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Assets/Scripts/Enemies/AI.meta
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64
Assets/Scripts/Enemies/AI/SkinlessMonsterAnimator.cs
Normal file
64
Assets/Scripts/Enemies/AI/SkinlessMonsterAnimator.cs
Normal file
@ -0,0 +1,64 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEditor.Rendering;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class SkinlessMonsterAnimator : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private Animator animator;
|
||||||
|
private float speed = 0f;
|
||||||
|
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
animator.SetFloat("speed", speed);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StartMoving()
|
||||||
|
{
|
||||||
|
speed = 1;
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
public void StopMoving()
|
||||||
|
{
|
||||||
|
speed = 0;
|
||||||
|
|
||||||
|
}
|
||||||
|
public void Attack()
|
||||||
|
{
|
||||||
|
animator.SetTrigger("Attack");
|
||||||
|
}
|
||||||
|
/// <summary>
|
||||||
|
/// 0,1,2,3
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="attackType"></param>
|
||||||
|
public void SetAttackType(int attackType)
|
||||||
|
{
|
||||||
|
animator.SetInteger("AttackIndex", attackType);
|
||||||
|
}
|
||||||
|
public void InLight()
|
||||||
|
{
|
||||||
|
animator.SetBool("InLight", true);
|
||||||
|
}
|
||||||
|
public void NotInLight()
|
||||||
|
{
|
||||||
|
animator.SetBool("InLight", false);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AttackScream()
|
||||||
|
{
|
||||||
|
animator.SetTrigger("AttackScream");
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
11
Assets/Scripts/Enemies/AI/SkinlessMonsterAnimator.cs.meta
Normal file
11
Assets/Scripts/Enemies/AI/SkinlessMonsterAnimator.cs.meta
Normal file
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100
Assets/Scripts/Enemies/AI/SkinlessMonsterComponent.cs
Normal file
100
Assets/Scripts/Enemies/AI/SkinlessMonsterComponent.cs
Normal file
@ -0,0 +1,100 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.AI;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
public class SkinlessMonsterComponent : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private NavMeshAgent agent;
|
||||||
|
[SerializeField]
|
||||||
|
private SkinlessMonsterAnimator animator;
|
||||||
|
|
||||||
|
private bool inRangeOfTarget = false;
|
||||||
|
private bool atTarget = false;
|
||||||
|
[SerializeField]
|
||||||
|
private float atTargetDistance = 3;
|
||||||
|
private TargetInformation target;
|
||||||
|
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
if (target != null)
|
||||||
|
{
|
||||||
|
//Update booleans for movement
|
||||||
|
float distToTarget = Vector3.Distance(target.target.transform.position, agent.transform.position);
|
||||||
|
atTarget = atTargetDistance >= distToTarget;
|
||||||
|
if (target.hasDamageRange)
|
||||||
|
{
|
||||||
|
inRangeOfTarget = target.damageRange <= distToTarget;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
inRangeOfTarget = false;
|
||||||
|
}
|
||||||
|
//Perform actions.
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
/*
|
||||||
|
STANDARD BEHAVIOR:
|
||||||
|
- OnSeeing/Hearing Player:
|
||||||
|
- Run towards Player
|
||||||
|
- OnHearing Bolt:
|
||||||
|
- Run towards bolt
|
||||||
|
- OnSeeing Flare:
|
||||||
|
- Run towards flare if not within (flareRange + flareMargin).
|
||||||
|
- This acts like if you are far enough away that you don't feel the pain of the flare
|
||||||
|
- OnSeeing FlareBeacon:
|
||||||
|
- Run away if within (flareBeaconRange + flareBeaconMargin).
|
||||||
|
|
||||||
|
*/
|
||||||
|
|
||||||
|
//Runs towards target. If its meant to be hostile, it will melee attack once in range.
|
||||||
|
public void Target(GameObject obj,bool hostile=false)
|
||||||
|
{
|
||||||
|
if(target.target!= obj)
|
||||||
|
{
|
||||||
|
//target = new TargetInformation(obj,hostile,false,runTowards:true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//Runs towards flare such that it stops randomly within margin before range.
|
||||||
|
public void TargetFlare(GameObject obj,float range,float margin)
|
||||||
|
{
|
||||||
|
if(target.target != obj)
|
||||||
|
{
|
||||||
|
//target = new TargetInformation(obj, false, true, range, margin,runTowards:true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
/// <summary>
|
||||||
|
/// Runs away from object. A minimum range is specified where it no longer takes damage, and a minimum margin is
|
||||||
|
/// speicifed where it can stop running.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="obj"></param>
|
||||||
|
/// <param name="minRange"></param>
|
||||||
|
/// <param name="minMargin"></param>
|
||||||
|
public void RunAwayFrom(GameObject obj,float minRange,float minMargin) {
|
||||||
|
if(target.target != obj)
|
||||||
|
{
|
||||||
|
//target = new TargetInformation(obj, false, true, minRange, minMargin, false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
class TargetInformation
|
||||||
|
{
|
||||||
|
|
||||||
|
public GameObject target;
|
||||||
|
public bool isHostile;
|
||||||
|
public bool hasDamageRange;
|
||||||
|
public float damageRange;
|
||||||
|
public float damageMargin;
|
||||||
|
public bool runTowards;
|
||||||
|
|
||||||
|
}
|
11
Assets/Scripts/Enemies/AI/SkinlessMonsterComponent.cs.meta
Normal file
11
Assets/Scripts/Enemies/AI/SkinlessMonsterComponent.cs.meta
Normal file
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@ -1,6 +1,7 @@
|
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using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.AI;
|
||||||
|
|
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public class FlareBeacon : MonoBehaviour
|
public class FlareBeacon : MonoBehaviour
|
||||||
{
|
{
|
||||||
@ -10,6 +11,8 @@ public class FlareBeacon : MonoBehaviour
|
|||||||
private float duration = 5f;
|
private float duration = 5f;
|
||||||
|
|
||||||
private List<GameObject> inRange= new List<GameObject>();
|
private List<GameObject> inRange= new List<GameObject>();
|
||||||
|
[SerializeField]
|
||||||
|
private NavMeshObstacle obstacle;
|
||||||
|
|
||||||
void OnDrawGizmosSelected()
|
void OnDrawGizmosSelected()
|
||||||
{
|
{
|
||||||
@ -39,7 +42,7 @@ void Start()
|
|||||||
if(Physics.Raycast(r,out hit)){
|
if(Physics.Raycast(r,out hit)){
|
||||||
// transform.position = hit.point;
|
// transform.position = hit.point;
|
||||||
}
|
}
|
||||||
|
obstacle.radius = this.range / 10;
|
||||||
}
|
}
|
||||||
|
|
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// Update is called once per frame
|
// Update is called once per frame
|
||||||
|
File diff suppressed because one or more lines are too long
3820
Assets/Shaders/Dissolve2.shadergraph
Normal file
3820
Assets/Shaders/Dissolve2.shadergraph
Normal file
File diff suppressed because it is too large
Load Diff
10
Assets/Shaders/Dissolve2.shadergraph.meta
Normal file
10
Assets/Shaders/Dissolve2.shadergraph.meta
Normal file
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Loading…
Reference in New Issue
Block a user