Merge branch 'Soulaha' into dev
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7bf70e3356
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m_Script: {fileID: 11500000, guid: c537e1bd61b8d5c42b1ec03f90e14855, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
health: 100
|
||||
movementSpeed: 5
|
||||
rotSpeed: 3
|
||||
fov: 0
|
||||
attackRange: 1.5
|
||||
attackDmg: 10
|
||||
attackCooldown: 1
|
||||
target: {fileID: 1736226635}
|
||||
@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 766611c8d64568744820a8decaa60ebe
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -13,3 +13,16 @@ MonoBehaviour:
|
||||
m_Name: AI Stats
|
||||
m_EditorClassIdentifier:
|
||||
closeEnough: 2
|
||||
roamPositions:
|
||||
- {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}
|
||||
|
||||
@ -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<Entity>();
|
||||
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<Entity>())){
|
||||
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<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(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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -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];
|
||||
}
|
||||
}
|
||||
@ -17,18 +17,18 @@ 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;
|
||||
[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;}
|
||||
bool beingPushed;
|
||||
|
||||
void Awake() => rb = GetComponent<Rigidbody2D>();
|
||||
virtual protected void Awake() => rb = GetComponent<Rigidbody2D>();
|
||||
|
||||
protected virtual void Start() {
|
||||
direction = new Vector3(1,0,0);
|
||||
@ -70,19 +70,18 @@ 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;
|
||||
OnDied();
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
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(){
|
||||
|
||||
@ -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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -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;
|
||||
|
||||
@ -9,10 +9,12 @@ public class VampireEntity : Entity {
|
||||
HealthBar healthBar;
|
||||
[Min(10f)]
|
||||
float initialHealth;
|
||||
PlayerMovement playerMovement;
|
||||
|
||||
protected override void Start() {
|
||||
base.Start();
|
||||
base.entityName = "Vampire";
|
||||
playerMovement = GetComponent<PlayerMovement>();
|
||||
|
||||
initialHealth = Health;
|
||||
}
|
||||
@ -26,11 +28,16 @@ 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();
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user