WIP base of AIEntity

This commit is contained in:
Soulaha Balde 2022-04-02 12:31:24 -04:00
parent 41e7ddfd48
commit 95e4388610
12 changed files with 177 additions and 27 deletions

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@ -97,13 +97,13 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
<Health>k__BackingField: 0 <Health>k__BackingField: 0
movementSpeed: 5
rotSpeed: 3
fov: 0 fov: 0
attackRange: 1.5 attackRange: 1.5
attackDmg: 10 attackDmg: 10
attackCooldown: 1 attackCooldown: 1
target: {fileID: 0} target: {fileID: 0}
stats: {fileID: 11400000, guid: 9d8a9a664d932d0498d5eca7607eeb53, type: 2}
ennemyName: Monster
--- !u!58 &3988163462708087662 --- !u!58 &3988163462708087662
CircleCollider2D: CircleCollider2D:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

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@ -104,6 +104,7 @@ MonoBehaviour:
attackDmg: 10 attackDmg: 10
attackCooldown: 1 attackCooldown: 1
target: {fileID: 0} target: {fileID: 0}
stats: {fileID: 11400000, guid: 9d8a9a664d932d0498d5eca7607eeb53, type: 2}
--- !u!50 &1427479462206541758 --- !u!50 &1427479462206541758
Rigidbody2D: Rigidbody2D:
serializedVersion: 4 serializedVersion: 4

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@ -0,0 +1,15 @@
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m_Name: AI Stats
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closeEnough: 2

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103
Assets/Scripts/AIEntity.cs Normal file
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@ -0,0 +1,103 @@
#nullable enable
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AIEntity : Entity
{
[SerializeField] AIStats stats = null!;
public string ennemyName {get; protected set; }
abstract class BaseStateAI : BaseState{
protected AIEntity entity;
public BaseStateAI(AIEntity entity){
this.entity = entity;
}
}
class SeekState : BaseStateAI{
public SeekState(AIEntity entity) : base(entity){
}
public override BaseState? UpdateState(){
Entity targetEntity = entity.GetTarget().GetComponent<Entity>();
if(targetEntity != null){
if(targetEntity.IsAlive()){//target is alive, keep chasing it
return null;
}else{//target is dead, go to findTargetState
return new FindTargetState(entity);;
}
}
return null;
}
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);
}else{
return new AttackState(entity);
}
return null;
}
}
class FindTargetState : BaseStateAI{
float closeEnough;
public FindTargetState(AIEntity entity) : base(entity){
}
public override BaseState? UpdateState(){
Entity[] entities = FindObjectsOfType<Entity>();
float lastDist = -1;
Entity chosenEntity = null!;
foreach (Entity other in entities){// Find the closest entity
if(other.name == entity.ennemyName){
float distance = Vector2.Distance(other.transform.position, entity.transform.position);
if(distance < lastDist){
lastDist = distance;
chosenEntity = other;
if(lastDist <= entity.stats.closeEnough)break;
}
}
}
if(chosenEntity != null){
entity.SetTarget(chosenEntity.transform);
}
return new SeekState(entity);
}
}
class AttackState : BaseStateAI{
public AttackState(AIEntity entity) : base(entity){
}
public override BaseState? UpdateState(){
if(entity.IsInAttackRange()){
if(entity.attackTimer >= entity.attackCooldown){
entity.attackTimer = 0;
return Attack();
}else{
entity.attackTimer += Time.deltaTime;
}
}
return null;
}
private BaseState? Attack(){
Entity targetEntity = entity.GetTarget().GetComponent<Entity>();
if(targetEntity != null){
targetEntity.TakeDamage(entity.attackDmg);
bool isTargetAlive = targetEntity.IsAlive();
if(!isTargetAlive){
return new FindTargetState(entity);
}
}
return null;
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,6 @@
using UnityEngine;
[CreateAssetMenu]
public class AIStats : ScriptableObject {
public float closeEnough = 1f;
}

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@ -0,0 +1,11 @@
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@ -6,18 +6,19 @@ using UnityEngine;
public class Entity : MonoBehaviour public class Entity : MonoBehaviour
{ {
[field: SerializeField]protected float Health {get; private set; } [field: SerializeField]protected float Health {get; private set; }
[SerializeField]private float movementSpeed; bool isAlive = true;
[SerializeField]private float rotSpeed; [SerializeField]public float movementSpeed{get; private set; }
[SerializeField]public float rotSpeed {get; private set; }
[SerializeField]private float fov; [SerializeField]private float fov;
[SerializeField]private float attackRange; [SerializeField]private float attackRange;
[SerializeField]private float attackDmg; [SerializeField]public float attackDmg {get; private set; }
[SerializeField]protected float attackCooldown; [SerializeField]protected float attackCooldown;
protected float attackTimer; protected float attackTimer;
[SerializeField]private Transform target; [SerializeField]private Transform target;
private new string name; public string entityName {get; protected set; }
private Collider atkCollider; private Collider atkCollider;
private Vector3 direction; public Vector3 direction {get; set; }
Rigidbody2D rb; public Rigidbody2D rb {get; private set;}
void Awake() => rb = GetComponent<Rigidbody2D>(); void Awake() => rb = GetComponent<Rigidbody2D>();
@ -27,11 +28,6 @@ public class Entity : MonoBehaviour
} }
protected virtual void Attack(){ protected virtual void Attack(){
// jason: TODO Either have target be Entity instead of transform, or skip Attack when GetComponent<Entity>() is null
Entity targetEntity = target.GetComponent<Entity>();
if(targetEntity != null){
bool isTargetAlive = targetEntity.TakeDamage(attackDmg);
}
} }
@ -60,19 +56,12 @@ public class Entity : MonoBehaviour
public virtual bool TakeDamage(float amount){ public virtual bool TakeDamage(float amount){
Health -= amount; Health -= amount;
if(Health <= 0){ if(Health <= 0){
isAlive = false;
return false; return false;
} }
return true; return true;
} }
public void SetName(string name){
this.name = name;
}
protected string GetName(){
return this.name;
}
protected bool IsInAttackRange(){ protected bool IsInAttackRange(){
return Vector2.Distance(transform.position, target.position) <= attackRange; return Vector2.Distance(transform.position, target.position) <= attackRange;
} }
@ -81,4 +70,8 @@ public class Entity : MonoBehaviour
float angle = Vector2.SignedAngle(direction, (target.position - transform.position)); float angle = Vector2.SignedAngle(direction, (target.position - transform.position));
return angle >= -fov && angle <= fov; return angle >= -fov && angle <= fov;
} }
public bool IsAlive(){
return isAlive;
}
} }

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@ -2,13 +2,14 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class Gladiator : Entity public class Gladiator : AIEntity
{ {
// Start is called before the first frame update // Start is called before the first frame update
override protected void Start() override protected void Start()
{ {
base.Start(); base.Start();
base.SetName("Gladiator"); base.entityName = "Gladiator";
base.ennemyName = "Monster";
} }
// Update is called once per frame // Update is called once per frame

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@ -2,13 +2,14 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class Monster : Entity public class Monster : AIEntity
{ {
// Start is called before the first frame update // Start is called before the first frame update
override protected void Start() override protected void Start()
{ {
base.Start(); base.Start();
base.SetName("Monster"); base.entityName = "Monster";
base.ennemyName = "Gladiator";
} }
void FixedUpdate() => MoveToTarget(Time.fixedDeltaTime); void FixedUpdate() => MoveToTarget(Time.fixedDeltaTime);

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@ -8,7 +8,7 @@ public class VampireEntity : Entity {
protected override void Start() { protected override void Start() {
base.Start(); base.Start();
SetName("Vampire"); base.entityName = "Vampire";
initialHealth = Health; initialHealth = Health;
} }