Enemy AI with flying - when it's working
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parent
65542aea59
commit
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6 changed files with 174 additions and 5 deletions
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@ -58,6 +58,7 @@
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<Compile Include="Assets\Scripts\AchievementMenuManager.cs" />
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<Compile Include="Assets\Scripts\CameraController.cs" />
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<Compile Include="Assets\Scripts\CharacterControllerBase.cs" />
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<Compile Include="Assets\Scripts\EnemyAI.cs" />
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<Compile Include="Assets\Scripts\EnemyController.cs" />
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<Compile Include="Assets\Scripts\EnemySpawner.cs" />
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<Compile Include="Assets\Scripts\HUDManager.cs" />
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@ -43,6 +43,8 @@ GameObject:
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- component: {fileID: -5685260035900252778}
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m_Layer: 9
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m_Name: Enemy
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m_TagString: Enemy
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@ -183,3 +185,48 @@ MonoBehaviour:
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speed: 8
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flyForce: 30
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finalHealth: 3
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m_Name:
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updateRate: 4
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speed: 500
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fMode: 0
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pathIsEnded: 0
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nextWaypointDistance: 4
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@ -6967,7 +6967,7 @@ MonoBehaviour:
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118
Assets/Scripts/EnemyAI.cs
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118
Assets/Scripts/EnemyAI.cs
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@ -0,0 +1,118 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Pathfinding;
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[RequireComponent(typeof(Rigidbody2D))]
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[RequireComponent(typeof(Seeker))]
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public class EnemyAI : MonoBehaviour
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{
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// What to chase?
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private Transform _target;
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// How many times each second we will update our path
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public float updateRate = 2f;
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// Caching
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private Seeker _seeker;
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private Rigidbody2D _rb;
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//The calculated path
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private Path _path;
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//The AI's speed per second
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public float speed = 30f;
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public ForceMode2D fMode;
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[HideInInspector] public bool pathIsEnded;
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// The max distance from the AI to a waypoint for it to continue to the next waypoint
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public float nextWaypointDistance = 2;
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// The waypoint we are currently moving towards
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private int _currentWaypoint;
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private EnemyController _controller;
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// Start is called before the first frame update
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void Start()
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{
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_seeker = GetComponent<Seeker>();
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_rb = GetComponent<Rigidbody2D>();
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_controller = GetComponent<EnemyController>();
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_target = _controller.target;
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if (_target == null)
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{
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Debug.LogError("No Player found? PANIC!");
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return;
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}
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// Start a new path to the target position, return the result to the OnPathComplete method
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_seeker.StartPath(transform.position, _target.position, OnPathComplete);
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StartCoroutine(UpdatePath());
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}
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IEnumerator UpdatePath()
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{
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// Start a new path to the target position, return the result to the OnPathComplete method
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_seeker.StartPath(transform.position, _target.position, OnPathComplete);
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yield return new WaitForSeconds(1f / updateRate);
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if (_controller.IsAlive())
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StartCoroutine(UpdatePath());
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}
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public void OnPathComplete(Path p)
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{
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Debug.Log("We got a path. Did it have an error? " + p.error);
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if (!p.error)
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{
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_path = p;
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_currentWaypoint = 0;
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}
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}
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void FixedUpdate()
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{
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if (_path == null)
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return;
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if (!_controller.IsAlive())
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return;
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if (_currentWaypoint >= _path.vectorPath.Count)
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{
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if (pathIsEnded)
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return;
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Debug.Log("End of path reached.");
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pathIsEnded = true;
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return;
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}
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pathIsEnded = false;
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//Direction to the next waypoint
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Vector3 dir = (_path.vectorPath[_currentWaypoint] - transform.position).normalized;
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dir *= speed * Time.fixedDeltaTime;
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//if(Vector3.Distance (transform.position, _target.position) < 10)
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//{
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//Move the AI
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//_rb.AddForce(dir, fMode);
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_rb.velocity = dir;
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//}
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if (_path.vectorPath[_currentWaypoint].y - transform.position.y > 1)
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_rb.AddForce(new Vector2(0, 10f));
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float dist = Vector3.Distance(transform.position, _path.vectorPath[_currentWaypoint]);
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if (dist < nextWaypointDistance)
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{
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_currentWaypoint++;
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}
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}
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}
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3
Assets/Scripts/EnemyAI.cs.meta
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3
Assets/Scripts/EnemyAI.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: d913646642414964b085fc021ad0fb00
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timeCreated: 1607388688
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@ -49,11 +49,11 @@ public class EnemyController : CharacterControllerBase
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if (diff.y > 5 || diff.x > 20)
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Remove();
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if (diff.y > 1)
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_rb.AddForce(new Vector2(0, 10f));
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/*if (diff.y > 1)
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_rb.AddForce(new Vector2(0, 10f));*/
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diff.Normalize();
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float sp = ((float) _random.NextDouble() / 2f + 1f) * speed; //1 és 1.5 közötti szorzó
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_rb.AddForce(diff * sp);
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/*float sp = ((float) _random.NextDouble() / 2f + 1f) * speed; //1 és 1.5 közötti szorzó
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_rb.AddForce(diff * sp);*/
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if (diff.x * transform.localScale.x < 0) //Ha másfelé néz, mint amerre megy
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{
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var scale = tr.localScale;
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