using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChaseState : FSMState {
public ChaseState(Transform[] ts)
{
state = State.Chase;
wayPonts = ts;
moveSpeed = 120;
turnSpeed = 6;
FindNextPoint();
}
public override void Reason(Transform player, Transform aiObj)
{
float distance = Vector3.Distance(player.position, aiObj.position);
if (distance < attackDistance)
{
aiObj.GetComponent<FSMManager>().StateTransition(Transition.NearPlayer);
}
else if (distance > chaseDistance)
{
aiObj.GetComponent<FSMManager>().StateTransition(Transition.LostPlayer);
}
}
public override void Action(Transform player, Transform aiObj)
{
target = player.position;
Quaternion rotation = Quaternion.LookRotation(target - aiObj.position);
aiObj.rotation = Quaternion.Slerp(aiObj.rotation, rotation, Time.deltaTime * turnSpeed);
CharacterController cc = aiObj.GetComponent<CharacterController>();
cc.SimpleMove(aiObj.forward * Time.deltaTime * moveSpeed);
AnimationManagerEnemy animation = aiObj.GetComponent<AnimationManagerEnemy>();
animation.curState = animationState.Move;
}
}
ChaseState
最新推荐文章于 2024-07-08 13:48:32 发布