using AIMachineTools; using System.Collections; using UnityEngine; public class FollowState : State { private static FollowState _instance; //only declared once private FollowState() //set instance to itself { if (_instance != null) { return; } _instance = this; } public static FollowState instance //creates the instance of the first state if it does not exist { get { if (_instance == null) { new FollowState(); } return _instance; } } public override IEnumerator InState(AIMachine owner) { owner.RemoveMarker(); while (owner.botMachine.currentState == FollowState.instance) { if (!owner.disabled) { if (Vector3.Angle(owner.transform.forward, owner.playerObject.transform.position - owner.transform.position) < 15) { owner.thisAgent.SetDestination(owner.playerObject.transform.position); //if the distance to the target is less than the follow distance, stop moving if (Vector3.Distance(owner.transform.position, owner.playerObject.transform.position) <= owner.followDistance) { owner.thisAgent.SetDestination(owner.transform.position); } } else RotateBody(owner, owner.playerObject.transform.position); GameObject targetEnemy = owner.followTarget.GetComponent<PlayerCallForHelp>().GetEnemy(); if (targetEnemy != null && owner.enemyObject == null) //if follow target has target and this bot does not, set the target to the follow targets target { owner.canSeeEnemy = true; owner.enemyObject = targetEnemy; owner.botMachine.ChangeState(ChaseState.instance); yield break; } //if the bot sees an enemy that is in attack distance, attack it if (owner.canSeeEnemy && owner.enemyObject != null && Vector3.Distance(owner.transform.position, owner.enemyObject.transform.position) <= owner.attackDistance) { owner.botMachine.ChangeState(AttackState.instance); yield break; } } else //if the bot is disabled, tell it to stop moving { owner.thisAgent.SetDestination(owner.transform.position); } yield return null; } } private void RotateBody(AIMachine _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); } }