Merge branch 'Soulaha' into dev

This commit is contained in:
Soulaha Balde 2022-04-02 15:28:26 -04:00
commit 7bf70e3356
12 changed files with 155 additions and 493 deletions

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@ -102,7 +102,7 @@ MonoBehaviour:
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<rotSpeed>k__BackingField: 3
fov: 30
attackRange: 1.5
<attackRange>k__BackingField: 1.5
<attackDmg>k__BackingField: 10
attackCooldown: 1
target: {fileID: 0}

View File

@ -102,7 +102,7 @@ MonoBehaviour:
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<rotSpeed>k__BackingField: 3
fov: 30
attackRange: 1.5
<attackRange>k__BackingField: 1.5
<attackDmg>k__BackingField: 10
attackCooldown: 1
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@ -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}

View File

@ -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;
}
}
}

View File

@ -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];
}
}

View File

@ -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(){

View File

@ -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;
}
}

View File

@ -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;
}
}
}
}

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@ -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;

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@ -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();