- Protoyped on the AI movement, found solutions for turns and moving after impacting the player. - Created a full base for AI state machine. - Worked on binding the core AI logic with the finite state machine.
45 lines
974 B
C#
45 lines
974 B
C#
using UnityEngine;
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public class AcquireTargetState : BaseState
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{
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public AcquireTargetState(AICarDriver aiCarDriver, GameplayManager gameplayManager) : base(aiCarDriver, gameplayManager)
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{
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Debug.Log($"### {this} constructor");
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}
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protected override void Enter()
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{
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base.Enter();
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Debug.Log($"### {this} Enter STAGE");
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}
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protected override void Update()
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{
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base.Update();
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Debug.Log($"### {this} Update STAGE");
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// while it's roaming check for targets
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// Find the target and once the target is found then charge toward that specific target
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if (HasFoundTarget())
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{
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base.Exit();
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nextState = new ChargeState(aiCarDriver, gameplayManager);
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}
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}
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protected override void Exit()
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{
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base.Exit();
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Debug.Log($"### {this} Exit STAGE");
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}
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public bool HasFoundTarget()
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{
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return false;
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}
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}
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