修改角色包
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@@ -3,79 +3,79 @@ using System.Collections.Generic;
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using UnityEngine;
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using MuHua;
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public class AnimalMachine : Machine {
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[Header("饥饿度参数")]
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public float hunger = 100.0f; // 饥饿度,从0到100
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public float maxHunger = 100.0f; // 最大饥饿度
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public float searchRadius = 10.0f; // 搜索食物的半径
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// public class AnimalMachine : StateMachine {
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// [Header("饥饿度参数")]
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// public float hunger = 100.0f; // 饥饿度,从0到100
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// public float maxHunger = 100.0f; // 最大饥饿度
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// public float searchRadius = 10.0f; // 搜索食物的半径
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[Header("控制组件")]
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public Movement movement; // 运动控制器
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public Animator animator; // 动画控制器
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// [Header("控制组件")]
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// public Movement movement; // 运动控制器
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// public Animator animator; // 动画控制器
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private float hungerTimer = 0.0f; // 计时器
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private float chasingCooldownTimer = 0.0f; // 追逐状态冷却计时器
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private const float chasingCooldown = 5.0f; // 追逐状态冷却时间
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// private float hungerTimer = 0.0f; // 计时器
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// private float chasingCooldownTimer = 0.0f; // 追逐状态冷却计时器
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// private const float chasingCooldown = 5.0f; // 追逐状态冷却时间
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protected override void InitializeStates() {
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RegisterState("Idle", new AnimalIdleState(this));
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RegisterState("Roaming", new AnimalRoamingState(this));
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RegisterState("Chasing", new AnimalChasingState<AnimalFood>(this));
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RegisterState("Eating", new AnimalEatingState(this));
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// protected override void InitializeStates() {
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// RegisterState("Idle", new AnimalIdleState(this));
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// RegisterState("Roaming", new AnimalRoamingState(this));
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// RegisterState("Chasing", new AnimalChasingState<AnimalFood>(this));
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// RegisterState("Eating", new AnimalEatingState(this));
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ChangeState("Idle");
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}
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// ChangeState("Idle");
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// }
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protected override void Update() {
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base.Update();
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// protected override void Update() {
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// base.Update();
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// 更新计时器
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hungerTimer += Time.deltaTime;
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chasingCooldownTimer += Time.deltaTime;
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// // 更新计时器
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// hungerTimer += Time.deltaTime;
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// chasingCooldownTimer += Time.deltaTime;
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if (hungerTimer >= 1.0f) { ConsumeHunger(); }
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}
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// if (hungerTimer >= 1.0f) { ConsumeHunger(); }
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// }
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public virtual void ConsumeHunger() {
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// 重置计时器
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hungerTimer = 0.0f;
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// 每次消耗1点饥饿度
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hunger -= 1.0f;
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if (hunger < 0.0f) { hunger = 0.0f; }
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// public virtual void ConsumeHunger() {
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// // 重置计时器
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// hungerTimer = 0.0f;
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// // 每次消耗1点饥饿度
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// hunger -= 1.0f;
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// if (hunger < 0.0f) { hunger = 0.0f; }
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// 如果饥饿度低于最大饥饿度的70%,有50%的概率触发Chasing状态
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// 如果饥饿度低于最大饥饿度的30%,有90%的概率触发Chasing状态
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float foraging = hunger < maxHunger * 0.3f ? 0.9f : 0.5f;
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bool valid = hunger < maxHunger * 0.7f && Random.value < foraging;
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// // 如果饥饿度低于最大饥饿度的70%,有50%的概率触发Chasing状态
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// // 如果饥饿度低于最大饥饿度的30%,有90%的概率触发Chasing状态
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// float foraging = hunger < maxHunger * 0.3f ? 0.9f : 0.5f;
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// bool valid = hunger < maxHunger * 0.7f && Random.value < foraging;
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// 如果触发Chasing状态,且冷却时间已过,切换到Chasing状态
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if (valid && chasingCooldownTimer >= chasingCooldown) {
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ChangeState("Chasing");
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chasingCooldownTimer = 0.0f; // 重置冷却计时器
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}
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}
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// // 如果触发Chasing状态,且冷却时间已过,切换到Chasing状态
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// if (valid && chasingCooldownTimer >= chasingCooldown) {
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// ChangeState("Chasing");
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// chasingCooldownTimer = 0.0f; // 重置冷却计时器
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// }
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// }
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// 从指定范围内查找指定类型的组件
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public virtual bool Find<T>(out T value) where T : Component {
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Collider[] colliders = Physics.OverlapSphere(transform.position, searchRadius);
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foreach (Collider collider in colliders) {
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T component = collider.GetComponent<T>();
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if (component != null) {
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value = component;
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return true;
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}
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}
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value = null;
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return false;
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}
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// // 从指定范围内查找指定类型的组件
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// public virtual bool Find<T>(out T value) where T : Component {
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// Collider[] colliders = Physics.OverlapSphere(transform.position, searchRadius);
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// foreach (Collider collider in colliders) {
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// T component = collider.GetComponent<T>();
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// if (component != null) {
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// value = component;
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// return true;
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// }
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// }
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// value = null;
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// return false;
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// }
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public override bool UpdateMove(Vector3 position) {
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return movement.UpdateMove(position);
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}
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public override void AnimationTrigger(string value) {
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throw new System.NotImplementedException();
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}
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public override void AnimationEnd() {
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throw new System.NotImplementedException();
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}
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}
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// // public override bool UpdateMove(Vector3 position) {
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// // return movement.UpdateMove(position);
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// // }
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// // public override void AnimationTrigger(string value) {
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// // throw new System.NotImplementedException();
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// // }
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// // public override void AnimationEnd() {
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// // throw new System.NotImplementedException();
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// // }
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// }
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