64 lines
2.2 KiB
C#
64 lines
2.2 KiB
C#
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using Watermelon.SquadShooter;
|
|
|
|
namespace Watermelon.Enemy.Demo
|
|
{
|
|
[RequireComponent(typeof(DemoEnemyBehavior))]
|
|
public class DemoStateMachine : AbstractStateMachine<State>
|
|
{
|
|
private DemoEnemyBehavior enemy;
|
|
|
|
private void Awake()
|
|
{
|
|
enemy = GetComponent<DemoEnemyBehavior>();
|
|
|
|
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 AttackingState(enemy);
|
|
attackingStateCase.transitions = new List<StateTransition<State>>();
|
|
|
|
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;
|
|
}
|
|
|
|
enemy.LightUpFuse();
|
|
|
|
if (enemy.IsTargetInAttackRange)
|
|
nextState = State.Attacking;
|
|
else
|
|
nextState = State.Following;
|
|
return true;
|
|
}
|
|
|
|
private bool FollowingStateTransition(out State nextState)
|
|
{
|
|
var shouldAttack = enemy.IsTargetInAttackRange && enemy.IsTargetInSight() && !CharacterBehaviour.IsDead;
|
|
nextState = shouldAttack ? State.Attacking : State.Following;
|
|
return shouldAttack;
|
|
}
|
|
}
|
|
} |