This repository has been archived on 2023-09-13. You can view files and clone it, but cannot push or open issues or pull requests.
station_obscurum_unity/Assets/Scripts/Legacy/Enemies/AI/AIStateMachine.cs
MarcoHampel f8590432ba Assemblies Made and Refactored Code Folders
Created assemblies for the new design code. Relocated legacy scripts into a legacy folder and made a "new_design" folder for new design.
2023-09-11 19:39:27 -04:00

39 lines
1.5 KiB
C#

using UnityEngine;
using System;
/*
# Enemy System
## States
1. **Passive**
- Enemy is unaware of danger and performing idle actions. Not actively searching for anything.
- Perception range is at its minimum.
- If agressive target is "visible" enter `Agressive` state.
- If nonagressive target is "visible" enter `Aware` state.
2. **Guard**
- Enemy is looking out for danger. Can be moving along a path or standing
- Perception range is at regular level.
- If aggressive target is "visible" enter `Agressive` state.
- If nonagressive target is "visible" enter `Aware` state.
3. **Aware**
- Enemy has noticed something and is moving towards location of interest.
- Peception range is at regular level.
- If player is "visible" enter `Agressive` state.
- If nonagresive target is "visible" of equal or greater importance change target.
- If at location and no new item of note is added to "visible", then enter either `Passive` or `Guard` mode based on original mode.
4. **Aggressive**
- Enemy has noticed player:
- Apply these actions in sequence:
a. If player has not been "visible" for more than 5 seconds enter `Guard` mode.
b. If player has not been "visible" for < 5 seconds move to last location it was visible.
c. If player is in attack range and is visible, stop moving, and attack if able.
d. If player is not in attack range and is visible, run in direction of player.
*/
class AIStateMachine : MonoBehaviour{
[SerializeField]
private EnemyAI.EnemyState state;
}