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{x: -14, y: 6, z: 0} + - {x: -14, y: 0, z: 0} + - {x: -14, y: -6, z: 0} + - {x: -5, y: 6, z: 0} + - {x: -5, y: 0, z: 0} + - {x: -5, y: -6, z: 0} + - {x: 5, y: 6, z: 0} + - {x: 5, y: 0, z: 0} + - {x: 5, y: -6, z: 0} + - {x: 14, y: 0, z: 0} + - {x: 14, y: 0, z: 0} + - {x: 14, y: 0, z: 0} diff --git a/Assets/Scripts/AIEntity.cs b/Assets/Scripts/AIEntity.cs index db0b678..dc29f9f 100644 --- a/Assets/Scripts/AIEntity.cs +++ b/Assets/Scripts/AIEntity.cs @@ -7,7 +7,46 @@ using UnityEngine.Serialization; public class AIEntity : Entity { [FormerlySerializedAs("stats")] [SerializeField] AIStats AIStats = null!; - public string? ennemyName {get; protected set; } + BaseState currentState = null!; + public string[] enemies {get; protected set; } + override protected void Awake(){ + base.Awake(); + currentState = new FindTargetState(this); + } + + override protected void Start(){ + base.Start(); + currentState.EnterState(); + } + + override protected void Update() { + if (currentState.UpdateState() is {} newState) + SwitchState(newState); + } + + override protected void FixedUpdate() { + if (currentState.FixedUpdateState() is {} newState) + SwitchState(newState); + } + + void OnDrawGizmos() => currentState?.OnDrawGizmos(); + + void SwitchState(BaseState newState) { + currentState.LeaveState(); + currentState = newState; + newState.EnterState(); + } + + //Looks into enemy name list to see if the other is targetable + virtual protected bool IsTargetable(Entity other){ + foreach (string name in enemies){ + if(other.entityName == name && other.IsAlive()){ + return true; + } + } + + return false; + } abstract class BaseStateAI : BaseState{ protected AIEntity entity; @@ -22,6 +61,9 @@ public class AIEntity : Entity } public override BaseState? UpdateState(){ + if(!entity.IsAlive()){ + return new DeadState(entity); + } Entity targetEntity = entity.GetTarget().GetComponent(); if(targetEntity != null){ if(targetEntity.IsAlive()){//target is alive, keep chasing it @@ -36,10 +78,14 @@ public class AIEntity : Entity public override BaseState? FixedUpdateState(){ Transform target = entity.GetTarget(); entity.direction = Vector3.RotateTowards(entity.direction, (target.position - entity.transform.position), entity.rotSpeed*Time.fixedDeltaTime, 0.0f); - if(!entity.IsInAttackRange()){ - entity.rb.MovePosition(entity.transform.position + entity.direction * entity.movementSpeed * Time.fixedDeltaTime); + if(entity.IsTargetable(entity.GetTarget().GetComponent())){ + if(!entity.IsInAttackRange()){ + entity.rb.MovePosition(entity.transform.position + entity.direction * entity.movementSpeed * Time.fixedDeltaTime); + }else{ + return new AttackState(entity); + } }else{ - return new AttackState(entity); + return new FindTargetState(entity); } return null; } @@ -47,15 +93,19 @@ public class AIEntity : Entity class FindTargetState : BaseStateAI{ float closeEnough; + Vector3 roamPosition; public FindTargetState(AIEntity entity) : base(entity){ } public override BaseState? UpdateState(){ + if(!entity.IsAlive()){ + return new DeadState(entity); + } Entity[] entities = FindObjectsOfType(); - 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(entity.IsTargetable(other)){ float distance = Vector2.Distance(other.transform.position, entity.transform.position); if(distance < lastDist){ lastDist = distance; @@ -66,8 +116,24 @@ public class AIEntity : Entity } if(chosenEntity != null){ entity.SetTarget(chosenEntity.transform); + return new SeekState(entity); + }else{ + if(roamPosition == new Vector3()) roamPosition = entity.AIStats.getRandomRoamPositon(); + return null; } - return new SeekState(entity); + } + + public override BaseState? FixedUpdateState(){ + if(roamPosition == new Vector3()){ + return null; + } + entity.direction = Vector3.RotateTowards(entity.direction, (roamPosition - entity.transform.position), entity.rotSpeed*Time.fixedDeltaTime, 0.0f); + if(Vector2.Distance(entity.transform.position, roamPosition) >= entity.attackRange){ + entity.rb.MovePosition(entity.transform.position + entity.direction * entity.movementSpeed * Time.fixedDeltaTime); + }else{ + roamPosition = entity.AIStats.getRandomRoamPositon(); + } + return null; } } @@ -77,6 +143,9 @@ public class AIEntity : Entity } public override BaseState? UpdateState(){ + if(!entity.IsAlive()){ + return new DeadState(entity); + } if(entity.IsInAttackRange()){ if(entity.attackTimer >= entity.attackCooldown){ entity.attackTimer = 0; @@ -85,6 +154,8 @@ public class AIEntity : Entity entity.attackTimer += Time.deltaTime; } + }else{ + return new SeekState(entity); } return null; } @@ -101,4 +172,16 @@ public class AIEntity : Entity return null; } } + + class DeadState : BaseStateAI{ + public DeadState(AIEntity entity) : base(entity){ + Debug.Log("Dead!"); + } + + public override BaseState? UpdateState(){ + + + return null; + } + } } diff --git a/Assets/Scripts/AIStats.cs b/Assets/Scripts/AIStats.cs index e1d503a..3dd2ea6 100644 --- a/Assets/Scripts/AIStats.cs +++ b/Assets/Scripts/AIStats.cs @@ -3,4 +3,10 @@ using UnityEngine; [CreateAssetMenu] public class AIStats : ScriptableObject { public float closeEnough = 1f; + public Vector3[] roamPositions = null!; + + public Vector3 getRandomRoamPositon(){ + int randInd = Random.Range(0,roamPositions.Length-1); + return roamPositions[randInd]; + } } \ No newline at end of file diff --git a/Assets/Scripts/Arena.cs b/Assets/Scripts/Arena.cs index da1bc49..6ec7ed2 100644 --- a/Assets/Scripts/Arena.cs +++ b/Assets/Scripts/Arena.cs @@ -14,7 +14,7 @@ public class Arena : MonoBehaviour { [SerializeField] [Required] ArenaStats stats = null!; [SerializeField] [Required] - GameObject monsterPrefab = null!; + GameObject entityPrefab = null!; SafeZone safeZone = null!; @@ -26,9 +26,8 @@ public class Arena : MonoBehaviour { if (gameFlowManager.Paused) return; - var monster = Instantiate(monsterPrefab, spawners[spawnerIndex], Quaternion.identity).GetComponent(); - //TODO Replace hardcoded target with entity discovery - monster.SetTarget(FindObjectOfType().transform); + var entity = Instantiate(entityPrefab, spawners[spawnerIndex], Quaternion.identity).GetComponent(); + entity.gameFlowManager = (gameFlowManager); } IEnumerator SpawnEnemies() { diff --git a/Assets/Scripts/BloodSucker.cs b/Assets/Scripts/BloodSucker.cs index da50fcc..b4d18cf 100644 --- a/Assets/Scripts/BloodSucker.cs +++ b/Assets/Scripts/BloodSucker.cs @@ -51,7 +51,7 @@ public class BloodSucker : MonoBehaviour { foreach (Collider2D coll in Physics2D.OverlapCircleAll(transform.position, suckRange)) { Entity entity = coll.GetComponent(); if (entity != null && entity.gameObject != gameObject) { - if (!entity.IsAlive()) { + if (!entity.IsAlive() && entity.bloodTokens > 0) { SetTarget(entity); } } @@ -59,6 +59,9 @@ public class BloodSucker : MonoBehaviour { } void SetTarget(Entity newTarget) { + if(newTarget != currentTarget) { + isSucking = false; + } if (currentTarget != null) { UnHighlightTarget(); } diff --git a/Assets/Scripts/Entity.cs b/Assets/Scripts/Entity.cs index 8e1e74b..964a492 100644 --- a/Assets/Scripts/Entity.cs +++ b/Assets/Scripts/Entity.cs @@ -7,7 +7,7 @@ using UnityEngine; public class Entity : MonoBehaviour { [SerializeField] [Required] - protected GameFlowManager gameFlowManager = null!; + public GameFlowManager gameFlowManager = null!; [field: SerializeField] [field: Required] @@ -21,7 +21,7 @@ public class Entity : MonoBehaviour { [field: SerializeField] public float movementSpeed { get; private set; } [field: SerializeField] public float rotSpeed { get; private set; } [SerializeField] private float fov; - [SerializeField] private float attackRange; + [field: SerializeField] public float attackRange { get; private set; } [field: SerializeField] public float attackDmg { get; private set; } [SerializeField] protected float attackCooldown; protected float attackTimer; @@ -33,7 +33,7 @@ public class Entity : MonoBehaviour { bool beingPushed; [SerializeField] GameObject halo; - void Awake() => rb = GetComponent(); + virtual protected void Awake() => rb = GetComponent(); protected virtual void Start() { direction = new Vector3(1, 0, 0); @@ -102,7 +102,8 @@ public class Entity : MonoBehaviour { } protected bool IsInAttackRange() { - return Vector2.Distance(transform.position, target.position) <= attackRange; + float distance = Vector2.Distance(transform.position, target.position); + return distance <= attackRange; } protected bool IsLookingAtTarget() { diff --git a/Assets/Scripts/Gladiator.cs b/Assets/Scripts/Gladiator.cs index e7097fd..eba6602 100644 --- a/Assets/Scripts/Gladiator.cs +++ b/Assets/Scripts/Gladiator.cs @@ -9,12 +9,27 @@ public class Gladiator : AIEntity { base.Start(); base.entityName = "Gladiator"; - base.ennemyName = "Monster"; + base.enemies = new string[]{"Monster", "Vampire"}; } - // Update is called once per frame - protected override void Update() - { - base.Update(); + override protected bool IsTargetable(Entity other){ + foreach (string name in enemies){ + if(other.entityName == name && other.IsAlive()){ + //If it is the vampire: check if it is in safezone + if(other.entityName == "Vampire"){ + VampireEntity vampireEntity = other.GetComponent(); + if(vampireEntity is null){ + return false; + } + if(vampireEntity.IsInSafeZone()){ + return false; + } + } + return true; + } + } + + return false; } + } diff --git a/Assets/Scripts/MinionThrower.cs b/Assets/Scripts/MinionThrower.cs index 88c88e8..759ce59 100644 --- a/Assets/Scripts/MinionThrower.cs +++ b/Assets/Scripts/MinionThrower.cs @@ -5,7 +5,7 @@ using UnityEngine.InputSystem; public class MinionThrower : MonoBehaviour { - public GameObject[] minionPrefabs; + public Entity[] minionPrefabs; public GameObject aimArrow; bool isInThrowMode; @@ -22,7 +22,7 @@ public class MinionThrower : MonoBehaviour { } void Start() { - foreach (GameObject minion in minionPrefabs) { + foreach (Entity minion in minionPrefabs) { minionBar.AddMinionType(minion); } } @@ -65,7 +65,8 @@ public class MinionThrower : MonoBehaviour { currentCooldownTimer = currentInitialCooldown; minionBar.UpdateReload(currentCooldownTimer / currentInitialCooldown); - GameObject newMinion = Instantiate(minionBar.GetCurrentMinion(), transform.position + new Vector3(throwDirection.x, throwDirection.y, 0f) * 1f, Quaternion.identity); + Entity newMinion = Instantiate(minionBar.GetCurrentMinion().gameObject, transform.position + new Vector3(throwDirection.x, throwDirection.y, 0f) * 1f, Quaternion.identity).GetComponent(); + newMinion.gameFlowManager = vampireEntity.gameFlowManager; // Apply throw force } diff --git a/Assets/Scripts/Monster.cs b/Assets/Scripts/Monster.cs index b636acd..d3b0c10 100644 --- a/Assets/Scripts/Monster.cs +++ b/Assets/Scripts/Monster.cs @@ -9,27 +9,7 @@ public class Monster : AIEntity { base.Start(); base.entityName = "Monster"; - base.ennemyName = "Gladiator"; + base.enemies = new string[]{"Gladiator"}; } - protected override void FixedUpdate() { - base.FixedUpdate(); - - MoveToTarget(); - } - - // Update is called once per frame - protected override void Update() - { - base.Update(); - - if(IsInAttackRange()){ - if(attackTimer >= attackCooldown){ - Attack(); - attackTimer = 0; - }else{ - attackTimer += Time.deltaTime; - } - } - } } diff --git a/Assets/Scripts/PlayerMovement.cs b/Assets/Scripts/PlayerMovement.cs index 21dc09f..d59fef2 100644 --- a/Assets/Scripts/PlayerMovement.cs +++ b/Assets/Scripts/PlayerMovement.cs @@ -106,6 +106,12 @@ public class PlayerMovement : MonoBehaviour { currentState = newState; newState.EnterState(); } + public bool IsInSafeZone(){ + if(safeZone is null){ + return false; + } + return safeZone.IsInSafeZone; + } abstract class BaseStatePlayerMovement : BaseState { protected PlayerMovement playerMovement; diff --git a/Assets/Scripts/UI/MinionBar.cs b/Assets/Scripts/UI/MinionBar.cs index d04da0b..7f1b4c4 100644 --- a/Assets/Scripts/UI/MinionBar.cs +++ b/Assets/Scripts/UI/MinionBar.cs @@ -7,12 +7,12 @@ public class MinionBar : MonoBehaviour { public GameObject minionIconPrefab; - List minionTypes; + List minionTypes; List minionIcons; int currentIndex; void Awake() { - minionTypes = new List(); + minionTypes = new List(); minionIcons = new List(); } @@ -43,7 +43,7 @@ public class MinionBar : MonoBehaviour { // print("new selected minion type : " + currentIndex.ToString()); } - public void AddMinionType(GameObject newMinionPrefab) { + public void AddMinionType(Entity newMinionPrefab) { minionTypes.Add(newMinionPrefab); MinionIcon newIcon = Instantiate(minionIconPrefab, transform).GetComponent(); minionIcons.Add(newIcon); @@ -69,7 +69,7 @@ public class MinionBar : MonoBehaviour { } } - public GameObject GetCurrentMinion() { + public Entity GetCurrentMinion() { return minionTypes[currentIndex]; } diff --git a/Assets/Scripts/VampireEntity.cs b/Assets/Scripts/VampireEntity.cs index 2be06fe..85afed0 100644 --- a/Assets/Scripts/VampireEntity.cs +++ b/Assets/Scripts/VampireEntity.cs @@ -4,13 +4,15 @@ using UnityEngine; public class VampireEntity : Entity { [SerializeField] [field: Required] PlayerStats playerStats = null!; - - // [SerializeField] [Required] - // HealthBar healthBar; + + // [SerializeField] [Required] + // HealthBar healthBar; + PlayerMovement playerMovement; protected override void Start() { base.Start(); base.entityName = "Vampire"; + playerMovement = GetComponent(); } protected override void Update() { @@ -22,12 +24,17 @@ public class VampireEntity : Entity { TakeDamage(playerStats.bloodLossRate * Time.deltaTime); } - // 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; // } + public bool IsInSafeZone(){ + if(playerMovement is null){ + return false; + } + return playerMovement.IsInSafeZone(); + } + protected override void OnDied() => gameFlowManager.GameOver(); } \ No newline at end of file