using AllyAIMachineTools; using System.Collections; using UnityEngine; public class AllyChaseState : AllyState { private static AllyChaseState _instance; //only declared once private AllyChaseState() //set instance to itself { if (_instance != null) { return; } _instance = this; } public static AllyChaseState instance //creates the instance of the first state if it does not exist { get { if (_instance == null) { new AllyChaseState(); } return _instance; } } public override IEnumerator InState(AIAllyMachine owner) { float timeBeforeAttack = 2.0f; float timeSinceEnteredState = 0.0f; while (owner.botMachine.currentState == AllyChaseState.instance) { if (!owner.disabled) { if (timeSinceEnteredState < timeBeforeAttack) timeSinceEnteredState += Time.deltaTime; if (owner.enemyObject == null) { owner.canSeeEnemy = false; owner.enemyHealth = null; owner.botMachine.ChangeState(AllyRetreatState.instance); yield break; } if (owner.enemyObject != null) { if (Vector3.Angle(owner.transform.forward, owner.enemyObject.transform.position - owner.transform.position) <= 15) { owner.thisAgent.SetDestination(owner.enemyObject.transform.position); if (Vector3.Distance(owner.transform.position, owner.enemyObject.transform.position) <= owner.attackDistance && owner.canSeeEnemy && timeSinceEnteredState >= timeBeforeAttack) { owner.botMachine.ChangeState(AllyAttackState.instance); yield break; } } else RotateBody(owner, owner.enemyObject.transform.position); if (Vector3.Distance(owner.transform.position, owner.enemyObject.transform.position) <= owner.attackDistance & owner.canSeeEnemy && timeSinceEnteredState >= timeBeforeAttack) { owner.botMachine.ChangeState(AllyAttackState.instance); yield break; } } } else { owner.thisAgent.SetDestination(owner.transform.position); } yield return null; } } private void RotateBody(AIAllyMachine _owner, Vector3 navPoint) //called to have the bot rotate to face the waypoint before navigating to it { //declare variables that will be used to determine how to move the bot Quaternion targetRot = Quaternion.LookRotation(navPoint - _owner.transform.position); //rotate the bot over time to face the enemy _owner.transform.rotation = Quaternion.RotateTowards(_owner.transform.rotation, targetRot, Time.deltaTime * _owner.bodyRotateSpeed); //set the bots y euler angle so that it only moves on that transform _owner.transform.localEulerAngles = new Vector3(0, _owner.transform.localEulerAngles.y, 0); } }