50 lines
1.6 KiB
C#
50 lines
1.6 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using Watermelon.SquadShooter;
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namespace Watermelon.Enemy.Melee
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{
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[RequireComponent(typeof(MeleeEnemyBehaviour))]
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public class MeleeStateMachine : AbstractStateMachine<State>
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{
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private MeleeEnemyBehaviour enemy;
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private void Awake()
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{
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enemy = GetComponent<MeleeEnemyBehaviour>();
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var patrollingStateCase = new StateCase();
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patrollingStateCase.state = new PatrollingState(enemy);
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patrollingStateCase.transitions = new List<StateTransition<State>> {
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new StateTransition<State>(PatrollingStateTransition)
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};
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var followingAttackingStateCase = new StateCase();
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followingAttackingStateCase.state = new MeleeFollowAttackState(enemy);
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followingAttackingStateCase.transitions = new List<StateTransition<State>>
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{
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new StateTransition<State>((out State nextState) =>{
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nextState = State.Attacking;
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return false;
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})
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};
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states.Add(State.Patrolling, patrollingStateCase);
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states.Add(State.Attacking, followingAttackingStateCase);
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}
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private bool PatrollingStateTransition(out State nextState)
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{
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bool isTargetSpotted = enemy.IsTargetInVisionRange || enemy.HasTakenDamage;
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if (!isTargetSpotted)
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{
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nextState = State.Patrolling;
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return false;
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}
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nextState = State.Attacking;
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return true;
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}
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}
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} |