48 lines
1.4 KiB
C#
48 lines
1.4 KiB
C#
using UnityEngine;
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namespace DefaultNamespace.FSM
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{
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public class IdleState : IState
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{
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private GameObject _owner;
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private PlayerController _player;
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private float _viewAngle;
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private float _cosViewAngle;
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public IdleState(GameObject owner, PlayerController player, float viewAngle)
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{
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_owner = owner;
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_player = player;
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_cosViewAngle = Mathf.Cos(viewAngle * Mathf.Deg2Rad);
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}
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public void Enter(IFiniteStateMachine ctx)
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{
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Debug.Log("IDLE: Enter");
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}
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public void Update(IFiniteStateMachine ctx)
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{
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Debug.Log("IDLE: Update");
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float angle = Vector3.Angle(_owner.transform.forward, _player.transform.position - _owner.transform.position);
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// if (angle > _viewAngle)
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// if (cosAngle > _cosViewAngle)
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// player visibility check
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if (Physics.Raycast(_owner.transform.position, _owner.transform.forward, out RaycastHit hit))
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{
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if (hit.transform.GetComponent<PlayerController>() == _player)
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{
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ctx.SetState(new ChasePlayerState(_owner, _player));
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}
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}
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}
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public void Exit(IFiniteStateMachine ctx)
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{
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Debug.Log("IDLE: Exit");
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}
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}
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} |