rabidus-test/Assets/SCSM/SciFiShipController/Scripts/AI/AIState.cs

531 lines
29 KiB
C#

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>
/// Class used for AI states.
/// </summary>
public class AIState
{
#region Public Enumerations
public enum BehaviourCombiner
{
/// <summary>
/// Chooses the first non-zero behaviour in the list.
/// </summary>
PriorityOnly = 10,
/// <summary>
/// Loops through the non-zero behaviours in the list (in order) and has a probability specified by weighting
/// of choosing each one.
/// </summary>
PrioritisedDithering = 20,
/// <summary>
/// Uses a weighted combination of all the non-zero behaviours in the list.
/// </summary>
WeightedAverage = 30
}
#endregion
#region Public Non-Static Variables
/// <summary>
/// The name of the state.
/// </summary>
public string name;
/// <summary>
/// The ID number of the state.
/// </summary>
public int id;
/// <summary>
/// The method called by the state when it is the current state for a ship.
/// </summary>
public ShipAIInputModule.CallbackStateMethod callbackStateMethod;
/// <summary>
/// The method used by the state for combining behaviours.
/// </summary>
public BehaviourCombiner behaviourCombiner;
#endregion
#region Private Static Variables
private static bool isInitialising = false;
private static bool isInitialised = false;
private static List<AIState> aiStatesList;
#endregion
#region Public Static Readonly Variables
/// <summary>
/// The state ID number for the Idle state. The Idle state has no required inputs.
/// While in the Idle state, the AI ship will remain stationary.
/// </summary>
public static readonly int idleStateID = 0;
/// <summary>
/// The state ID number for the Move To state. The Move To state takes the following required inputs:
/// TargetPath / TargetLocation / TargetPosition. It also takes the following optional inputs: ShipsToEvade.
/// While in the Move To state, the AI ship will either follow TargetPath, or if that is null, move towards
/// TargetLocation, or if that is null, move towards TargetPosition. It will also evade the targeting regions
/// of up to 5 ships in the ShipsToEvade list. The state action is set as completed when the ship is within
/// the ship radius of TargetPosition / TargetLocation or it if reaches the end of TargetPath.
/// </summary>
public static readonly int moveToStateID = 1;
/// <summary>
/// The state ID number for the Dogfight state. The Dogfight state takes the following required inputs: TargetShip.
/// While in the Dogfight state, the AI ship will attack TargetShip, whilst also trying to evade TargetShip if
/// TargetShip ends up behind it. The state action is set as completed when TargetShip is destroyed.
/// </summary>
public static readonly int dogfightStateID = 2;
/// <summary>
/// The state ID number for the Docking state. The Docking state takes the following required inputs:
/// TargetPosition, TargetRotation, TargetRadius, TargetDistance, TargetAngularDistance, TargetVelocity.
/// While in the Docking state, the AI ship will move directly towards TargetPosition (a position moving with velocity
/// TargetVelocity) and (when it gets within TargetRadius) attempt to match TargetRotation. The state action is set as
/// completed once the ship is within TargetDistance of TargetPosition and TargetAngularDistance of TargetRotation.
/// </summary>
public static readonly int dockingStateID = 3;
/// <summary>
/// The state ID number for the Strafing Run state. The Strafing Run state takes the following required inputs:
/// TargetLocation / TargetPosition, TargetRadius. It also takes the following optional inputs: SurfaceTurretsToEvade.
/// While in the Strafing Run state, the AI ship will move directly towards TargetLocation / TargetPosition until it gets
/// within TargetRadius. Then it will move past and away from TargetLocation / TargetPosition until it escapes the
/// TargetRadius, at which point it will set the state action as completed.
/// </summary>
public static readonly int strafingRunStateID = 4;
#endregion
#region Constructors
// Class constructor
public AIState (string stateName, int stateID, ShipAIInputModule.CallbackStateMethod stateMethod, BehaviourCombiner stateBehaviourCombiner)
{
this.name = stateName;
this.id = stateID;
this.callbackStateMethod = stateMethod;
this.behaviourCombiner = stateBehaviourCombiner;
}
#endregion
#region Private Static Methods
/// <summary>
/// The state method for the Idle state.
/// </summary>
/// <param name="stateMethodParameters"></param>
private static void IdleState(AIStateMethodParameters stateMethodParameters)
{
stateMethodParameters.aiBehaviourInputsList[0].behaviourType = AIBehaviourInput.AIBehaviourType.CustomIdle;
stateMethodParameters.aiBehaviourInputsList[0].weighting = 1f;
}
/// <summary>
/// The state method for the Move To state.
/// </summary>
/// <param name="stateMethodParameters"></param>
private static void MoveToState (AIStateMethodParameters stateMethodParameters)
{
// Priority #1: Obstacle avoidance
stateMethodParameters.aiBehaviourInputsList[0].behaviourType = AIBehaviourInput.AIBehaviourType.CustomObstacleAvoidance;
stateMethodParameters.aiBehaviourInputsList[0].weighting = 1f;
// Priority #2: Evade the targeting regions of a list of ships
int shipsToEvadeCount = 0;
if (stateMethodParameters.shipsToEvade != null)
{
shipsToEvadeCount = stateMethodParameters.shipsToEvade.Count;
// Limit ships to evade to a maximum of 5
if (shipsToEvadeCount > 5) { shipsToEvadeCount = 5; }
// Loop over all the ships to evade
Ship shipToEvade;
for (int i = 0; i < shipsToEvadeCount; i++)
{
shipToEvade = stateMethodParameters.shipsToEvade[i];
if (shipToEvade != null && !shipToEvade.Destroyed())
{
stateMethodParameters.aiBehaviourInputsList[1 + i].behaviourType = AIBehaviourInput.AIBehaviourType.CustomUnblockCone;
stateMethodParameters.aiBehaviourInputsList[1 + i].targetPosition = stateMethodParameters.shipsToEvade[i].TransformPosition;
stateMethodParameters.aiBehaviourInputsList[1 + i].targetForwards = stateMethodParameters.shipsToEvade[i].TransformForward;
stateMethodParameters.aiBehaviourInputsList[1 + i].targetFOVAngle = 5f;
//stateMethodParameters.aiBehaviourInputsList[1 + i].weighting = 0.2f;
stateMethodParameters.aiBehaviourInputsList[1 + i].weighting = 1f / shipsToEvadeCount;
//stateMethodParameters.aiBehaviourInputsList[1 + i].behaviourType = AIBehaviourInput.AIBehaviourType.CustomUnblockCylinder;
//stateMethodParameters.aiBehaviourInputsList[1 + i].targetPosition = shipToEvade.TransformPosition;
//stateMethodParameters.aiBehaviourInputsList[1 + i].targetForwards = shipToEvade.TransformForward;
//stateMethodParameters.aiBehaviourInputsList[1 + i].targetRadius = stateMethodParameters.shipAIInputModule.shipRadius;
//stateMethodParameters.aiBehaviourInputsList[1 + i].weighting = 0.2f;
}
}
}
// Priority #3: Follow a path / move to a location / move to a position
if (stateMethodParameters.targetPath != null)
{
stateMethodParameters.aiBehaviourInputsList[shipsToEvadeCount + 1].behaviourType = AIBehaviourInput.AIBehaviourType.CustomFollowPath;
stateMethodParameters.aiBehaviourInputsList[shipsToEvadeCount + 1].targetPath = stateMethodParameters.targetPath;
stateMethodParameters.aiBehaviourInputsList[shipsToEvadeCount + 1].weighting = 1f;
}
else if (stateMethodParameters.targetLocation != null)
{
stateMethodParameters.aiBehaviourInputsList[shipsToEvadeCount + 1].behaviourType = AIBehaviourInput.AIBehaviourType.CustomSeekArrival;
stateMethodParameters.aiBehaviourInputsList[shipsToEvadeCount + 1].targetPosition = stateMethodParameters.targetLocation.position;
stateMethodParameters.aiBehaviourInputsList[shipsToEvadeCount + 1].weighting = 1f;
// If distance to target location is less than ship radius, set the state action as completed
if ((stateMethodParameters.shipControlModule.shipInstance.TransformPosition - stateMethodParameters.targetLocation.position).sqrMagnitude
< stateMethodParameters.shipAIInputModule.shipRadius)
{
stateMethodParameters.shipAIInputModule.SetHasCompletedStateAction(true);
}
}
else
{
stateMethodParameters.aiBehaviourInputsList[shipsToEvadeCount + 1].behaviourType = AIBehaviourInput.AIBehaviourType.CustomSeekArrival;
stateMethodParameters.aiBehaviourInputsList[shipsToEvadeCount + 1].targetPosition = stateMethodParameters.targetPosition;
stateMethodParameters.aiBehaviourInputsList[shipsToEvadeCount + 1].weighting = 1f;
// If distance to target position is less than ship radius, set the state action as completed
if ((stateMethodParameters.shipControlModule.shipInstance.TransformPosition - stateMethodParameters.targetPosition).sqrMagnitude
< stateMethodParameters.shipAIInputModule.shipRadius)
{
stateMethodParameters.shipAIInputModule.SetHasCompletedStateAction(true);
}
}
}
/// <summary>
/// The state method for the Dogfight state.
/// </summary>
/// <param name="stateMethodParameters"></param>
private static void DogfightState (AIStateMethodParameters stateMethodParameters)
{
if (stateMethodParameters.targetShip != null)
{
// Pre-calculation
Vector3 fromTargetShipVector = stateMethodParameters.shipControlModule.shipInstance.TransformPosition - stateMethodParameters.targetShip.TransformPosition;
float distToTargetShip = fromTargetShipVector.magnitude;
float approxPursueInterceptionTime = stateMethodParameters.shipControlModule.shipInstance.WorldVelocity.sqrMagnitude > 0.01f ?
distToTargetShip / stateMethodParameters.shipControlModule.shipInstance.WorldVelocity.magnitude : 1000f;
float approxEvadeInterceptionTime = stateMethodParameters.targetShip.WorldVelocity.sqrMagnitude > 0.01f ?
distToTargetShip / stateMethodParameters.targetShip.WorldVelocity.magnitude : 1000f;
// Priority #1: Obstacle avoidance
stateMethodParameters.aiBehaviourInputsList[0].behaviourType = AIBehaviourInput.AIBehaviourType.CustomObstacleAvoidance;
stateMethodParameters.aiBehaviourInputsList[0].weighting = 1f;
// Priority #2: Evade target ship's targeting region
stateMethodParameters.aiBehaviourInputsList[1].behaviourType = AIBehaviourInput.AIBehaviourType.CustomUnblockCone;
stateMethodParameters.aiBehaviourInputsList[1].targetPosition = stateMethodParameters.targetShip.TransformPosition;
stateMethodParameters.aiBehaviourInputsList[1].targetForwards = stateMethodParameters.targetShip.TransformForward;
stateMethodParameters.aiBehaviourInputsList[1].targetFOVAngle = 5f;
stateMethodParameters.aiBehaviourInputsList[1].weighting = 1f;
// Priority #3: Evade target ship (if we are "in front" of the target ship and within 3 seconds evade interception time)
if (Vector3.Dot(fromTargetShipVector, stateMethodParameters.targetShip.TransformForward) > 0f &&
Vector3.Dot(fromTargetShipVector, stateMethodParameters.shipControlModule.shipInstance.TransformForward) > 0f &&
approxEvadeInterceptionTime < 3f)
{
stateMethodParameters.aiBehaviourInputsList[2].behaviourType = AIBehaviourInput.AIBehaviourType.CustomFlee;
stateMethodParameters.aiBehaviourInputsList[2].targetPosition = stateMethodParameters.targetShip.TransformPosition;
stateMethodParameters.aiBehaviourInputsList[2].targetVelocity = stateMethodParameters.targetShip.WorldVelocity;
stateMethodParameters.aiBehaviourInputsList[2].weighting = 1f;
}
// Priority #4: Pursue/seek target ship
if (approxPursueInterceptionTime > 3f && approxPursueInterceptionTime < 10f)
{
stateMethodParameters.aiBehaviourInputsList[3].behaviourType = AIBehaviourInput.AIBehaviourType.CustomPursuitArrival;
}
else
{
stateMethodParameters.aiBehaviourInputsList[3].behaviourType = AIBehaviourInput.AIBehaviourType.CustomSeekMovingArrival;
}
stateMethodParameters.aiBehaviourInputsList[3].targetPosition = stateMethodParameters.targetShip.TransformPosition;
stateMethodParameters.aiBehaviourInputsList[3].targetVelocity = stateMethodParameters.targetShip.WorldVelocity;
stateMethodParameters.aiBehaviourInputsList[3].useTargetingAccuracy = true;
stateMethodParameters.aiBehaviourInputsList[3].weighting = 1f;
// Set the state action as completed once the target ship is destroyed
// TODO: should possibly choose different action if the target ship is destroyed?
if (stateMethodParameters.targetShip.Destroyed())
{
stateMethodParameters.shipAIInputModule.SetHasCompletedStateAction(true);
}
}
else
{
// Fallback: If the target ship is null (which it shouldn't be) simply seek the target position with obstacle avoidance
// Priority #1: Obstacle avoidance
stateMethodParameters.aiBehaviourInputsList[0].behaviourType = AIBehaviourInput.AIBehaviourType.CustomObstacleAvoidance;
stateMethodParameters.aiBehaviourInputsList[0].weighting = 1f;
// Priority #2: Seek target position
stateMethodParameters.aiBehaviourInputsList[1].behaviourType = AIBehaviourInput.AIBehaviourType.CustomSeek;
stateMethodParameters.aiBehaviourInputsList[1].targetPosition = stateMethodParameters.targetPosition;
stateMethodParameters.aiBehaviourInputsList[1].weighting = 1f;
}
}
/// <summary>
/// The state method for the Docking state.
/// </summary>
/// <param name="stateMethodParameters"></param>
private static void DockingState(AIStateMethodParameters stateMethodParameters)
{
float sqrPosDelta = (stateMethodParameters.shipControlModule.shipInstance.TransformPosition - stateMethodParameters.targetPosition).sqrMagnitude;
float sqrRadius = stateMethodParameters.targetRadius * stateMethodParameters.targetRadius;
// Priority #1: Obstacle avoidance
// Only activates when outside of the target radius
if (sqrPosDelta > sqrRadius)
{
stateMethodParameters.aiBehaviourInputsList[0].behaviourType = AIBehaviourInput.AIBehaviourType.CustomObstacleAvoidance;
//stateMethodParameters.aiBehaviourInputsList[0].weighting = 1f;
}
// Priority #2: Docking
stateMethodParameters.aiBehaviourInputsList[1].behaviourType = AIBehaviourInput.AIBehaviourType.CustomDock;
stateMethodParameters.aiBehaviourInputsList[1].targetPosition = stateMethodParameters.targetPosition;
stateMethodParameters.aiBehaviourInputsList[1].targetForwards = stateMethodParameters.targetRotation * Vector3.forward;
stateMethodParameters.aiBehaviourInputsList[1].targetUp = stateMethodParameters.targetRotation * Vector3.up;
stateMethodParameters.aiBehaviourInputsList[1].targetRadius = stateMethodParameters.targetRadius;
stateMethodParameters.aiBehaviourInputsList[1].targetVelocity = stateMethodParameters.targetVelocity;
stateMethodParameters.aiBehaviourInputsList[1].targetTime = stateMethodParameters.targetTime;
stateMethodParameters.aiBehaviourInputsList[1].weighting = 1f;
// If we reach the following conditions, set the state action as completed:
// - Within target distance metres of target position
// - Within target angular distance degrees of the target rotation
float angleDelta = Quaternion.Angle(stateMethodParameters.shipControlModule.shipInstance.TransformRotation, stateMethodParameters.targetRotation);
if (sqrPosDelta <= stateMethodParameters.targetDistance * stateMethodParameters.targetDistance &&
angleDelta <= stateMethodParameters.targetAngularDistance)
{
stateMethodParameters.shipAIInputModule.SetHasCompletedStateAction(true);
}
}
/// <summary>
/// The state method for the Strafing Run state.
/// </summary>
/// <param name="stateMethodParameters"></param>
private static void StrafingRunState(AIStateMethodParameters stateMethodParameters)
{
// Priority #1: Obstacle avoidance
stateMethodParameters.aiBehaviourInputsList[0].behaviourType = AIBehaviourInput.AIBehaviourType.CustomObstacleAvoidance;
stateMethodParameters.aiBehaviourInputsList[0].weighting = 1f;
// Priority #2: Evade the targeting regions of a list of ships
int surfaceTurretsToEvadeCount = 0;
if (stateMethodParameters.surfaceTurretsToEvade != null)
{
surfaceTurretsToEvadeCount = stateMethodParameters.surfaceTurretsToEvade.Count;
// Limit surface turrets to evade to a maximum of 5
if (surfaceTurretsToEvadeCount > 5) { surfaceTurretsToEvadeCount = 5; }
// Loop over all the ships to evade
SurfaceTurretModule surfaceTurretToEvade;
for (int i = 0; i < surfaceTurretsToEvadeCount; i++)
{
surfaceTurretToEvade = stateMethodParameters.surfaceTurretsToEvade[i];
if (surfaceTurretToEvade != null && (surfaceTurretToEvade.weapon.Health > 0f || !surfaceTurretToEvade.isDestroyOnNoHealth))
{
// CURRENT VERSION: TODO FIX TRANSFORM FORWARD
//stateMethodParameters.aiBehaviourInputsList[1 + i].behaviourType = AIBehaviourInput.AIBehaviourType.CustomUnblockCone;
//stateMethodParameters.aiBehaviourInputsList[1 + i].targetPosition = stateMethodParameters.surfaceTurretsToEvade[i].TransformPosition;
//stateMethodParameters.aiBehaviourInputsList[1 + i].targetForwards = stateMethodParameters.surfaceTurretsToEvade[i].TransformForward;
//stateMethodParameters.aiBehaviourInputsList[1 + i].targetFOVAngle = 5f;
//stateMethodParameters.aiBehaviourInputsList[1 + i].weighting = 0.2f;
// What is this?
//stateMethodParameters.aiBehaviourInputsList[1 + i].behaviourType = AIBehaviourInput.AIBehaviourType.CustomUnblockCylinder;
//stateMethodParameters.aiBehaviourInputsList[1 + i].targetPosition = shipToEvade.TransformPosition;
//stateMethodParameters.aiBehaviourInputsList[1 + i].targetForwards = shipToEvade.TransformForward;
//stateMethodParameters.aiBehaviourInputsList[1 + i].targetRadius = stateMethodParameters.shipAIInputModule.shipRadius;
//stateMethodParameters.aiBehaviourInputsList[1 + i].weighting = 0.2f;
}
}
}
// Get the direction and distance to the target position
Vector3 fromTargetPositionVector = Vector3.zero;
if (stateMethodParameters.targetLocation != null)
{
fromTargetPositionVector = stateMethodParameters.shipControlModule.shipInstance.TransformPosition - stateMethodParameters.targetLocation.position;
}
else
{
fromTargetPositionVector = stateMethodParameters.shipControlModule.shipInstance.TransformPosition - stateMethodParameters.targetPosition;
}
float distToTargetPosition = fromTargetPositionVector.magnitude;
// Get the current state stage index
int currentStateStageIndex = stateMethodParameters.shipAIInputModule.GetCurrentStateStageIndex();
if (currentStateStageIndex == 0)
{
// Stage 1: Going towards the target position
// Priority #3: Move to a location / move to a position
if (stateMethodParameters.targetLocation != null)
{
stateMethodParameters.aiBehaviourInputsList[surfaceTurretsToEvadeCount + 1].behaviourType = AIBehaviourInput.AIBehaviourType.CustomSeek;
// Target position is moved towards our ship by the target radius, to prevent obstacle
// avoidance from picking up the target object
stateMethodParameters.aiBehaviourInputsList[surfaceTurretsToEvadeCount + 1].targetPosition =
stateMethodParameters.targetLocation.position + (fromTargetPositionVector / distToTargetPosition * stateMethodParameters.targetRadius);
stateMethodParameters.aiBehaviourInputsList[surfaceTurretsToEvadeCount + 1].useTargetingAccuracy = true;
stateMethodParameters.aiBehaviourInputsList[surfaceTurretsToEvadeCount + 1].weighting = 1f;
}
else
{
stateMethodParameters.aiBehaviourInputsList[surfaceTurretsToEvadeCount + 1].behaviourType = AIBehaviourInput.AIBehaviourType.CustomSeek;
// Target position is moved towards our ship by the target radius, to prevent obstacle
// avoidance from picking up the target object
stateMethodParameters.aiBehaviourInputsList[surfaceTurretsToEvadeCount + 1].targetPosition =
stateMethodParameters.targetPosition + (fromTargetPositionVector / distToTargetPosition * stateMethodParameters.targetRadius);
stateMethodParameters.aiBehaviourInputsList[surfaceTurretsToEvadeCount + 1].useTargetingAccuracy = true;
stateMethodParameters.aiBehaviourInputsList[surfaceTurretsToEvadeCount + 1].weighting = 1f;
}
// If we get within the target radius, go to stage 2
if (distToTargetPosition < stateMethodParameters.targetRadius)
{
stateMethodParameters.shipAIInputModule.SetCurrentStateStageIndex(1);
}
}
else if (currentStateStageIndex == 1)
{
// Stage 2: Going away from the target position
// Priority #3: Move away from a location / move away from a position
if (stateMethodParameters.targetLocation != null)
{
stateMethodParameters.aiBehaviourInputsList[surfaceTurretsToEvadeCount + 1].behaviourType = AIBehaviourInput.AIBehaviourType.CustomSeek;
stateMethodParameters.aiBehaviourInputsList[surfaceTurretsToEvadeCount + 1].targetPosition =
stateMethodParameters.targetLocation.position + Vector3.Reflect(-fromTargetPositionVector / distToTargetPosition * stateMethodParameters.targetRadius * 2f, Vector3.up);
stateMethodParameters.aiBehaviourInputsList[surfaceTurretsToEvadeCount + 1].weighting = 1f;
}
else
{
stateMethodParameters.aiBehaviourInputsList[surfaceTurretsToEvadeCount + 1].behaviourType = AIBehaviourInput.AIBehaviourType.CustomFlee;
stateMethodParameters.aiBehaviourInputsList[surfaceTurretsToEvadeCount + 1].targetPosition =
stateMethodParameters.targetPosition + Vector3.Reflect(-fromTargetPositionVector / distToTargetPosition * stateMethodParameters.targetRadius * 2f, Vector3.up);
stateMethodParameters.aiBehaviourInputsList[surfaceTurretsToEvadeCount + 1].weighting = 1f;
}
// If we get outside the target radius, set the state action as completed
if (distToTargetPosition > stateMethodParameters.targetRadius)
{
stateMethodParameters.shipAIInputModule.SetHasCompletedStateAction(true);
}
}
}
#endregion
#region Public Static API Methods
public static void Initialise ()
{
if (isInitialised || isInitialising) { return; }
else
{
isInitialising = true;
// Create the AI States List with the number of elements equal to the number of predefined states
aiStatesList = new List<AIState>(5);
// Add the predefined states
AddState("Idle", IdleState, BehaviourCombiner.PriorityOnly);
AddState("Move To", MoveToState, BehaviourCombiner.PrioritisedDithering);
AddState("Dogfight", DogfightState, BehaviourCombiner.PriorityOnly);
AddState("Docking", DockingState, BehaviourCombiner.PriorityOnly);
AddState("Strafing Run", StrafingRunState, BehaviourCombiner.PrioritisedDithering);
isInitialising = false;
isInitialised = true;
}
}
/// <summary>
/// Adds a new AI state with a given name and state method. Returns the ID of the new state.
/// </summary>
/// <param name="newStateName"></param>
/// <param name="newStateMethod"></param>
/// <returns></returns>
public static int AddState (string newStateName, ShipAIInputModule.CallbackStateMethod newStateMethod, BehaviourCombiner newStateBehaviourCombiner = BehaviourCombiner.PriorityOnly)
{
// Allow AddState to be called during Initialise()
if (isInitialised || isInitialising)
{
// Create a new state with the given name and method
// The ID is set to what its index in the list is going to be
AIState newAIState = new AIState(newStateName, aiStatesList.Count, newStateMethod, newStateBehaviourCombiner);
// Add the state to the list
aiStatesList.Add(newAIState);
// Return the ID of the newly created state
return newAIState.id;
}
else
{
#if UNITY_EDITOR
Debug.LogWarning("AIState.AddState - AIState is not initialised. Please call AIState.Initialise() first.");
#endif
return -1;
}
}
/// <summary>
/// Returns the AI state with the corresponding state ID.
/// </summary>
/// <param name="stateID"></param>
/// <returns></returns>
public static AIState GetState (int stateID)
{
// First check that the supplied ID is valid
if (stateID >= 0 && stateID < aiStatesList.Count)
{
return aiStatesList[stateID];
}
else
{
return null;
}
}
/// <summary>
/// Attempts to return the state name. Use with caution as this
/// will generate GC. When comparing in code, use:
/// if (stateID == AIState.moveToState) etc instead to avoid GC.
/// </summary>
/// <param name="stateID"></param>
/// <returns></returns>
public static string GetStateName (int stateID)
{
AIState aiState = GetState(stateID);
if (aiState != null) { return string.IsNullOrEmpty(aiState.name) ? "Unnamed State" : aiState.name; }
else { return "State is null"; }
}
#endregion
#region Public Member API Methods
public override string ToString()
{
return name + " id: " + id.ToString();
}
#endregion
}
}