f8590432ba
Created assemblies for the new design code. Relocated legacy scripts into a legacy folder and made a "new_design" folder for new design.
39 lines
1.5 KiB
C#
39 lines
1.5 KiB
C#
using UnityEngine;
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using System;
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/*
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# Enemy System
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## States
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1. **Passive**
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- Enemy is unaware of danger and performing idle actions. Not actively searching for anything.
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- Perception range is at its minimum.
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- If agressive target is "visible" enter `Agressive` state.
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- If nonagressive target is "visible" enter `Aware` state.
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2. **Guard**
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- Enemy is looking out for danger. Can be moving along a path or standing
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- Perception range is at regular level.
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- If aggressive target is "visible" enter `Agressive` state.
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- If nonagressive target is "visible" enter `Aware` state.
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3. **Aware**
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- Enemy has noticed something and is moving towards location of interest.
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- Peception range is at regular level.
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- If player is "visible" enter `Agressive` state.
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- If nonagresive target is "visible" of equal or greater importance change target.
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- If at location and no new item of note is added to "visible", then enter either `Passive` or `Guard` mode based on original mode.
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4. **Aggressive**
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- Enemy has noticed player:
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- Apply these actions in sequence:
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a. If player has not been "visible" for more than 5 seconds enter `Guard` mode.
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b. If player has not been "visible" for < 5 seconds move to last location it was visible.
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c. If player is in attack range and is visible, stop moving, and attack if able.
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d. If player is not in attack range and is visible, run in direction of player.
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*/
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class AIStateMachine : MonoBehaviour{
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[SerializeField]
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private EnemyAI.EnemyState state;
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} |