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EnemyChaseState.cpp
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#include "pch.h"
#include "EnemyChaseState.h"
#include "AnimationComponent.h"
#include "EnemyComponent.h"
#include "StatesInclude.h"
#include "NavAgentComponent.h"
void EnemyChaseState::Enter(const std::shared_ptr<Component>& component)
{
Log::GetClientLogger()->info("Enter ChaseState");
const auto enemyComp = std::dynamic_pointer_cast<EnemyComponent>(component);
enemyComp->CurrentFSM = VisPred::Game::EnemyStates::Chase;
const auto navComp = enemyComp->GetComponent<NavAgentComponent>();
if (enemyComp->DistanceToPlayer <= enemyComp->ReachableDistanceToPlayer)
{
ChangeCurrentState(enemyComp, &EnemyMovementState::s_IdleAttack);
navComp->IsChase = false;
}
else
{
navComp->IsChase = true;
ChangeCurrentState(enemyComp, &EnemyMovementState::s_Run);
}
}
void EnemyChaseState::Update(const std::shared_ptr<Component>& component, float deltaTime)
{
const auto enemyComp = std::dynamic_pointer_cast<EnemyComponent>(component);
if (CheckIsDead(enemyComp))
return;
enemyComp->DistanceToPlayer = DetectTarget(*enemyComp, deltaTime);
const auto navComp = enemyComp->GetComponent<NavAgentComponent>();
const auto animationComp = enemyComp->GetComponent<AnimationComponent>();
// 플레이어로부터 거리가 가까우면
if (enemyComp->DistanceToPlayer <= enemyComp->ReachableDistanceToPlayer)
{
navComp->IsChase = false;
//if (animationComp->IsBlending == false)
//if (enemyComp->OnHit == true)
//{
// if (enemyComp->MovementState == &EnemyMovementState::s_HitReaction)
// enemyComp->MovementState->Enter(enemyComp);
//
// ChangeCurrentState(enemyComp, &EnemyMovementState::s_HitReaction);
// enemyComp->HeatComplete = false;
//}
//else if (enemyComp->HeatComplete == true)
if (enemyComp->HeatComplete == true)
{
ChangeCurrentState(enemyComp, &EnemyMovementState::s_IdleAttack);
}
}
// 플레이어로부터 거리가 멀면
else
{
navComp->IsChase = true;
if (animationComp->IsBlending == false)
{
if (enemyComp->HeatComplete == true)
{
ChangeCurrentState(enemyComp, &EnemyMovementState::s_Run);
}
}
}
}
void EnemyChaseState::Exit(const std::shared_ptr<Component>& component)
{
Log::GetClientLogger()->info("Exit ChaseState");
const auto enemyComp = std::dynamic_pointer_cast<EnemyComponent>(component);
const auto navComp = enemyComp->GetComponent<NavAgentComponent>();
navComp->IsChase = false;
}