GameFramework.AbstractAiStateLogic.NotifyAiStopPursue C# (CSharp) Method

NotifyAiStopPursue() public method

public NotifyAiStopPursue ( EntityInfo entity ) : void
entity EntityInfo
return void
        public void NotifyAiStopPursue(EntityInfo entity)
        {
            if (null != OnAiStopPursue)
                OnAiStopPursue(entity);
        }

Usage Example

        internal static void DoPursuitCommandState(EntityInfo entity, long deltaTime, AbstractAiStateLogic logic)
        {
            AiStateInfo info = entity.GetAiStateInfo();

            info.Time += deltaTime;
            if (info.Time > 200)
            {
                EntityInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(entity, info.Target);
                if (null != target)
                {
                    float   minDist              = entity.GetRadius() + target.GetRadius();
                    float   dist                 = (float)entity.GetActualProperty().AttackRange + minDist;
                    float   distGoHome           = entity.GohomeRange;
                    Vector3 targetPos            = target.GetMovementStateInfo().GetPosition3D();
                    ScriptRuntime.Vector3 srcPos = entity.GetMovementStateInfo().GetPosition3D();
                    float dir = Geometry.GetYRadian(new Vector2(targetPos.X, targetPos.Z), new Vector2(srcPos.X, srcPos.Z));
                    targetPos.X += (float)(minDist * Math.Sin(dir));
                    targetPos.Z += (float)(minDist * Math.Cos(dir));
                    float powDist = Geometry.DistanceSquare(srcPos, targetPos);
                    if (powDist < dist * dist)
                    {
                        logic.AiSendStoryMessage(entity, "npc_pursuit_finish:" + entity.GetUnitId(), entity.GetId());
                        logic.AiSendStoryMessage(entity, "obj_pursuit_finish", entity.GetId());
                        logic.NotifyAiStopPursue(entity);
                        logic.ChangeToState(entity, (int)AiStateId.Idle);
                    }
                    else
                    {
                        logic.NotifyAiPursue(entity, targetPos);
                    }
                }
                else
                {
                    logic.AiSendStoryMessage(entity, "npc_pursuit_exit:" + entity.GetUnitId(), entity.GetId());
                    logic.AiSendStoryMessage(entity, "obj_pursuit_exit", entity.GetId());
                    logic.NotifyAiStopPursue(entity);
                    logic.ChangeToState(entity, (int)AiStateId.Idle);
                }
            }
        }
All Usage Examples Of GameFramework.AbstractAiStateLogic::NotifyAiStopPursue