新增SensorToolkit
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using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace Micosmo.SensorToolkit.Example
|
||||
{
|
||||
/* When the pickup is detected in the score zone it's team wins a point. */
|
||||
public class ScoreZone : MonoBehaviour
|
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{
|
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public Sensor PickupSensor;
|
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public GameObject ScoreEffect;
|
||||
|
||||
void Update()
|
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{
|
||||
var pickup = PickupSensor.GetNearestComponent<Holdable>();
|
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if (pickup != null)
|
||||
{
|
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// Pickup has been brought to score zone. It's team scores!
|
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if (ScoreEffect != null)
|
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{
|
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Instantiate(ScoreEffect, pickup.transform.position, pickup.transform.rotation);
|
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}
|
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Destroy(pickup.gameObject);
|
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}
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}
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}
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1928
Assets/SensorToolkit/Examples/assets/ArenaShooter/Soldier.prefab
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1928
Assets/SensorToolkit/Examples/assets/ArenaShooter/Soldier.prefab
Normal file
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180
Assets/SensorToolkit/Examples/assets/ArenaShooter/SoldierAI.cs
Normal file
180
Assets/SensorToolkit/Examples/assets/ArenaShooter/SoldierAI.cs
Normal file
@@ -0,0 +1,180 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Micosmo.SensorToolkit.Extras;
|
||||
|
||||
namespace Micosmo.SensorToolkit.Example {
|
||||
|
||||
public class SoldierAI : StupidSimpleFSM {
|
||||
[Header("References")]
|
||||
public Sensor Sight;
|
||||
public SteeringSensor SteerSensor;
|
||||
public IgnoreProcessor IgnoreProc;
|
||||
public Holder Holder;
|
||||
public GunWithClip Gun;
|
||||
public TeamMember TeamMember;
|
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|
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GameObject myBase;
|
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|
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void OnEnable() {
|
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SetFSMState(DefaultState());
|
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}
|
||||
|
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void Start() {
|
||||
myBase = GameObject.Find(TeamMember.Team == Teams.Yellow ? "YellowBase" : "MagentaBase");
|
||||
}
|
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|
||||
void Update() {
|
||||
SteerSensor.Locomotion.MaxSpeedMultiplier = Holder.IsHolding ? .5f : 1f;
|
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}
|
||||
|
||||
IEnumerator DefaultState() {
|
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while (true) {
|
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yield return null;
|
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|
||||
if (Holder.Held != null) {
|
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yield return SetFSMState(CarryToBaseState());
|
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}
|
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|
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var nearestPickup = Sight.GetNearestComponent<Holdable>();
|
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if (nearestPickup != null) {
|
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if (nearestPickup.IsHeld && TeamMember.IsEnemy(nearestPickup.Holder.gameObject)) {
|
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yield return SetFSMState(AttackState(nearestPickup.Holder.gameObject));
|
||||
} else if (Random.value > 0.9f) {
|
||||
yield return SetFSMState(PickUpState(nearestPickup));
|
||||
}
|
||||
}
|
||||
|
||||
var nearestEnemy = Sight.GetNearestDetection(s => TeamMember.IsEnemy(s.Object));
|
||||
if (nearestEnemy != null) {
|
||||
yield return SetFSMState(AttackState(nearestEnemy));
|
||||
}
|
||||
|
||||
float countdown = 1f;
|
||||
while (countdown > 0f) {
|
||||
// Make way to the center of the map
|
||||
SteerSensor.ArriveTo(Vector3.zero);
|
||||
SteerSensor.Locomotion.Strafing.Clear();
|
||||
countdown -= Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator AttackState(GameObject target) {
|
||||
if (target == null) {
|
||||
yield return SetFSMState(DefaultState());
|
||||
} else if ((target.transform.position - transform.position).magnitude > 10f) {
|
||||
yield return SetFSMState(ChargeState(target));
|
||||
} else {
|
||||
yield return SetFSMState(StrafeState(target));
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator ChargeState(GameObject target) {
|
||||
var timer = Random.Range(0.5f, 2f);
|
||||
while (timer >= 0f) {
|
||||
timer -= Time.deltaTime;
|
||||
yield return null;
|
||||
|
||||
if (target == null) {
|
||||
break;
|
||||
}
|
||||
SteerSensor.SeekTo(target.transform);
|
||||
SteerSensor.Locomotion.Strafing.Clear();
|
||||
|
||||
Gun.Fire();
|
||||
if (Gun.IsEmptyClip) {
|
||||
Gun.Reload();
|
||||
}
|
||||
}
|
||||
yield return SetFSMState(DefaultState());
|
||||
}
|
||||
|
||||
IEnumerator StrafeState(GameObject target) {
|
||||
var timer = Random.Range(0.5f, 2f);
|
||||
var strafeDirection = new Vector3(Random.Range(-1f, 1f), 0f, Random.Range(-1f, 1f)).normalized;
|
||||
while (timer > 0f) {
|
||||
timer -= Time.deltaTime;
|
||||
yield return null;
|
||||
|
||||
if (target == null) {
|
||||
break;
|
||||
}
|
||||
|
||||
SteerSensor.SeekTo(transform.position + strafeDirection * 10);
|
||||
SteerSensor.Locomotion.Strafing.SetFaceTarget(target.transform);
|
||||
|
||||
Gun.Fire();
|
||||
if (Gun.IsEmptyClip && !Gun.IsReloading) {
|
||||
Gun.Reload();
|
||||
if (Random.value > 0.5f) {
|
||||
yield return SetFSMState(FleeState());
|
||||
}
|
||||
}
|
||||
}
|
||||
yield return SetFSMState(DefaultState());
|
||||
}
|
||||
|
||||
IEnumerator FleeState() {
|
||||
var timer = Random.Range(2f, 4f);
|
||||
|
||||
SteerSensor.Locomotion.Strafing.Clear();
|
||||
|
||||
while (timer > 0) {
|
||||
timer -= Time.deltaTime;
|
||||
yield return null;
|
||||
|
||||
var nearestEnemy = Sight.GetNearestDetection(s => TeamMember.IsEnemy(s.Object));
|
||||
if (nearestEnemy == null) {
|
||||
break;
|
||||
}
|
||||
|
||||
SteerSensor.SeekTo(nearestEnemy.transform, 20f); // Seek position 20-units away from target. This will cause flee
|
||||
}
|
||||
|
||||
SteerSensor.Stop();
|
||||
|
||||
yield return SetFSMState(DefaultState());
|
||||
}
|
||||
|
||||
IEnumerator PickUpState(Holdable pickup) {
|
||||
float timer = 4f;
|
||||
while (timer > 0f) {
|
||||
timer -= Time.deltaTime;
|
||||
yield return null;
|
||||
|
||||
if (pickup == null || pickup.IsHeld) {
|
||||
yield return SetFSMState(DefaultState());
|
||||
}
|
||||
|
||||
IgnoreProc.ToIgnore = pickup.gameObject;
|
||||
SteerSensor.ArriveTo(pickup.transform);
|
||||
SteerSensor.Locomotion.Strafing.Clear();
|
||||
if (Holder.CanPickUp(pickup)) {
|
||||
Holder.PickUp(pickup);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
while (Holder.IsInteracting) {
|
||||
yield return null;
|
||||
}
|
||||
|
||||
yield return SetFSMState(DefaultState());
|
||||
}
|
||||
|
||||
IEnumerator CarryToBaseState() {
|
||||
while (true) {
|
||||
yield return null;
|
||||
|
||||
if (Holder.Held == null) {
|
||||
yield return SetFSMState(DefaultState());
|
||||
}
|
||||
|
||||
SteerSensor.ArriveTo(myBase.transform);
|
||||
SteerSensor.Locomotion.Strafing.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
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Reference in New Issue
Block a user