WIP base of AIEntity
This commit is contained in:
parent
41e7ddfd48
commit
95e4388610
@ -97,13 +97,13 @@ MonoBehaviour:
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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<Health>k__BackingField: 0
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<Health>k__BackingField: 0
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movementSpeed: 5
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rotSpeed: 3
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fov: 0
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fov: 0
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attackRange: 1.5
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attackRange: 1.5
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attackDmg: 10
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attackDmg: 10
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attackCooldown: 1
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attackCooldown: 1
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target: {fileID: 0}
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target: {fileID: 0}
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stats: {fileID: 11400000, guid: 9d8a9a664d932d0498d5eca7607eeb53, type: 2}
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ennemyName: Monster
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--- !u!58 &3988163462708087662
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--- !u!58 &3988163462708087662
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CircleCollider2D:
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CircleCollider2D:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -104,6 +104,7 @@ MonoBehaviour:
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attackDmg: 10
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attackDmg: 10
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attackCooldown: 1
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attackCooldown: 1
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target: {fileID: 0}
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target: {fileID: 0}
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stats: {fileID: 11400000, guid: 9d8a9a664d932d0498d5eca7607eeb53, type: 2}
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--- !u!50 &1427479462206541758
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--- !u!50 &1427479462206541758
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Rigidbody2D:
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Rigidbody2D:
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serializedVersion: 4
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serializedVersion: 4
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15
Assets/Scripts/AI Stats.asset
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15
Assets/Scripts/AI Stats.asset
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 4cd7eb51def0c7747bd646073babaf4f, type: 3}
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m_Name: AI Stats
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m_EditorClassIdentifier:
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closeEnough: 2
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8
Assets/Scripts/AI Stats.asset.meta
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8
Assets/Scripts/AI Stats.asset.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 9d8a9a664d932d0498d5eca7607eeb53
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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103
Assets/Scripts/AIEntity.cs
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103
Assets/Scripts/AIEntity.cs
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#nullable enable
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class AIEntity : Entity
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{
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[SerializeField] AIStats stats = null!;
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public string ennemyName {get; protected set; }
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abstract class BaseStateAI : BaseState{
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protected AIEntity entity;
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public BaseStateAI(AIEntity entity){
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this.entity = entity;
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}
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}
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class SeekState : BaseStateAI{
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public SeekState(AIEntity entity) : base(entity){
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}
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public override BaseState? UpdateState(){
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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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return null;
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}else{//target is dead, go to findTargetState
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return new FindTargetState(entity);;
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}
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}
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return null;
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}
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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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}else{
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return new AttackState(entity);
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}
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return null;
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}
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}
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class FindTargetState : BaseStateAI{
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float closeEnough;
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public FindTargetState(AIEntity entity) : base(entity){
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}
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public override BaseState? UpdateState(){
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Entity[] entities = FindObjectsOfType<Entity>();
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float lastDist = -1;
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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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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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chosenEntity = other;
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if(lastDist <= entity.stats.closeEnough)break;
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}
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}
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}
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if(chosenEntity != null){
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entity.SetTarget(chosenEntity.transform);
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}
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return new SeekState(entity);
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}
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}
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class AttackState : BaseStateAI{
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public AttackState(AIEntity entity) : base(entity){
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}
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public override BaseState? UpdateState(){
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if(entity.IsInAttackRange()){
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if(entity.attackTimer >= entity.attackCooldown){
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entity.attackTimer = 0;
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return Attack();
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}else{
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entity.attackTimer += Time.deltaTime;
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}
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}
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return null;
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}
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private BaseState? Attack(){
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Entity targetEntity = entity.GetTarget().GetComponent<Entity>();
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if(targetEntity != null){
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targetEntity.TakeDamage(entity.attackDmg);
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bool isTargetAlive = targetEntity.IsAlive();
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if(!isTargetAlive){
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return new FindTargetState(entity);
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}
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}
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return null;
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}
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}
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}
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11
Assets/Scripts/AIEntity.cs.meta
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11
Assets/Scripts/AIEntity.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: a9081d4ec2499ba4ab3e13006869bfaf
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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6
Assets/Scripts/AIStats.cs
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6
Assets/Scripts/AIStats.cs
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@ -0,0 +1,6 @@
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using UnityEngine;
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[CreateAssetMenu]
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public class AIStats : ScriptableObject {
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public float closeEnough = 1f;
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}
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11
Assets/Scripts/AIStats.cs.meta
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11
Assets/Scripts/AIStats.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 4cd7eb51def0c7747bd646073babaf4f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -6,18 +6,19 @@ using UnityEngine;
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public class Entity : MonoBehaviour
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public class Entity : MonoBehaviour
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{
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{
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[field: SerializeField]protected float Health {get; private set; }
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[field: SerializeField]protected float Health {get; private set; }
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[SerializeField]private float movementSpeed;
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bool isAlive = true;
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[SerializeField]private float rotSpeed;
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[SerializeField]public float movementSpeed{get; private set; }
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[SerializeField]public float rotSpeed {get; private set; }
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[SerializeField]private float fov;
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[SerializeField]private float fov;
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[SerializeField]private float attackRange;
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[SerializeField]private float attackRange;
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[SerializeField]private float attackDmg;
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[SerializeField]public float attackDmg {get; private set; }
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[SerializeField]protected float attackCooldown;
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[SerializeField]protected float attackCooldown;
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protected float attackTimer;
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protected float attackTimer;
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[SerializeField]private Transform target;
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[SerializeField]private Transform target;
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private new string name;
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public string entityName {get; protected set; }
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private Collider atkCollider;
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private Collider atkCollider;
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private Vector3 direction;
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public Vector3 direction {get; set; }
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Rigidbody2D rb;
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public Rigidbody2D rb {get; private set;}
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void Awake() => rb = GetComponent<Rigidbody2D>();
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void Awake() => rb = GetComponent<Rigidbody2D>();
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@ -27,11 +28,6 @@ public class Entity : MonoBehaviour
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}
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}
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protected virtual void Attack(){
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protected virtual void Attack(){
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// jason: TODO Either have target be Entity instead of transform, or skip Attack when GetComponent<Entity>() is null
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Entity targetEntity = target.GetComponent<Entity>();
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if(targetEntity != null){
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bool isTargetAlive = targetEntity.TakeDamage(attackDmg);
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}
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}
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}
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@ -60,19 +56,12 @@ public class Entity : MonoBehaviour
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public virtual bool TakeDamage(float amount){
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public virtual bool TakeDamage(float amount){
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Health -= amount;
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Health -= amount;
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if(Health <= 0){
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if(Health <= 0){
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isAlive = false;
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return false;
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return false;
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}
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}
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return true;
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return true;
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}
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}
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public void SetName(string name){
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this.name = name;
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}
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protected string GetName(){
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return this.name;
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}
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protected bool IsInAttackRange(){
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protected bool IsInAttackRange(){
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return Vector2.Distance(transform.position, target.position) <= attackRange;
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return Vector2.Distance(transform.position, target.position) <= attackRange;
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}
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}
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@ -81,4 +70,8 @@ public class Entity : MonoBehaviour
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float angle = Vector2.SignedAngle(direction, (target.position - transform.position));
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float angle = Vector2.SignedAngle(direction, (target.position - transform.position));
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return angle >= -fov && angle <= fov;
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return angle >= -fov && angle <= fov;
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}
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}
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public bool IsAlive(){
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return isAlive;
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}
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}
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}
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@ -2,13 +2,14 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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public class Gladiator : Entity
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public class Gladiator : AIEntity
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{
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{
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// Start is called before the first frame update
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// Start is called before the first frame update
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override protected void Start()
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override protected void Start()
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{
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{
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base.Start();
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base.Start();
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base.SetName("Gladiator");
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base.entityName = "Gladiator";
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base.ennemyName = "Monster";
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}
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}
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// Update is called once per frame
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// Update is called once per frame
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@ -2,13 +2,14 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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public class Monster : Entity
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public class Monster : AIEntity
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{
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{
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// Start is called before the first frame update
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// Start is called before the first frame update
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override protected void Start()
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override protected void Start()
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{
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{
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base.Start();
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base.Start();
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base.SetName("Monster");
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base.entityName = "Monster";
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base.ennemyName = "Gladiator";
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}
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}
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void FixedUpdate() => MoveToTarget(Time.fixedDeltaTime);
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void FixedUpdate() => MoveToTarget(Time.fixedDeltaTime);
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@ -8,7 +8,7 @@ public class VampireEntity : Entity {
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protected override void Start() {
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protected override void Start() {
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base.Start();
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base.Start();
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SetName("Vampire");
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base.entityName = "Vampire";
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initialHealth = Health;
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initialHealth = Health;
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}
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}
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