Converted entity materials to new fade shader Implemented visibility system Refactored per-instance entity code to run inside monobehavior on entity instances Created state machine AI for enemy ships with basic patrol and combat routines Removed legacy AI code (controller item behaviors) Added automatic trigger group assignment for matched weapons Created ship collision system Created shield VFX and colliders
23 lines
No EOL
752 B
C#
23 lines
No EOL
752 B
C#
|
|
using System.Linq;
|
|
using UniRx;
|
|
|
|
public class Minion : Agent
|
|
{
|
|
public Minion(Ship ship) : base(ship)
|
|
{
|
|
var patrolState = new PatrolOrbitsState(this);
|
|
_rootState.AddTransition(patrolState,
|
|
() => Task is PatrolOrbitsTask,
|
|
() => patrolState.Task = Task as PatrolOrbitsTask);
|
|
|
|
Ship.VisibleHostiles.ObserveAdd().Where(_ => Ship.Target.Value == null).Subscribe(add => Ship.Target.Value = add.Value);
|
|
|
|
var combatState = new CombatState(this);
|
|
_rootState.AddTransition(combatState,
|
|
() => Ship.Target.Value != null, null, true, _rootState);
|
|
|
|
combatState.AddTransition(_rootState,
|
|
() => Ship.Target.Value == null, null, true, _rootState);
|
|
}
|
|
} |