Ashby Issac c466e28d6c AI FSM changes.
- 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.
2026-01-07 19:38:03 +05:30

45 lines
974 B
C#

using UnityEngine;
public class AcquireTargetState : BaseState
{
public AcquireTargetState(AICarDriver aiCarDriver, GameplayManager gameplayManager) : base(aiCarDriver, gameplayManager)
{
Debug.Log($"### {this} constructor");
}
protected override void Enter()
{
base.Enter();
Debug.Log($"### {this} Enter STAGE");
}
protected override void Update()
{
base.Update();
Debug.Log($"### {this} Update STAGE");
// while it's roaming check for targets
// Find the target and once the target is found then charge toward that specific target
if (HasFoundTarget())
{
base.Exit();
nextState = new ChargeState(aiCarDriver, gameplayManager);
}
}
protected override void Exit()
{
base.Exit();
Debug.Log($"### {this} Exit STAGE");
}
public bool HasFoundTarget()
{
return false;
}
}