Merge remote-tracking branch 'origin/dev' into jason
# Conflicts: # Assets/Scripts/AIStats.cs # Assets/Scripts/Entity.cs
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m_Name: AI Stats
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m_EditorClassIdentifier:
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closeEnough: 2
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roamPositions:
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@ -7,7 +7,46 @@ using UnityEngine.Serialization;
|
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public class AIEntity : Entity
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{
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[FormerlySerializedAs("stats")] [SerializeField] AIStats AIStats = null!;
|
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public string? ennemyName {get; protected set; }
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BaseState currentState = null!;
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public string[] enemies {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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override protected void Update() {
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if (currentState.UpdateState() is {} newState)
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SwitchState(newState);
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}
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override protected void FixedUpdate() {
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if (currentState.FixedUpdateState() is {} newState)
|
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SwitchState(newState);
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}
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void OnDrawGizmos() => currentState?.OnDrawGizmos();
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void SwitchState(BaseState newState) {
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currentState.LeaveState();
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currentState = newState;
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newState.EnterState();
|
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}
|
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//Looks into enemy name list to see if the other is targetable
|
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virtual protected bool IsTargetable(Entity other){
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foreach (string name in enemies){
|
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if(other.entityName == name && other.IsAlive()){
|
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return true;
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}
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}
|
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return false;
|
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}
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abstract class BaseStateAI : BaseState{
|
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protected AIEntity entity;
|
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@ -83,6 +122,9 @@ public class AIEntity : Entity
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}
|
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|
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public override BaseState? UpdateState(){
|
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if(!entity.IsAlive()){
|
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return new DeadState(entity);
|
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}
|
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Entity targetEntity = entity.GetTarget().GetComponent<Entity>();
|
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if(targetEntity != null){
|
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if(targetEntity.IsAlive()){//target is alive, keep chasing it
|
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@ -97,10 +139,14 @@ public class AIEntity : Entity
|
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public override BaseState? FixedUpdateState(){
|
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Transform target = entity.GetTarget();
|
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entity.direction = Vector3.RotateTowards(entity.direction, (target.position - entity.transform.position), entity.rotSpeed*Time.fixedDeltaTime, 0.0f);
|
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if(!entity.IsInAttackRange()){
|
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entity.rb.MovePosition(entity.transform.position + entity.direction * entity.movementSpeed * Time.fixedDeltaTime);
|
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if(entity.IsTargetable(entity.GetTarget().GetComponent<Entity>())){
|
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if(!entity.IsInAttackRange()){
|
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entity.rb.MovePosition(entity.transform.position + entity.direction * entity.movementSpeed * Time.fixedDeltaTime);
|
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}else{
|
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return new AttackState(entity);
|
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}
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}else{
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return new AttackState(entity);
|
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return new FindTargetState(entity);
|
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}
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return null;
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}
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@ -108,15 +154,19 @@ public class AIEntity : Entity
|
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|
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class FindTargetState : BaseStateAI{
|
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float closeEnough;
|
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Vector3 roamPosition;
|
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public FindTargetState(AIEntity entity) : base(entity){
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}
|
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|
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public override BaseState? UpdateState(){
|
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if(!entity.IsAlive()){
|
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return new DeadState(entity);
|
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}
|
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Entity[] entities = FindObjectsOfType<Entity>();
|
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float lastDist = -1;
|
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float lastDist = float.MaxValue;
|
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Entity chosenEntity = null!;
|
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foreach (Entity other in entities){// Find the closest entity
|
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if(other.name == entity.ennemyName){
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if(entity.IsTargetable(other)){
|
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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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@ -127,8 +177,24 @@ 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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return new SeekState(entity);
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}else{
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if(roamPosition == new Vector3()) roamPosition = entity.AIStats.getRandomRoamPositon();
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return null;
|
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}
|
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return new SeekState(entity);
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}
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public override BaseState? FixedUpdateState(){
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if(roamPosition == new Vector3()){
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return null;
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}
|
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entity.direction = Vector3.RotateTowards(entity.direction, (roamPosition - entity.transform.position), entity.rotSpeed*Time.fixedDeltaTime, 0.0f);
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if(Vector2.Distance(entity.transform.position, roamPosition) >= entity.attackRange){
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entity.rb.MovePosition(entity.transform.position + entity.direction * entity.movementSpeed * Time.fixedDeltaTime);
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}else{
|
||||
roamPosition = entity.AIStats.getRandomRoamPositon();
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
}
|
||||
@ -138,6 +204,9 @@ 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;
|
||||
@ -146,6 +215,8 @@ public class AIEntity : Entity
|
||||
entity.attackTimer += Time.deltaTime;
|
||||
}
|
||||
|
||||
}else{
|
||||
return new SeekState(entity);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
@ -162,4 +233,16 @@ public class AIEntity : Entity
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
class DeadState : BaseStateAI{
|
||||
public DeadState(AIEntity entity) : base(entity){
|
||||
Debug.Log("Dead!");
|
||||
}
|
||||
|
||||
public override BaseState? UpdateState(){
|
||||
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -4,6 +4,13 @@ using UnityEngine;
|
||||
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];
|
||||
}
|
||||
|
||||
[field: SerializeField]
|
||||
public AnimationCurve ThrownCurve { get; }
|
||||
|
||||
|
||||
@ -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<Monster>();
|
||||
//TODO Replace hardcoded target with entity discovery
|
||||
monster.SetTarget(FindObjectOfType<PlayerMovement>().transform);
|
||||
var entity = Instantiate(entityPrefab, spawners[spawnerIndex], Quaternion.identity).GetComponent<Entity>();
|
||||
entity.gameFlowManager = (gameFlowManager);
|
||||
}
|
||||
|
||||
IEnumerator SpawnEnemies() {
|
||||
|
||||
@ -7,6 +7,7 @@ public class BloodSucker : MonoBehaviour {
|
||||
|
||||
[SerializeField] float suckDuration = 1f;
|
||||
[SerializeField] float suckRange = 1f;
|
||||
[SerializeField] float healthGainFromSuck = 30f;
|
||||
|
||||
Entity currentTarget;
|
||||
VampireEntity vampireEntity;
|
||||
@ -50,7 +51,7 @@ public class BloodSucker : MonoBehaviour {
|
||||
foreach (Collider2D coll in Physics2D.OverlapCircleAll(transform.position, suckRange)) {
|
||||
Entity entity = coll.GetComponent<Entity>();
|
||||
if (entity != null && entity.gameObject != gameObject) {
|
||||
if (!entity.IsAlive()) {
|
||||
if (!entity.IsAlive() && entity.bloodTokens > 0) {
|
||||
SetTarget(entity);
|
||||
}
|
||||
}
|
||||
@ -58,6 +59,9 @@ public class BloodSucker : MonoBehaviour {
|
||||
}
|
||||
|
||||
void SetTarget(Entity newTarget) {
|
||||
if(newTarget != currentTarget) {
|
||||
isSucking = false;
|
||||
}
|
||||
if (currentTarget != null) {
|
||||
UnHighlightTarget();
|
||||
}
|
||||
@ -74,20 +78,24 @@ public class BloodSucker : MonoBehaviour {
|
||||
currentSuckTimer -= deltaTime;
|
||||
if (currentSuckTimer < 0f) {
|
||||
currentTarget.bloodTokens -= 1;
|
||||
vampireEntity.HealDamage(healthGainFromSuck);
|
||||
// print("One token sucked");
|
||||
if (currentTarget.bloodTokens == 0) {
|
||||
SetTarget(null);
|
||||
isSucking = false;
|
||||
// TODO : Dispawn target
|
||||
} else {
|
||||
currentSuckTimer = suckDuration;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HighlightTarget() {
|
||||
|
||||
currentTarget.EnableHalo();
|
||||
}
|
||||
|
||||
void UnHighlightTarget() {
|
||||
|
||||
currentTarget.DisableHalo();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -4,38 +4,47 @@ using NaughtyAttributes;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
public class Entity : MonoBehaviour
|
||||
{
|
||||
[SerializeField] [Required]
|
||||
protected GameFlowManager gameFlowManager = null!;
|
||||
public class Entity : MonoBehaviour {
|
||||
[SerializeField]
|
||||
[Required]
|
||||
public GameFlowManager gameFlowManager = null!;
|
||||
|
||||
[field: SerializeField] [field: Required]
|
||||
protected EntityStats stats { get; private set; }
|
||||
[field: SerializeField]public float Health {get; private set; }
|
||||
bool isAlive = true;
|
||||
[field: SerializeField]
|
||||
[field: Required]
|
||||
protected EntityStats stats { get; private set; }
|
||||
[field: SerializeField] public float Health { get; private set; }
|
||||
[Min(10f)]
|
||||
protected float initialHealth;
|
||||
[SerializeField] [Required] protected HealthBar healthBar;
|
||||
bool isAlive = true;
|
||||
public int bloodTokens = 1;
|
||||
[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 attackDmg {get; private set; }
|
||||
[SerializeField]protected float attackCooldown;
|
||||
[field: SerializeField] public float movementSpeed { get; private set; }
|
||||
[field: SerializeField] public float rotSpeed { get; private set; }
|
||||
[SerializeField] private float fov;
|
||||
[field: SerializeField] public float attackRange { get; private set; }
|
||||
[field: SerializeField] public float attackDmg { get; private set; }
|
||||
[SerializeField] protected float attackCooldown;
|
||||
protected float attackTimer;
|
||||
[SerializeField]private Transform target;
|
||||
public string entityName {get; protected set; }
|
||||
[SerializeField] private Transform target;
|
||||
public string entityName { get; protected set; }
|
||||
private Collider atkCollider;
|
||||
public Vector3 direction {get; set; }
|
||||
public Rigidbody2D rb {get; private set;}
|
||||
public Vector3 direction { get; set; }
|
||||
public Rigidbody2D rb { get; private set; }
|
||||
bool beingPushed;
|
||||
[SerializeField] GameObject halo;
|
||||
|
||||
void Awake() => rb = GetComponent<Rigidbody2D>();
|
||||
virtual protected void Awake() => rb = GetComponent<Rigidbody2D>();
|
||||
|
||||
protected virtual void Start() {
|
||||
direction = new Vector3(1,0,0);
|
||||
direction = new Vector3(1, 0, 0);
|
||||
attackTimer = attackCooldown;
|
||||
initialHealth = Health;
|
||||
if (halo != null) {
|
||||
halo.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void Update() {}
|
||||
protected virtual void Update() { }
|
||||
|
||||
protected virtual void FixedUpdate() {
|
||||
//TODO sqrMagnitude?
|
||||
@ -45,35 +54,37 @@ public class Entity : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void Attack(){
|
||||
protected virtual void Attack() {
|
||||
|
||||
}
|
||||
|
||||
protected virtual void SpecialAttack(){
|
||||
protected virtual void SpecialAttack() {
|
||||
|
||||
}
|
||||
|
||||
protected virtual void MoveToTarget(){
|
||||
protected virtual void MoveToTarget() {
|
||||
//Would be nice if we could force this to be in FixedUpdate
|
||||
direction = Vector3.RotateTowards(direction, (target.position - transform.position), rotSpeed*Time.fixedDeltaTime, 0.0f);
|
||||
if(!IsInAttackRange()){
|
||||
rb.MovePosition(transform.position + direction * movementSpeed * Time.fixedDeltaTime);
|
||||
direction = Vector3.RotateTowards(direction, (target.position - transform.position), rotSpeed * Time.fixedDeltaTime, 0.0f);
|
||||
if (!IsInAttackRange()) {
|
||||
rb.MovePosition(transform.position + direction * movementSpeed * Time.fixedDeltaTime);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void SetTarget(Transform newTarget){
|
||||
public void SetTarget(Transform newTarget) {
|
||||
target = newTarget;
|
||||
}
|
||||
|
||||
public Transform GetTarget(){
|
||||
public Transform GetTarget() {
|
||||
return target;
|
||||
}
|
||||
|
||||
//Apply damage to the entity, returns true if it is still alive
|
||||
public virtual bool TakeDamage(float amount){
|
||||
public virtual bool TakeDamage(float amount) {
|
||||
Health -= amount;
|
||||
if(Health <= 0){
|
||||
healthBar.SetHealthFraction(Health / initialHealth);
|
||||
|
||||
if (Health <= 0) {
|
||||
isAlive = false;
|
||||
OnDied();
|
||||
return false;
|
||||
@ -81,23 +92,41 @@ public class Entity : MonoBehaviour
|
||||
return true;
|
||||
}
|
||||
|
||||
protected bool IsInAttackRange(){
|
||||
return Vector2.Distance(transform.position, target.position) <= attackRange;
|
||||
public virtual void HealDamage(float amount) {
|
||||
Health += amount;
|
||||
healthBar.SetHealthFraction(Health / initialHealth);
|
||||
|
||||
if(Health > initialHealth) {
|
||||
Health = initialHealth;
|
||||
}
|
||||
}
|
||||
|
||||
protected bool IsLookingAtTarget(){
|
||||
protected bool IsInAttackRange() {
|
||||
float distance = Vector2.Distance(transform.position, target.position);
|
||||
return distance <= attackRange;
|
||||
}
|
||||
|
||||
protected bool IsLookingAtTarget() {
|
||||
float angle = Vector2.SignedAngle(direction, (target.position - transform.position));
|
||||
return angle >= -fov && angle <= fov;
|
||||
}
|
||||
|
||||
public bool IsAlive(){
|
||||
public bool IsAlive() {
|
||||
return isAlive;
|
||||
}
|
||||
|
||||
protected void AddImpulse(Vector3 impulse) {
|
||||
beingPushed = true;
|
||||
rb.AddForce(impulse, ForceMode2D.Impulse);
|
||||
beingPushed = true;
|
||||
rb.AddForce(impulse, ForceMode2D.Impulse);
|
||||
}
|
||||
|
||||
protected virtual void OnDied() {}
|
||||
protected virtual void OnDied() { }
|
||||
|
||||
public void EnableHalo() {
|
||||
halo.SetActive(true);
|
||||
}
|
||||
|
||||
public void DisableHalo() {
|
||||
halo.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
@ -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<VampireEntity>();
|
||||
if(vampireEntity is null){
|
||||
return false;
|
||||
}
|
||||
if(vampireEntity.IsInSafeZone()){
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -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<Entity>();
|
||||
newMinion.gameFlowManager = vampireEntity.gameFlowManager;
|
||||
// Apply throw force
|
||||
}
|
||||
|
||||
|
||||
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -100,6 +100,12 @@ 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;
|
||||
|
||||
@ -7,12 +7,12 @@ public class MinionBar : MonoBehaviour {
|
||||
|
||||
public GameObject minionIconPrefab;
|
||||
|
||||
List<GameObject> minionTypes;
|
||||
List<Entity> minionTypes;
|
||||
List<MinionIcon> minionIcons;
|
||||
int currentIndex;
|
||||
|
||||
void Awake() {
|
||||
minionTypes = new List<GameObject>();
|
||||
minionTypes = new List<Entity>();
|
||||
minionIcons = new List<MinionIcon>();
|
||||
}
|
||||
|
||||
@ -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<MinionIcon>();
|
||||
minionIcons.Add(newIcon);
|
||||
@ -69,7 +69,7 @@ public class MinionBar : MonoBehaviour {
|
||||
}
|
||||
}
|
||||
|
||||
public GameObject GetCurrentMinion() {
|
||||
public Entity GetCurrentMinion() {
|
||||
return minionTypes[currentIndex];
|
||||
}
|
||||
|
||||
|
||||
@ -5,16 +5,14 @@ public class VampireEntity : Entity {
|
||||
[SerializeField] [field: Required]
|
||||
PlayerStats playerStats = null!;
|
||||
|
||||
[SerializeField] [Required]
|
||||
HealthBar healthBar;
|
||||
[Min(10f)]
|
||||
float initialHealth;
|
||||
// [SerializeField] [Required]
|
||||
// HealthBar healthBar;
|
||||
PlayerMovement playerMovement;
|
||||
|
||||
protected override void Start() {
|
||||
base.Start();
|
||||
base.entityName = "Vampire";
|
||||
|
||||
initialHealth = Health;
|
||||
playerMovement = GetComponent<PlayerMovement>();
|
||||
}
|
||||
|
||||
protected override void Update() {
|
||||
@ -26,11 +24,16 @@ public class VampireEntity : Entity {
|
||||
TakeDamage(playerStats.bloodLossRate * Time.deltaTime);
|
||||
}
|
||||
|
||||
public override bool TakeDamage(float amount) {
|
||||
bool stillAlive = base.TakeDamage(amount);
|
||||
healthBar.SetHealthFraction(Health / initialHealth);
|
||||
// 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();
|
||||
|
||||
8
Assets/Sprites.meta
Normal file
8
Assets/Sprites.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eef50bcd61ddba842a8226aadfe3d0f2
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
BIN
Assets/Sprites/Halo.png
Normal file
BIN
Assets/Sprites/Halo.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.3 KiB |
96
Assets/Sprites/Halo.png.meta
Normal file
96
Assets/Sprites/Halo.png.meta
Normal file
@ -0,0 +1,96 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 804d41420f6724d43bd02f32f3ee9d15
|
||||
TextureImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 11
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 0
|
||||
sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
vTOnly: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
seamlessCubemap: 0
|
||||
textureFormat: 1
|
||||
maxTextureSize: 2048
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: 1
|
||||
aniso: 1
|
||||
mipBias: 0
|
||||
wrapU: 1
|
||||
wrapV: 1
|
||||
wrapW: 1
|
||||
nPOTScale: 0
|
||||
lightmap: 0
|
||||
compressionQuality: 50
|
||||
spriteMode: 1
|
||||
spriteExtrude: 1
|
||||
spriteMeshType: 1
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spritePixelsToUnits: 100
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spriteGenerateFallbackPhysicsShape: 1
|
||||
alphaUsage: 1
|
||||
alphaIsTransparency: 1
|
||||
spriteTessellationDetail: -1
|
||||
textureType: 8
|
||||
textureShape: 1
|
||||
singleChannelComponent: 0
|
||||
flipbookRows: 1
|
||||
flipbookColumns: 1
|
||||
maxTextureSizeSet: 0
|
||||
compressionQualitySet: 0
|
||||
textureFormatSet: 0
|
||||
ignorePngGamma: 0
|
||||
applyGammaDecoding: 0
|
||||
platformSettings:
|
||||
- serializedVersion: 3
|
||||
buildTarget: DefaultTexturePlatform
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 5e97eb03825dee720800000000000000
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
spritePackingTag:
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Loading…
x
Reference in New Issue
Block a user