示例#1
0
void CAIGoalGuard::UpdateGoal()
{
	CAIState* pState = m_pAI->GetState();

	switch(pState->GetStateType())
	{
		// If state is idle, and a guard node is set, set state to goto.
		case kState_HumanIdle:
			HandleStateIdle();
			break;

		case kState_HumanGoto:
			HandleStateGoto();
			break;

		// State should only be idle or goto.
		default: AIASSERT(0, m_pAI->m_hObject, "CAIGoalGuard::UpdateGoal: Unexpected State.");
	}
}
示例#2
0
void CAIGoalPatrol::UpdateGoal()
{
	CAIState* pState = m_pAI->GetState();

	switch(pState->GetStateType())
	{
		// If state is idle, and a patrol node is set, set state to patrol.
		case kState_HumanIdle:
			HandleStateIdle();
			break;

		case kState_HumanPatrol:
			HandleStatePatrol();
			break;

		case kState_HumanDraw:
			HandleStateDraw();
			break;

		// State should only be idle or patrol.
		default: AIASSERT(0, m_pAI->m_hObject, "CAIGoalPatrol::UpdateGoal: Unexpected State.");
	}
}