Entity choose target, attack then stop if they die
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@ -6,7 +6,35 @@ using UnityEngine;
|
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public class AIEntity : Entity
|
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{
|
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[SerializeField] AIStats stats = null!;
|
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BaseState currentState = null!;
|
||||
public string ennemyName {get; protected set; }
|
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override protected void Awake(){
|
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base.Awake();
|
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currentState = new FindTargetState(this);
|
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}
|
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override protected void Start(){
|
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base.Start();
|
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currentState.EnterState();
|
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}
|
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|
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void Update() {
|
||||
if (currentState.UpdateState() is {} newState)
|
||||
SwitchState(newState);
|
||||
}
|
||||
|
||||
void FixedUpdate() {
|
||||
if (currentState.FixedUpdateState() is {} newState)
|
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SwitchState(newState);
|
||||
}
|
||||
|
||||
void OnDrawGizmos() => currentState?.OnDrawGizmos();
|
||||
|
||||
void SwitchState(BaseState newState) {
|
||||
currentState.LeaveState();
|
||||
currentState = newState;
|
||||
newState.EnterState();
|
||||
}
|
||||
|
||||
abstract class BaseStateAI : BaseState{
|
||||
protected AIEntity entity;
|
||||
@ -51,10 +79,10 @@ public class AIEntity : Entity
|
||||
|
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public override BaseState? UpdateState(){
|
||||
Entity[] entities = FindObjectsOfType<Entity>();
|
||||
float lastDist = -1;
|
||||
float lastDist = float.MaxValue;
|
||||
Entity chosenEntity = null!;
|
||||
foreach (Entity other in entities){// Find the closest entity
|
||||
if(other.name == entity.ennemyName){
|
||||
if(other.name == entity.ennemyName && other.IsAlive()){
|
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float distance = Vector2.Distance(other.transform.position, entity.transform.position);
|
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if(distance < lastDist){
|
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lastDist = distance;
|
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@ -65,6 +93,8 @@ public class AIEntity : Entity
|
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}
|
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if(chosenEntity != null){
|
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entity.SetTarget(chosenEntity.transform);
|
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}else{
|
||||
return new RoamState(entity);
|
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}
|
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return new SeekState(entity);
|
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}
|
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@ -84,6 +114,8 @@ public class AIEntity : Entity
|
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entity.attackTimer += Time.deltaTime;
|
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}
|
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|
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}else{
|
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return new SeekState(entity);
|
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}
|
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return null;
|
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}
|
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@ -100,4 +132,10 @@ public class AIEntity : Entity
|
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return null;
|
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}
|
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}
|
||||
|
||||
class RoamState : BaseStateAI{
|
||||
public RoamState(AIEntity entity) : base(entity){
|
||||
Debug.Log("Roaming!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -7,20 +7,20 @@ public class Entity : MonoBehaviour
|
||||
{
|
||||
[field: SerializeField]protected float Health {get; private set; }
|
||||
bool isAlive = true;
|
||||
[SerializeField]public float movementSpeed{get; private set; }
|
||||
[SerializeField]public float rotSpeed {get; private set; }
|
||||
[SerializeField]private float fov;
|
||||
[SerializeField]private float attackRange;
|
||||
[SerializeField]public float attackDmg {get; private set; }
|
||||
[SerializeField]protected float attackCooldown;
|
||||
[field: SerializeField]public float movementSpeed{get; private set; }
|
||||
[field: SerializeField]public float rotSpeed {get; private set; }
|
||||
[field: SerializeField]private float fov;
|
||||
[field: SerializeField]private float attackRange;
|
||||
[field: SerializeField]protected float attackDmg {get; private set; }
|
||||
[field: SerializeField]protected float attackCooldown;
|
||||
protected float attackTimer;
|
||||
[SerializeField]private Transform target;
|
||||
[field: SerializeField]private Transform target;
|
||||
public string entityName {get; protected set; }
|
||||
private Collider atkCollider;
|
||||
public Vector3 direction {get; set; }
|
||||
public Rigidbody2D rb {get; private set;}
|
||||
|
||||
void Awake() => rb = GetComponent<Rigidbody2D>();
|
||||
virtual protected void Awake() => rb = GetComponent<Rigidbody2D>();
|
||||
|
||||
protected virtual void Start() {
|
||||
direction = new Vector3(1,0,0);
|
||||
@ -52,14 +52,12 @@ public class Entity : MonoBehaviour
|
||||
return target;
|
||||
}
|
||||
|
||||
//Apply damage to the entity, returns true if it is still alive
|
||||
public virtual bool TakeDamage(float amount){
|
||||
//Apply damage to the entity
|
||||
public virtual void TakeDamage(float amount){
|
||||
Health -= amount;
|
||||
if(Health <= 0){
|
||||
isAlive = false;
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
protected bool IsInAttackRange(){
|
||||
|
||||
@ -12,9 +12,4 @@ public class Gladiator : AIEntity
|
||||
base.ennemyName = "Monster";
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -12,18 +12,4 @@ public class Monster : AIEntity
|
||||
base.ennemyName = "Gladiator";
|
||||
}
|
||||
|
||||
void FixedUpdate() => MoveToTarget(Time.fixedDeltaTime);
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if(IsInAttackRange()){
|
||||
if(attackTimer >= attackCooldown){
|
||||
Attack();
|
||||
attackTimer = 0;
|
||||
}else{
|
||||
attackTimer += Time.deltaTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -13,10 +13,8 @@ public class VampireEntity : Entity {
|
||||
initialHealth = Health;
|
||||
}
|
||||
|
||||
public override bool TakeDamage(float amount) {
|
||||
bool stillAlive = base.TakeDamage(amount);
|
||||
public override void TakeDamage(float amount) {
|
||||
base.TakeDamage(amount);
|
||||
healthBar.SetHealthFraction(Health / initialHealth);
|
||||
|
||||
return stillAlive;
|
||||
}
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user