rabidus-test/Assets/SCSM/SciFiShipController/Demos/Scripts/SampleEvade.cs

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2023-07-24 16:38:13 +03:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
namespace SciFiShipController
{
/// <summary>
/// Executes a simple state machine for determining state information for an "evade" AI.
/// </summary>
[AddComponentMenu("Sci-Fi Ship Controller/Samples/Evade AI")]
[HelpURL("http://scsmmedia.com/ssc-documentation")]
[RequireComponent(typeof(ShipAIInputModule))]
public class SampleEvade : MonoBehaviour
{
#region Public Variables
/// <summary>
/// The name of the path this AI ship should attempt to follow.
/// </summary>
public string pathName = "Path Name Here";
/// <summary>
/// The list of ships this AI ship should evade.
/// </summary>
public List<ShipControlModule> shipsToEvade = new List<ShipControlModule>();
#endregion
#region Private Variables
private ShipAIInputModule shipAIInputModule;
private SSCManager sscManager;
private PathData flightPath;
private List<Ship> shipsToEvadeAIList;
#endregion
#region Initialise Methods
// Use this for initialization
void Awake()
{
// Get a reference to the ship AI input module attached to this gameobject
shipAIInputModule = GetComponent<ShipAIInputModule>();
// Initialise the ship AI (if it hasn't been initialised already)
shipAIInputModule.Initialise();
// Get a reference to the Ship Controller Manager instance
sscManager = SSCManager.GetOrCreateManager();
// Find the Path
flightPath = sscManager.GetPath(pathName);
#if UNITY_EDITOR
if (flightPath == null) { Debug.Log("Path not found: " + pathName); }
#endif
// Initialise the AI in the "move to" state
shipAIInputModule.SetState(AIState.moveToStateID);
// Set the target path to the flight path
shipAIInputModule.AssignTargetPath(flightPath);
shipAIInputModule.SetCurrentTargetPathLocationIndex(1, 0f);
// Set the list of ships to evade
shipsToEvadeAIList = new List<Ship>();
for (int i = 0; i < shipsToEvade.Count; i++)
{
if (shipsToEvade[i] != null) { shipsToEvadeAIList.Add(shipsToEvade[i].shipInstance); }
}
shipAIInputModule.AssignShipsToEvade(shipsToEvadeAIList);
}
#endregion
}
}