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48 lines
1.5 KiB
C#
48 lines
1.5 KiB
C#
3 weeks ago
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using System;
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using UnityEngine;
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namespace Unity.BossRoom.Gameplay.GameplayObjects.Character.AI
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{
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public class IdleAIState : AIState
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{
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private AIBrain m_Brain;
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public IdleAIState(AIBrain brain)
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{
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m_Brain = brain;
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}
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public override bool IsEligible()
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{
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return m_Brain.GetHatedEnemies().Count == 0;
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}
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public override void Initialize()
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{
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}
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public override void Update()
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{
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// while idle, we are scanning for jerks to hate
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DetectFoes();
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}
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protected void DetectFoes()
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{
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float detectionRange = m_Brain.DetectRange;
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// we are doing this check every Update, so we'll use square-magnitude distance to avoid the expensive sqrt (that's implicit in Vector3.magnitude)
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float detectionRangeSqr = detectionRange * detectionRange;
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Vector3 position = m_Brain.GetMyServerCharacter().physicsWrapper.Transform.position;
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// in this game, NPCs only attack players (and never other NPCs), so we can just iterate over the players to see if any are nearby
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foreach (var character in PlayerServerCharacter.GetPlayerServerCharacters())
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{
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if (m_Brain.IsAppropriateFoe(character) && (character.physicsWrapper.Transform.position - position).sqrMagnitude <= detectionRangeSqr)
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{
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m_Brain.Hate(character);
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}
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}
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}
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}
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}
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