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58 lines
1.7 KiB
C#
58 lines
1.7 KiB
C#
/*using UnityEngine;
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using D2D.Gameplay;
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using D2D.Utilities;
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namespace D2D.AI.Ghost
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{
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public class GhostRunAway : AIState
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{
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private readonly GhostAISettings _settings;
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private readonly Transform _transform;
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private readonly CharacterController _characterController;
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private readonly Transform _raycastPoint;
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private float _speed;
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private bool _needRunAway;
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public GhostRunAway(GhostAISettings settings, Transform transform, CharacterController characterController, Transform raycastPoint)
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{
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_settings = settings;
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_transform = transform;
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_characterController = characterController;
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_raycastPoint = raycastPoint;
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}
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public override void OnEnter()
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{
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var hits = _raycastPoint.GetHitAngular(_transform.forward,
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_settings.nearHunter.Distance, GameplaySettings.Instance.huntersLayer, 20);
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// _needRunAway = !hits.IsNullOrEmpty();
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var direction = Vector3.zero;
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foreach (var hit in hits)
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{
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direction += hit.Value.normal;
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}
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direction /= hits.Length;
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direction.y = 0;
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_transform.forward = direction;
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if (hits.IsNullOrEmpty())
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_transform.LocalEuler().Y = DMath.Random(0, 360);
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_speed = _settings.movement.runSpeed.RandomFloat();
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}
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public override void Tick()
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{
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_characterController.SimpleMove(_transform.forward * _speed);
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}
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public override void OnExit()
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{
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_characterController.SimpleMove(Vector3.zero);
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}
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}
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}*/ |