Files
real-shooter/Assets/Scripts/Character/NpcState.cs
2022-05-04 23:50:07 +07:00

69 lines
1.9 KiB
C#

using UnityEngine;
public enum NpcEnumState
{
InCover,
InDirectPoint,
InRunning,
}
public enum NpcBodyState
{
Crouching,
Standing,
}
public class NpcCrouchingState : INpcBaseBodyState
{
public NpcBodyState State => NpcBodyState.Crouching;
public Vector3 GetPointToHit(GameObject go)
{
MeshRenderer meshRenderer;
go.TryGetComponent<MeshRenderer>(out meshRenderer);
return meshRenderer.bounds.center;
}
}
public class NpcStandingState : INpcBaseBodyState
{
public NpcBodyState State => NpcBodyState.Standing;
public Vector3 GetPointToHit(GameObject go)
{
MeshRenderer meshRenderer;
go.TryGetComponent<MeshRenderer>(out meshRenderer);
return meshRenderer.bounds.center;
}
}
public class NpcDirectPointState : INpcBaseState
{
public bool InCover => false;
public bool IsRunning => false;
public bool InDirectPoint => false;
public float HitChance => SettingsReader.Instance.GetSettings.GetHitChanceInDirectPoint;
public float DoDamageChance => SettingsReader.Instance.GetSettings.DoDamageChanceInDirectPoint;
public NpcEnumState State => NpcEnumState.InDirectPoint;
}
public class NpcRunningState : INpcBaseState
{
public bool InCover => false;
public bool IsRunning => true;
public bool InDirectPoint => false;
public float HitChance => SettingsReader.Instance.GetSettings.GetHitChanceInRunning;
public float DoDamageChance => SettingsReader.Instance.GetSettings.DoDamageChanceInRunning;
public NpcEnumState State => NpcEnumState.InRunning;
}
public class NpcInCoverState : INpcBaseState
{
public bool InCover => true;
public bool IsRunning => false;
public bool InDirectPoint => false;
public float HitChance => SettingsReader.Instance.GetSettings.GetHitChanceInCover;
public float DoDamageChance => SettingsReader.Instance.GetSettings.DoDamageChanceInCover;
public NpcEnumState State => NpcEnumState.InCover;
}