Entity when target is dead, start roaming
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@ -96,14 +96,15 @@ MonoBehaviour:
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PrefabInstance:
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@ -13,3 +13,16 @@ MonoBehaviour:
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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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- {x: -14, y: 6, z: 0}
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- {x: -14, y: 0, z: 0}
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- {x: -14, y: -6, z: 0}
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- {x: -5, y: 6, z: 0}
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- {x: -5, y: 0, z: 0}
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- {x: -5, y: -6, z: 0}
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- {x: 5, y: 6, z: 0}
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- {x: 5, y: 0, z: 0}
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- {x: 5, y: -6, z: 0}
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- {x: 14, y: 0, z: 0}
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- {x: 14, y: 0, z: 0}
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- {x: 14, y: 0, z: 0}
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@ -7,7 +7,7 @@ public class AIEntity : Entity
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{
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[SerializeField] AIStats stats = null!;
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BaseState currentState = null!;
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public string ennemyName {get; protected set; }
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public string enemyName {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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@ -49,6 +49,9 @@ public class AIEntity : Entity
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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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@ -74,15 +77,19 @@ public class AIEntity : Entity
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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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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 = 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 && other.IsAlive()){
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if(other.name == entity.enemyName && other.IsAlive()){
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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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@ -93,10 +100,24 @@ 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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}else{
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return new RoamState(entity);
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}
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return new SeekState(entity);
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}else{
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if(roamPosition == new Vector3()) roamPosition = entity.stats.getRandomRoamPositon();
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return null;
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}
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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{
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roamPosition = entity.stats.getRandomRoamPositon();
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}
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return null;
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}
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}
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@ -106,6 +127,9 @@ public class AIEntity : Entity
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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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if(entity.IsInAttackRange()){
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if(entity.attackTimer >= entity.attackCooldown){
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entity.attackTimer = 0;
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@ -133,9 +157,15 @@ public class AIEntity : Entity
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}
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}
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class RoamState : BaseStateAI{
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public RoamState(AIEntity entity) : base(entity){
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Debug.Log("Roaming!");
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class DeadState : BaseStateAI{
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public DeadState(AIEntity entity) : base(entity){
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Debug.Log("Dead!");
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}
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public override BaseState? UpdateState(){
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return null;
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}
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}
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}
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@ -3,4 +3,10 @@ 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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public Vector3[] roamPositions = null!;
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public Vector3 getRandomRoamPositon(){
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int randInd = Random.Range(0,roamPositions.Length-1);
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return roamPositions[randInd];
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}
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}
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@ -10,7 +10,7 @@ public class Entity : MonoBehaviour
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[field: SerializeField]public float movementSpeed{get; private set; }
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[field: SerializeField]public float rotSpeed {get; private set; }
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[field: SerializeField]private float fov;
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[field: SerializeField]private float attackRange;
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[field: SerializeField]protected float attackRange {get; private set; }
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[field: SerializeField]protected float attackDmg {get; private set; }
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[field: SerializeField]protected float attackCooldown;
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protected float attackTimer;
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@ -61,7 +61,8 @@ public class Entity : MonoBehaviour
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}
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protected bool IsInAttackRange(){
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return Vector2.Distance(transform.position, target.position) <= attackRange;
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float distance = Vector2.Distance(transform.position, target.position);
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return distance <= attackRange;
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}
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protected bool IsLookingAtTarget(){
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@ -9,7 +9,7 @@ public class Gladiator : AIEntity
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{
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base.Start();
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base.entityName = "Gladiator";
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base.ennemyName = "Monster";
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base.enemyName = "Monster";
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}
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}
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@ -9,7 +9,7 @@ public class Monster : AIEntity
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{
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base.Start();
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base.entityName = "Monster";
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base.ennemyName = "Gladiator";
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base.enemyName = "Gladiator";
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}
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}
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