crypod added

This commit is contained in:
sebastianhampel1 2023-06-01 11:47:55 -04:00
parent 15acc720f8
commit 5f293bba82
12 changed files with 218 additions and 0 deletions
Assets

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 246f31a0e00fea74a93125fec6d80da8
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

@ -43,6 +43,7 @@ public class PlayerInputDriver : NetworkBehaviour
GameObject obj = Instantiate(spawnable);
ServerManager.Spawn(obj);
}
_moveDirection.y += gravity * Time.deltaTime;
_characterController.Move(_moveDirection * Time.deltaTime);

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 2ad85b0f43f25f1499c27a4dca23ddd8
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

BIN
Assets/Models/WorldEnviornment/Cryopod.fbx (Stored with Git LFS) Normal file

Binary file not shown.

@ -0,0 +1,106 @@
fileFormatVersion: 2
guid: c038a760050b2c644a3947a794190aac
ModelImporter:
serializedVersion: 21300
internalIDToNameTable: []
externalObjects: {}
materials:
materialImportMode: 2
materialName: 0
materialSearch: 1
materialLocation: 1
animations:
legacyGenerateAnimations: 4
bakeSimulation: 0
resampleCurves: 1
optimizeGameObjects: 0
removeConstantScaleCurves: 1
motionNodeName:
rigImportErrors:
rigImportWarnings:
animationImportErrors:
animationImportWarnings:
animationRetargetingWarnings:
animationDoRetargetingWarnings: 0
importAnimatedCustomProperties: 0
importConstraints: 0
animationCompression: 1
animationRotationError: 0.5
animationPositionError: 0.5
animationScaleError: 0.5
animationWrapMode: 0
extraExposedTransformPaths: []
extraUserProperties: []
clipAnimations: []
isReadable: 0
meshes:
lODScreenPercentages: []
globalScale: 1
meshCompression: 0
addColliders: 0
useSRGBMaterialColor: 1
sortHierarchyByName: 1
importVisibility: 1
importBlendShapes: 1
importCameras: 1
importLights: 1
nodeNameCollisionStrategy: 1
fileIdsGeneration: 2
swapUVChannels: 0
generateSecondaryUV: 0
useFileUnits: 1
keepQuads: 0
weldVertices: 1
bakeAxisConversion: 0
preserveHierarchy: 0
skinWeightsMode: 0
maxBonesPerVertex: 4
minBoneWeight: 0.001
optimizeBones: 1
meshOptimizationFlags: -1
indexFormat: 0
secondaryUVAngleDistortion: 8
secondaryUVAreaDistortion: 15.000001
secondaryUVHardAngle: 88
secondaryUVMarginMethod: 1
secondaryUVMinLightmapResolution: 40
secondaryUVMinObjectScale: 1
secondaryUVPackMargin: 4
useFileScale: 1
tangentSpace:
normalSmoothAngle: 60
normalImportMode: 0
tangentImportMode: 3
normalCalculationMode: 4
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
blendShapeNormalImportMode: 1
normalSmoothingSource: 0
referencedClips: []
importAnimation: 1
humanDescription:
serializedVersion: 3
human: []
skeleton: []
armTwist: 0.5
foreArmTwist: 0.5
upperLegTwist: 0.5
legTwist: 0.5
armStretch: 0.05
legStretch: 0.05
feetSpacing: 0
globalScale: 1
rootMotionBoneName:
hasTranslationDoF: 0
hasExtraRoot: 0
skeletonHasParents: 1
lastHumanDescriptionAvatarSource: {instanceID: 0}
autoGenerateAvatarMappingIfUnspecified: 1
animationType: 2
humanoidOversampling: 1
avatarSetup: 0
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
remapMaterialsIfMaterialImportModeIsNone: 0
additionalBone: 0
userData:
assetBundleName:
assetBundleVariant:

@ -0,0 +1,39 @@
using UnityEngine;
using System;
using EnemyAI;
/*
# Enemy System
## States
1. **Passive**
- Enemy is unaware of danger and performing idle actions. Not actively searching for anything.
- Perception range is at its minimum.
- If agressive target is "visible" enter `Agressive` state.
- If nonagressive target is "visible" enter `Aware` state.
2. **Guard**
- Enemy is looking out for danger. Can be moving along a path or standing
- Perception range is at regular level.
- If aggressive target is "visible" enter `Agressive` state.
- If nonagressive target is "visible" enter `Aware` state.
3. **Aware**
- Enemy has noticed something and is moving towards location of interest.
- Peception range is at regular level.
- If player is "visible" enter `Agressive` state.
- If nonagresive target is "visible" of equal or greater importance change target.
- If at location and no new item of note is added to "visible", then enter either `Passive` or `Guard` mode based on original mode.
4. **Aggressive**
- Enemy has noticed player:
- Apply these actions in sequence:
a. If player has not been "visible" for more than 5 seconds enter `Guard` mode.
b. If player has not been "visible" for < 5 seconds move to last location it was visible.
c. If player is in attack range and is visible, stop moving, and attack if able.
d. If player is not in attack range and is visible, run in direction of player.
*/
class AIStateMachine : MonoBehaviour{
[SerializeField]
private EnemyState state;
}

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ecb02583e05945c42b91880d7bb76fec
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

@ -0,0 +1,12 @@
using System;
namespace EnemyAI{
///The state the enemy is currently in.
///Passive: Enemy is not searching for anyone and is at minimum perception distance.
///Guard: Enemy is on the lookout for enemies. May be following a patrol path.
///Aware: Enemy has noticed something and is investigating it.
///Aggressive: Enemy has seen something it wants to attack and is performing its attack.
public enum EnemyState{PASSIVE, GUARD, AWARE, AGGRESSIVE};
}

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: cb7c23d6f892d824ebcd580774822eff
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

@ -173,4 +173,11 @@ using UnityEngine.UI;
{
}
}
private void Update()
{
if(Input.GetKeyDown(KeyCode.Return)) {
print("OWNER?:"+CurrentLobby.Owner);
}
}
}

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 96a44475794fb6445a6f3c4b9ee13966
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 0957b521a08374f4aa508231735153bc
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant: