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Assets/AI/AI Prefab/50x50 AI Enemy.prefab.meta
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7
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302
Assets/AI/AIMovement.cs
Normal file
302
Assets/AI/AIMovement.cs
Normal file
|
@ -0,0 +1,302 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
using System.Collections;
|
||||
public class AIMovement : MonoBehaviour
|
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{
|
||||
/*
|
||||
Ideas:
|
||||
Attacking and damage system. DONE, NOT DEATH
|
||||
All AI go towards chasing scream.
|
||||
When use a key, alerts closest AIs. DONE
|
||||
If an AI see a chase, it joins.
|
||||
When get hit, stuns for 3-5 seconds. DONE
|
||||
*/
|
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public Transform playerTransform;
|
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public float stoppingDistance = 2f;
|
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Vector3 currentDestination;
|
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public float mazeSize = 250;
|
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public float sightRange = 75;
|
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public bool IsStunned = false;
|
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public float StunTimer;
|
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public AIState state;
|
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public float LostSightTimer;
|
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public float SpottedTimer;
|
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public AudioSource audioSource;
|
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public float acceleration = 10f;
|
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public float deceleration = 60f;
|
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public float closeEnoughMeters = 4f;
|
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private Flashlight flashlight;
|
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private Key key;
|
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public float chasingSpeed;
|
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public float walkingSpeed;
|
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|
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private NavMeshAgent navMeshAgent;
|
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|
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public bool isChasing = false;
|
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float timer = 10f;
|
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float nextCheck = 0;
|
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public enum AIState
|
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{
|
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Stunned,
|
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Chasing,
|
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Roaming,
|
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Alerted,
|
||||
LostSight,
|
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Spotted
|
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}
|
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|
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private void Start()
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{
|
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flashlight = GameObject.FindObjectOfType<Flashlight>();
|
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Physics.IgnoreCollision(flashlight.GetComponent<BoxCollider>(), GetComponent<CapsuleCollider>());
|
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key = GameObject.FindObjectOfType<Key>();
|
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Physics.IgnoreCollision(key.GetComponent<BoxCollider>(), GetComponent<CapsuleCollider>());
|
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playerTransform = GameObject.FindGameObjectWithTag("Player").transform;
|
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navMeshAgent = GetComponent<NavMeshAgent>();
|
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audioSource = GetComponent<AudioSource>();
|
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Stun();
|
||||
PickRandomTarget();
|
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|
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}
|
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|
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private void Update()
|
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{
|
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if(navMeshAgent)
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{
|
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if(navMeshAgent.hasPath)
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{
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navMeshAgent.acceleration = (navMeshAgent.remainingDistance < closeEnoughMeters) ? deceleration : acceleration;
|
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}
|
||||
}
|
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switch(state)
|
||||
{
|
||||
case AIState.Alerted:
|
||||
|
||||
Alert(currentDestination);
|
||||
|
||||
break;
|
||||
case AIState.Chasing:
|
||||
|
||||
Chasing();
|
||||
|
||||
break;
|
||||
case AIState.Roaming:
|
||||
|
||||
Roaming();
|
||||
|
||||
break;
|
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case AIState.Stunned:
|
||||
|
||||
break;
|
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case AIState.LostSight:
|
||||
LostSight();
|
||||
|
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break;
|
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case AIState.Spotted:
|
||||
Spotted();
|
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|
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break;
|
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default:
|
||||
break;
|
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}
|
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// StartCoroutine(Waiter());
|
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navMeshAgent.SetDestination(currentDestination);
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}
|
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public void PickRandomTarget()
|
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{
|
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currentDestination = new Vector3(
|
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Random.Range(0, mazeSize),
|
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.5f,
|
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Random.Range(0, mazeSize));
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}
|
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public bool checkForPlayer()
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{
|
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Ray ray = new Ray(transform.position, (playerTransform.position - transform.position).normalized * sightRange);
|
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if(Physics.Raycast(ray, out RaycastHit hit))
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{
|
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if (hit.transform.tag.Equals("Player"))
|
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{
|
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return true;
|
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}
|
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}
|
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return false;
|
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}
|
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|
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public bool checkForChasingAlly()
|
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{
|
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foreach (GameObject ally in GameObject.FindGameObjectsWithTag("Enemy"))
|
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{
|
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Ray ray = new Ray(transform.position, (ally.transform.position - transform.position).normalized * sightRange);
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if (Physics.Raycast(ray, out RaycastHit hit) && !ally.Equals(gameObject))
|
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{
|
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if (hit.transform.tag.Equals("Enemy"))
|
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{
|
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if(hit.transform.GetComponent<AIMovement>().state == AIState.Chasing)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
return false;
|
||||
}
|
||||
/*IEnumerator Waiter()
|
||||
{
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
|
||||
if(IsStunned)
|
||||
{
|
||||
StopCoroutine("Waiter");
|
||||
navMeshAgent.isStopped = true;
|
||||
}
|
||||
if (isChasing)
|
||||
{
|
||||
if (checkForPlayer())
|
||||
{
|
||||
currentDestination = playerTransform.position;
|
||||
}
|
||||
else
|
||||
{
|
||||
isChasing = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (checkForPlayer())
|
||||
{
|
||||
isChasing = true;
|
||||
currentDestination = playerTransform.position;
|
||||
}
|
||||
else if (nextCheck <= Time.time)
|
||||
{
|
||||
nextCheck = Time.time + timer;
|
||||
PickRandomTarget();
|
||||
}
|
||||
}
|
||||
navMeshAgent.SetDestination(currentDestination);
|
||||
}*/
|
||||
public void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
if(IsStunned)
|
||||
{
|
||||
return;
|
||||
}
|
||||
Health health = collision.transform.GetComponent<Health>();
|
||||
if (health != null)
|
||||
{
|
||||
health.PlayerHit();
|
||||
Stun();
|
||||
}
|
||||
|
||||
}
|
||||
public void Stun()
|
||||
{
|
||||
state = AIState.Stunned;
|
||||
IsStunned = true;
|
||||
|
||||
Invoke("ResetStun", StunTimer);
|
||||
}
|
||||
public void ResetStun()
|
||||
{
|
||||
|
||||
IsStunned = false;
|
||||
navMeshAgent.isStopped = false;
|
||||
state = AIState.Roaming;
|
||||
}
|
||||
|
||||
public void Alert(Vector3 destination)
|
||||
{
|
||||
currentDestination = destination;
|
||||
|
||||
if(checkForPlayer())
|
||||
{
|
||||
state = AIState.Chasing;
|
||||
}
|
||||
else if(checkForChasingAlly())
|
||||
{
|
||||
currentDestination = playerTransform.position;
|
||||
}
|
||||
else if(Vector3.Distance(transform.position, currentDestination) < 1.5f)
|
||||
{
|
||||
state = AIState.Roaming;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
public void Chasing()
|
||||
{
|
||||
navMeshAgent.speed = chasingSpeed;
|
||||
if(!checkForPlayer())
|
||||
{
|
||||
LostSightTimer = Time.time + 0.25f;
|
||||
navMeshAgent.speed = walkingSpeed;
|
||||
state = AIState.LostSight;
|
||||
}
|
||||
else
|
||||
{
|
||||
currentDestination = playerTransform.position;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
public void Roaming()
|
||||
{
|
||||
if(checkForPlayer())
|
||||
{
|
||||
state = AIState.Spotted;
|
||||
audioSource.Play(0);
|
||||
SpottedTimer = Time.time + 2.5f;
|
||||
}
|
||||
else if(checkForChasingAlly())
|
||||
{
|
||||
state = AIState.Alerted;
|
||||
Alert(playerTransform.position);
|
||||
}
|
||||
|
||||
else if(Vector3.Distance(transform.position, currentDestination) < 1.5f)
|
||||
{
|
||||
PickRandomTarget();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void LostSight()
|
||||
{
|
||||
if(checkForPlayer())
|
||||
{
|
||||
state = AIState.Chasing;
|
||||
}
|
||||
else if(Time.time > LostSightTimer)
|
||||
{
|
||||
state = AIState.Alerted;
|
||||
Alert(playerTransform.position);
|
||||
}
|
||||
else
|
||||
{
|
||||
currentDestination = playerTransform.position;
|
||||
}
|
||||
|
||||
}
|
||||
public void Spotted()
|
||||
{
|
||||
|
||||
navMeshAgent.isStopped = true;
|
||||
|
||||
if(Time.time > SpottedTimer)
|
||||
{
|
||||
navMeshAgent.isStopped = false;
|
||||
currentDestination = playerTransform.position;
|
||||
state = AIState.Chasing;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
11
Assets/AI/AIMovement.cs.meta
Normal file
11
Assets/AI/AIMovement.cs.meta
Normal file
|
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49
Assets/AI/Health.cs
Normal file
49
Assets/AI/Health.cs
Normal file
|
@ -0,0 +1,49 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class Health : MonoBehaviour
|
||||
{
|
||||
|
||||
public int CurrentHealth;
|
||||
public int MaxHealth;
|
||||
public bool Immune = false;
|
||||
public float ImmuneTime = 2f;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
CurrentHealth = MaxHealth;
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void PlayerHit()
|
||||
{
|
||||
|
||||
if(Immune)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
CurrentHealth--;
|
||||
if(CurrentHealth <= 0)
|
||||
{
|
||||
Die();
|
||||
}
|
||||
Immune = true;
|
||||
Invoke("MakeNotImmune", ImmuneTime);
|
||||
}
|
||||
|
||||
public void MakeNotImmune()
|
||||
{
|
||||
Immune = false;
|
||||
}
|
||||
|
||||
public void Die()
|
||||
{
|
||||
SceneManager.LoadScene("TempMainMenu"); // load the next scene
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
}
|
||||
|
||||
}
|
11
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11
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Normal file
8
Assets/AI/NavMeshPrefab.meta
Normal file
|
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|
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161
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Normal file
161
Assets/AI/NavMeshPrefab/Floor.prefab
Normal file
|
@ -0,0 +1,161 @@
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Normal file
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Loading…
Add table
Add a link
Reference in a new issue