DoorAI.cs 1.0 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. public class DoorAI : CraftAI
  4. {
  5. // Use this for initialization
  6. override protected void Start ()
  7. {
  8. base.Start();
  9. checkTimeInterval = 1.5f;
  10. SetPlayer (new Player ());
  11. }
  12. protected virtual void FixedUpdate ()
  13. {
  14. if(!CanSendMessage())
  15. {
  16. return;
  17. }
  18. if(CheckDead())
  19. {
  20. return;
  21. }
  22. if(GameTime.time-lastCheckTime >= checkTimeInterval)
  23. {
  24. lastCheckTime = GameTime.time;
  25. }
  26. else
  27. {
  28. return;
  29. }
  30. if(owner.target == null || owner.target.IsDead())
  31. {
  32. owner.target = null;
  33. FindTarget();
  34. }
  35. else
  36. {
  37. FindMaxThreatTarget();
  38. float targetDistance = NumberUtil.distanceVector3(owner.position, owner.target.position);
  39. if(targetDistance > owner.viewRange)
  40. {
  41. owner.target = null;
  42. }
  43. else
  44. {
  45. Attack();
  46. }
  47. }
  48. }
  49. protected void Attack()
  50. {
  51. Power attack = owner.GetPowerManager().GetAttack();
  52. if(attack.IsInRange(owner.target))
  53. {
  54. owner.GetPowerManager().AttempUserPower(attack.GetId(), battleController);
  55. }
  56. }
  57. }