f8590432ba
Created assemblies for the new design code. Relocated legacy scripts into a legacy folder and made a "new_design" folder for new design.
397 lines
12 KiB
C#
397 lines
12 KiB
C#
using UnityEngine;
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using UnityEngine.AI;
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public class SkinlessMonsterComponent : MonoBehaviour
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{
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[SerializeField] private NavMeshAgent agent;
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[SerializeField] private Enemy.SkinlessMonsterAnimator animator;
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[SerializeField] private float atTargetDistance = 2;
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[SerializeField] private float health = 2f;
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[SerializeField] [Tooltip("This is the angle of visibility the enemy has")]
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private float visibilityConeLimit = 90f;
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[SerializeField] private float bulletSoundRange = 15f;
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[SerializeField] private float newTargetCooldown = 5f;
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//private bool prePauseStoppedState = false;
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[SerializeField] private BoxCollider leftHandDamage;
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[SerializeField] private BoxCollider rightHandDamage;
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private bool atTarget;
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private float distanceToPlayer;
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private Item.FlareRegister flareRegister;
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private bool inDamageMargin;
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private bool inDamageRange;
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private bool isAlive = true;
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private Vector3 oppositeVector;
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private Player.PlayerComponent player;
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private TargetInformation target;
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private GameObject targetObject;
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private float timeSinceTarget;
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private void Awake()
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{
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//Find active player rn.
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var players = FindObjectsOfType<Player.PlayerComponent>();
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foreach (var p in players)
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if (p.isActiveAndEnabled)
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player = p;
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}
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private void Start()
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{
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flareRegister = FindObjectOfType<Item.FlareRegister>();
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if (targetObject == null)
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targetObject = new GameObject();
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targetObject.name = "Enemy Target";
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if (player == null) player = FindObjectOfType<Player.PlayerComponent>();
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}
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private void Update()
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{
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if (!player.IsAlive) Stop();
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if (target != null) HandleTargetOperations();
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CheckForAOERanges();
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if (isAlive && player.IsAlive)
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SetLiveTargeting();
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timeSinceTarget += Time.deltaTime;
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if (isAlive)
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{
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leftHandDamage.enabled = true;
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rightHandDamage.enabled = true;
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}
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else
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{
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leftHandDamage.enabled = false;
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rightHandDamage.enabled = false;
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}
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/*
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AI Behavior:
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A. If not targeting player
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1. Get distance to player
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- if distance < player.NoiseDistance then target player.
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2. Raycast to player to test line of sight
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- if in line of sight and angle between LOS vector and forward vector is < LOF margin, then
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target player.
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B. If targeting player
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1. If out of sound range and no line of sight then lose target.
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- stop()
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2. If beacon placed down and in range
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- remove agent
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- kill()
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3. If beacon placed down and in margin:
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- stop() and wait for player to leave AOE (enforced by navigation).
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*/
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}
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private void OnTriggerEnter(Collider other)
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{
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if (other.gameObject.GetComponent<Item.BulletComponent>() != null)
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health -= other.gameObject.GetComponent<Item.BulletComponent>().DamageMagnitude;
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}
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private void HandleTargetOperations()
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{
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//Update booleans for movement
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var distToTarget = Vector3.Distance(target.target.transform.position, agent.transform.position);
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atTarget = atTargetDistance >= distToTarget;
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if (target.hasDamageRange)
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{
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inDamageRange = target.damageRange <= distToTarget;
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inDamageMargin = target.damageMargin + target.damageRange <= distToTarget;
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}
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else
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{
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inDamageRange = false;
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inDamageMargin = false;
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}
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//Perform actions.
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if (target.runTowards)
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{
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if (inDamageRange)
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{
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//Damage is being dealt
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animator.InLight();
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//Deal Damage
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health -= Time.deltaTime;
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if (health < 0 && isAlive) Kill();
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}
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else if (inDamageMargin)
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{
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//Effective stop
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agent.SetDestination(transform.position);
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animator.StopMoving();
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}
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else
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{
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if (atTarget)
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{
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//Effective stop
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agent.SetDestination(transform.position);
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animator.StopMoving();
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if (target.isHostile)
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{
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animator.Attack();
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animator.SetAttackType(Random.Range(0, 0));
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}
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}
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else
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{
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agent.SetDestination(target.target.transform.position);
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animator.StartMoving();
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animator.NotInLight();
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}
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}
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}
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else
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{
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//Run away logic
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if (atTarget || distToTarget < 3)
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{
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animator.StopMoving();
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}
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else
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{
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var r = new Ray();
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r.origin = transform.position;
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r.direction = oppositeVector;
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RaycastHit hit;
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if (Physics.Raycast(r, out hit))
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{
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animator.StartMoving();
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agent.SetDestination(hit.point);
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}
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else
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{
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agent.SetDestination(transform.position + oppositeVector * 100);
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agent.isStopped = false;
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}
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}
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}
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if (atTarget && target.isHostile) SlowLookAt(target.target.transform.position - transform.position);
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}
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private void SlowLookAt(Vector3 targetVector, float animatedRotationSpeed = 1f)
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{
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var relativePos = targetVector;
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var toRotation = Quaternion.LookRotation(relativePos);
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transform.rotation = Quaternion.Lerp(transform.rotation, toRotation, animatedRotationSpeed * Time.deltaTime);
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}
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private void CheckForAOERanges()
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{
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foreach (var bullet in flareRegister.bullets)
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{
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var dist = Vector3.Distance(bullet.transform.position, transform.position);
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if (dist <= bullet.DamageRange)
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{
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health = 0;
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Kill(true);
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}
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}
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foreach (var beacon in flareRegister.beacons)
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{
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var dist = Vector3.Distance(beacon.transform.position, transform.position);
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if (dist <= beacon.Range) health = 0f;
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}
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if (health <= 0) Kill();
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}
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public bool isPlayerVisible(bool withAngle)
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{
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var r = new Ray();
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r.origin = transform.position;
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r.direction = player.transform.position - transform.position;
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var toPosition = (player.transform.position - transform.position).normalized;
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var angleToPosition = Vector3.Angle(transform.forward, toPosition);
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RaycastHit hit;
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if (Physics.Raycast(r, out hit))
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{
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var hitObject = hit.transform.gameObject;
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if (hitObject.GetComponent<Player.PlayerComponent>() != null)
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//hit player
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return angleToPosition <= visibilityConeLimit || !withAngle;
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if (hitObject.GetComponentInParent<Player.PlayerComponent>() != null)
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//also hit player
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return angleToPosition <= visibilityConeLimit || !withAngle;
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}
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return false;
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}
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private void SetLiveTargeting()
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{
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if (!isAlive)
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//this.targetObject.transform.position = transform.position;
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Stop();
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distanceToPlayer = Vector3.Distance(transform.position, player.transform.position);
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//print("Dist Comparison "+distanceToPlayer.ToString()+" Noise:"+player.NoiseManager.NoiseDistance);
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var isPlayerVisible = this.isPlayerVisible(true);
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//check if player is heard or player line of sight
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if (distanceToPlayer <= player.NoiseManager.NoiseDistance || isPlayerVisible)
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{
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//check that nothing in between
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if (this.isPlayerVisible(false)) Target(player.gameObject, true);
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}
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else
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{
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if (timeSinceTarget < newTargetCooldown)
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//no further targeting
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//Stop();
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return;
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Item.BulletComponent closestBullet = null;
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var closestDistance = Mathf.Infinity;
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foreach (var bullet in flareRegister.bullets)
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{
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var bDist = Vector3.Distance(bullet.transform.position, transform.position);
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if (closestBullet == null || (bDist < bulletSoundRange && bDist < closestDistance))
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{
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closestBullet = bullet;
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closestDistance = bDist;
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}
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}
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if (closestBullet != null && closestBullet.DamageRange == 0)
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{
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targetObject.transform.position = closestBullet.transform.position;
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Target(targetObject);
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}
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else
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{
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targetObject.transform.position = transform.position;
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Target(targetObject);
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Stop();
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}
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}
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}
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/*
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STANDARD BEHAVIOR:
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- OnSeeing/Hearing Player:
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- Run towards Player
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- OnHearing Bolt:
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- Run towards bolt
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- OnSeeing Flare:
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- Run towards flare if not within (flareRange + flareMargin).
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- This acts like if you are far enough away that you don't feel the pain of the flare
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- OnSeeing FlareBeacon:
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- Run away if within (flareBeaconRange + flareBeaconMargin).
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*/
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//Runs towards target. If its meant to be hostile, it will melee attack once in range.
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public void Target(GameObject obj, bool hostile = false)
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{
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if (target == null || target.target != obj)
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{
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//target = new TargetInformation(obj,hostile,false,runTowards:true);
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target = new TargetInformation();
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target.target = obj;
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target.isHostile = hostile;
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target.hasDamageRange = false;
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target.runTowards = true;
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timeSinceTarget = 0;
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}
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}
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//Runs towards flare such that it stops randomly within margin before range.
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public void TargetFlare(GameObject obj, float range, float margin)
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{
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if (target == null || target.target != obj)
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{
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//target = new TargetInformation(obj, false, true, range, margin,runTowards:true);
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target = new TargetInformation();
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target.target = obj;
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target.isHostile = false;
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target.hasDamageRange = true;
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target.damageRange = range;
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target.damageMargin = margin;
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target.runTowards = true;
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timeSinceTarget = 0;
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}
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}
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/// <summary>
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/// Runs away from object. A minimum range is specified where it no longer takes damage, and a minimum margin is
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/// speicifed where it can stop running.
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/// </summary>
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/// <param name="obj"></param>
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/// <param name="minRange"></param>
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/// <param name="minMargin"></param>
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public void RunAwayFrom(GameObject obj, float minRange, float minMargin)
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{
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if (target == null || target.target != obj)
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{
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//target = new TargetInformation(obj, false, true, minRange, minMargin, false);
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target = new TargetInformation();
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target.target = obj;
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target.isHostile = false;
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target.hasDamageRange = true;
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target.damageRange = minRange;
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target.damageMargin = minMargin;
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target.runTowards = false;
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oppositeVector = -(target.target.transform.position - transform.position).normalized;
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timeSinceTarget = 0;
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}
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}
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public void Stop()
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{
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target = new TargetInformation();
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target.target = gameObject;
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target.isHostile = false;
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target.hasDamageRange = false;
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target.runTowards = true;
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}
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public void Kill(bool fast = false)
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{
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if (isAlive)
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{
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animator.Kill(fast);
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isAlive = false;
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agent.isStopped = true;
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}
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}
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}
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internal class TargetInformation
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{
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public float damageMargin;
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public float damageRange;
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public bool hasDamageRange;
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public bool isHostile;
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public bool runTowards;
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public GameObject target;
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} |