| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960 |
- using System.Collections;
- using System.Collections.Generic;
- namespace EnemyAI
- {
- public class BehaviorController
- {
- public Blackboard blackboard;
- internal enum Behaviors { RechargeBehavior, ChaseBehavior }
- private Behaviors currentBehavior;
- Dictionary<Behaviors, Behavior> allBehaviors = new Dictionary<Behaviors, Behavior>();
- public BehaviorController()
- {
- blackboard = new Blackboard();
- allBehaviors.Add(Behaviors.RechargeBehavior, new RechargeBehavior());
- allBehaviors.Add(Behaviors.ChaseBehavior, new ChaseBehavior());
- currentBehavior = Behaviors.RechargeBehavior;
- }
- public void Update()
- {
- EnemyAI.Result result = allBehaviors[currentBehavior].Run(ref blackboard);
- if (result != Result.Running)
- {
- switch (currentBehavior)
- {
- case Behaviors.RechargeBehavior:
- switch (result)
- {
- case Result.Success:
- currentBehavior = Behaviors.ChaseBehavior;
- blackboard.SetWeaponActive(true);
- break;
- case Result.Failure:
- break;
- }
- break;
- case Behaviors.ChaseBehavior:
- switch (result)
- {
- case Result.Success:
- break;
- case Result.Failure:
- currentBehavior = Behaviors.RechargeBehavior;
- blackboard.SetWeaponActive(false);
- break;
- }
- break;
- }
- }
- }
- }
- }
|