using AllyAIMachineTools; using System.Collections; using UnityEngine; public class AllyRetreatState : AllyState { private static AllyRetreatState _instance; //only declared once private AllyRetreatState() //set instance to itself { if (_instance != null) { return; } _instance = this; } public static AllyRetreatState instance //creates the instance of the first state if it does not exist { get { if (_instance == null) { new AllyRetreatState(); } return _instance; } } public override IEnumerator InState(AIAllyMachine owner) { owner.logD.RecieveLog(owner.displayName + " is attempting to retreat!"); //generate a log stating that the bot is retreating while (owner.botMachine.currentState == AllyRetreatState.instance) { if (!owner.disabled) { if (Vector3.Angle(owner.transform.forward, owner.regroupPos - owner.transform.position) < 15) { owner.thisAgent.SetDestination(owner.regroupPos); Debug.DrawLine(owner.transform.position, owner.regroupPos, Color.green); if (Vector3.Distance(owner.transform.position, owner.regroupPos) <= owner.stopDistance) { owner.canSeeEnemy = false; owner.enemyObject = null; owner.enemyHealth = null; owner.additionalEnemies.Clear(); owner.botMachine.ChangeState(AllyIdleState.instance); } } else RotateBody(owner, owner.regroupPos); } 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); } }