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

36 lines
786 B
C#

using UnityEngine;
public class IdleState : BaseState
{
public IdleState(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();
// use a mod timer system and when timer completes then move onto the next state (RoamState)
base.Exit();
nextState = new AcquireTargetState(aiCarDriver, gameplayManager);
Debug.Log($"### {this} Update STAGE");
}
protected override void Exit()
{
base.Exit();
Debug.Log($"### {this} Exit STAGE");
}
}