Trimming the Fat With Playmaker

Trimming the Fat With Playmaker

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  • Set the movement plan: Determine which nodes the merchant is going to visit
  • Select the next leg of the movement plan: Where should it go next?
  • Movement: Getting from the current node to the next node
  • Jumping: When the ship enters a jumpgate trigger, destroy the object
  • Docking: When the ship enters a station trigger, pause, and start a timer
  • Undocking: When the docking timer reaches zero, set bits that allows the NPC to move to the next node

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  • Idle: calls the method for setting the movement plan (choosing the nodes to visit) and aligns the NPC with the first node.
  • Move: Calls the method that sets the “IsMoving” boolean on the NPC. When this is set to true, the Unity engine’s “Update” statement moves the NPC ahead towards the destination.
  • Jumpgate: If the Move state detects that the NPC has entered a jumpgate trigger, this state calls a method that destroys the NPC. Later, I’ll have to update it to “jump” the NPC, because I use object pooling for NPCs and don’t want to destroy it. Later later, I want NPCs to “live” and actually travel through the game, so I really don’t want to destroy them.
  • Station: If the comprar barato uniphyl cr Move state detects that the NPC has entered a station trigger, this state calls a method that sets “IsMoving” to false and “IsDocked” to true. Unity’s “Update” statement has a section for “IsDocked” being true, which is to check a time difference between “now” and the time the NPC docked. When that difference reaches 10 seconds (arbitrary value), the “IsDocked” is set to false and “IsMoving” is set to true. This is an incomplete system, since the NPC should be hidden while docked, and in order to do that I had to disable the NPC. Doing that removes my ability to address the object, meaning Playmaker can’t talk to it to tell it when to re-appear. So control of docking has to be done outside of the NPC itself.
  • Select Next: before the NPC gets underway, this state calls a method which aligns the facing to the location stored at “Current Node + 1” in the route dictionary array so the NPC can move to it’s next destination. Once that happens, the event cycles back to the Move state so the NPC can actually move. If the next node is greater than the array limit, we’ve got a problem unless the NPC has the “IsLooper” set to true. In that case, it’ll just cycle back to Node[0], it’s origin, and start all over. That’s for the police; for a merchant, Node[0] is a jumpgate, which will currently destroy the NPC. I have to handle Node[]+1 scenarios for merchants at a later time.