Update :3

This commit is contained in:
Michał Gdula 2023-03-24 10:33:36 +00:00
parent 1f50b3f262
commit 6bbd56a5cf
759 changed files with 269694 additions and 37600 deletions

8
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302
Assets/AI/AIMovement.cs Normal file
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using UnityEngine;
using UnityEngine.AI;
using System.Collections;
public class AIMovement : MonoBehaviour
{
/*
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
*/
public Transform playerTransform;
public float stoppingDistance = 2f;
Vector3 currentDestination;
public float mazeSize = 250;
public float sightRange = 75;
public bool IsStunned = false;
public float StunTimer;
public AIState state;
public float LostSightTimer;
public float SpottedTimer;
public AudioSource audioSource;
public float acceleration = 10f;
public float deceleration = 60f;
public float closeEnoughMeters = 4f;
private Flashlight flashlight;
private Key key;
public float chasingSpeed;
public float walkingSpeed;
private NavMeshAgent navMeshAgent;
public bool isChasing = false;
float timer = 10f;
float nextCheck = 0;
public enum AIState
{
Stunned,
Chasing,
Roaming,
Alerted,
LostSight,
Spotted
}
private void Start()
{
flashlight = GameObject.FindObjectOfType<Flashlight>();
Physics.IgnoreCollision(flashlight.GetComponent<BoxCollider>(), GetComponent<CapsuleCollider>());
key = GameObject.FindObjectOfType<Key>();
Physics.IgnoreCollision(key.GetComponent<BoxCollider>(), GetComponent<CapsuleCollider>());
playerTransform = GameObject.FindGameObjectWithTag("Player").transform;
navMeshAgent = GetComponent<NavMeshAgent>();
audioSource = GetComponent<AudioSource>();
Stun();
PickRandomTarget();
}
private void Update()
{
if(navMeshAgent)
{
if(navMeshAgent.hasPath)
{
navMeshAgent.acceleration = (navMeshAgent.remainingDistance < closeEnoughMeters) ? deceleration : acceleration;
}
}
switch(state)
{
case AIState.Alerted:
Alert(currentDestination);
break;
case AIState.Chasing:
Chasing();
break;
case AIState.Roaming:
Roaming();
break;
case AIState.Stunned:
break;
case AIState.LostSight:
LostSight();
break;
case AIState.Spotted:
Spotted();
break;
default:
break;
}
// StartCoroutine(Waiter());
navMeshAgent.SetDestination(currentDestination);
}
public void PickRandomTarget()
{
currentDestination = new Vector3(
Random.Range(0, mazeSize),
.5f,
Random.Range(0, mazeSize));
}
public bool checkForPlayer()
{
Ray ray = new Ray(transform.position, (playerTransform.position - transform.position).normalized * sightRange);
if(Physics.Raycast(ray, out RaycastHit hit))
{
if (hit.transform.tag.Equals("Player"))
{
return true;
}
}
return false;
}
public bool checkForChasingAlly()
{
foreach (GameObject ally in GameObject.FindGameObjectsWithTag("Enemy"))
{
Ray ray = new Ray(transform.position, (ally.transform.position - transform.position).normalized * sightRange);
if (Physics.Raycast(ray, out RaycastHit hit) && !ally.Equals(gameObject))
{
if (hit.transform.tag.Equals("Enemy"))
{
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;
}
}
}

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Assets/AI/Health.cs Normal file
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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;
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{
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