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CrowdControl/Assets/Scripts/AI/FSM_Template/Entities/Gatherer.cs

91 lines
3.3 KiB
C#

3 months ago
using System;
using UnityEngine;
using UnityEngine.AI;
public class Gatherer : MonoBehaviour
{
public event Action<int> OnGatheredChanged;
[SerializeField] private int _maxCarried = 20;
private StateMachine _stateMachine;
private int _gathered;
public GatherableResource Target { get; set; }
public StockPile StockPile { get; set; }
private void Awake()
{
var navMeshAgent = GetComponent<NavMeshAgent>();
var animator = GetComponent<Animator>();
var enemyDetector = gameObject.AddComponent<EnemyDetector>();
var fleeParticleSystem = gameObject.GetComponentInChildren<ParticleSystem>();
_stateMachine = new StateMachine();
var search = new SearchForResource(this);
var moveToSelected = new MoveToSelectedResource(this, navMeshAgent, animator);
var harvest = new HarvestResource(this, animator);
var returnToStockpile = new ReturnToStockpile(this, navMeshAgent, animator);
var placeResourcesInStockpile = new PlaceResourcesInStockpile(this);
var flee = new Flee(this, navMeshAgent, enemyDetector, animator, fleeParticleSystem);
At(search, moveToSelected, HasTarget());
At(moveToSelected, search, StuckForOverASecond());
At(moveToSelected, harvest, ReachedResource());
At(harvest, search, TargetIsDepletedAndICanCarryMore());
At(harvest, returnToStockpile, InventoryFull());
At(returnToStockpile, placeResourcesInStockpile, ReachedStockpile());
At(placeResourcesInStockpile, search, () => _gathered == 0);
_stateMachine.AddAnyTransition(flee, () => enemyDetector.EnemyInRange);
At(flee, search, () => enemyDetector.EnemyInRange == false);
_stateMachine.SetState(search);
void At(AIState to, AIState from, Func<bool> condition) => _stateMachine.AddTransition(to, from, condition);
Func<bool> HasTarget() => () => Target != null;
Func<bool> StuckForOverASecond() => () => moveToSelected.TimeStuck > 1f;
Func<bool> ReachedResource() => () => Target != null &&
Vector3.Distance(transform.position, Target.transform.position) < 1f;
Func<bool> TargetIsDepletedAndICanCarryMore() => () => (Target == null || Target.IsDepleted) && !InventoryFull().Invoke();
Func<bool> InventoryFull() => () => _gathered >= _maxCarried;
Func<bool> ReachedStockpile() => () => StockPile != null &&
Vector3.Distance(transform.position, StockPile.transform.position) < 1f;
}
private void Update()
{
_stateMachine.Tick();
}
public void TakeFromTarget()
{
if (Target.Take())
{
_gathered++;
OnGatheredChanged?.Invoke(_gathered);
}
}
public bool Take()
{
if (_gathered <= 0)
return false;
_gathered--;
OnGatheredChanged?.Invoke(_gathered);
return true;
}
public void DropAllResources()
{
if (_gathered > 0)
{
FindObjectOfType<WoodDropper>().Drop(_gathered, transform.position);
_gathered = 0;
OnGatheredChanged?.Invoke(_gathered);
}
}
}