead)
{
if (enemy.IsTargetInAttackRange && enemy.IsTargetInSight())
nextState = State.Attacking;
else
nextState = State.Following;
return true;
}
nextState = State.Attacking;
return false;
}
}
}