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CrowdControl/Assets/Scripts/AI/GhostAI/States/GhostRunAway.cs

58 lines
1.7 KiB
C#

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