From fc5efd89bf142bd4f71f02134d1564849f307f3c Mon Sep 17 00:00:00 2001 From: weedmjac000 Date: Wed, 21 Jan 2026 10:30:32 -0700 Subject: [PATCH] Added assets from old repo --- .../Art/Cade.meta | 8 + .../Art/Cade/Cade-Bust.png | 3 + .../Art/Cade/Cade-Bust.png.meta | 143 + .../Art/Cade/Cade.meta | 8 + .../Art/Cade/Cade/Drink.aseprite | 3 + .../Art/Cade/Cade/Drink.aseprite.meta | 365 + .../Art/Cade/Cade/FIREBALL.aseprite | 3 + .../Art/Cade/Cade/FIREBALL.aseprite.meta | 305 + .../Art/Cade/Cade/fall.aseprite | 3 + .../Art/Cade/Cade/fall.aseprite.meta | 305 + .../Art/Cade/Cade/hit.aseprite | 3 + .../Art/Cade/Cade/hit.aseprite.meta | 275 + .../Art/Cade/Cade/idle secret.aseprite | 3 + .../Art/Cade/Cade/idle secret.aseprite.meta | 425 + .../Art/Cade/Cade/idle.aseprite | 3 + .../Art/Cade/Cade/idle.aseprite.meta | 305 + .../Art/Cade/Cade/jump.aseprite | 3 + .../Art/Cade/Cade/jump.aseprite.meta | 275 + .../Art/Cade/Cade/stick.aseprite | 3 + .../Art/Cade/Cade/stick.aseprite.meta | 275 + 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a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/BossScripts/Sector1BossScript.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/BossScripts/Sector1BossScript.cs new file mode 100644 index 0000000..053d6a5 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/BossScripts/Sector1BossScript.cs @@ -0,0 +1,411 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +public class Sector1BossScript : MonoBehaviour +{ + +// Designed by Jacob Weedman + + GameObject Player; + GameObject Barrel; + GameObject Target; + GameObject ChosenFireZone; + GameObject Spotlight; + GameObject Camera; + GameObject BossProjectile; + + public float Phase = 0.5f; + public float Health = 800; + + public float angle; + + bool canDeploy = true; + public float DeployTimer = 4; // sec + float CurrentDeployTimer; // sec + public List DeployLocations; + public List FireZones; + + public int Choice; //1 == shoot >1 == deploy + public float InitialChoiceCountdown = 2f; // sec + public float ChoiceCountdown; // sec + float InitialBulletInterval = 0.01f; + float BulletInterval = 0.01f; + float InitialMoveCountdown = 2; //sec + float MoveCountdown = 6; // sec + + float LaunchCooldown = 2f; + + bool canJump = true; + float InitialJumpDelay = 1000; + float JumpDelay = 1000; + + bool canShockwaveDamage = true; + int ShockwaveDamage = 10; + int WeaponDamage = 1; + int WeaponRange = 50; + int WeaponProjectileSpeed = 20; + int WeaponRandomSpread = 8; + + float MovementSpeed = 2.5f; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Awake() + { + Camera = GameObject.FindGameObjectWithTag("MainCamera"); + BossProjectile = GameObject.Find("EnemyProjectile"); + Player = GameObject.FindWithTag("Player"); + Spotlight = transform.Find("SpotlightAxis").gameObject; + Barrel = transform.Find("Barrel").gameObject; + Target = GameObject.Find("BossTarget"); + Target.transform.position = transform.position; + + transform.Find("DamagerPiece").gameObject.GetComponent().LockDamage = true; + + foreach (Transform spawner in transform) + { + if (spawner.name == "SwitchbladeSpawner") + { + DeployLocations.Add(spawner.gameObject); + } + } + + FireZones = GameObject.FindGameObjectsWithTag("1").ToList(); + + ChoiceCountdown = InitialChoiceCountdown; + + } + + + // Update is called once per frame + void FixedUpdate() + { + Health = gameObject.GetComponent().Health; + + GameObject.Find("HealthIndicator").transform.localScale = new Vector3(Health / 800 * 30, 1, 1); + + if (Phase == 1 && Choice > 1) + { + BackgroundMove(); + } + + switch (Phase) + { +#region Phase1 + + case 1: // Phase 1 + + if (Health <= 400) + { + Health = 400; + Phase = 1.5f; + gameObject.GetComponent().linearVelocity = Vector2.up * 60; + } + + if (ChosenFireZone) + { + // Angle spotlight towards fireing zone + angle = Mathf.Atan2(ChosenFireZone.transform.position.y + 10 - Barrel.transform.position.y, ChosenFireZone.transform.position.x - Barrel.transform.position.x) * Mathf.Rad2Deg; + angle += 90; + // Rotate spotlight towards fireing zone + Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle)); + Spotlight.transform.rotation = Quaternion.RotateTowards(Spotlight.transform.rotation, targetRotation, 200 * Time.deltaTime); + } + + // Change attack speed + if (Health >= 750) + { + DeployTimer = 4; + InitialChoiceCountdown = 3.5f; + LaunchCooldown = 1.75f; + } + else if (Health >= 700) + { + DeployTimer = 2; + InitialChoiceCountdown = 3; + LaunchCooldown = 1.50f; + } + else if (Health >= 650) + { + DeployTimer = 1; + InitialChoiceCountdown = 2.5f; + LaunchCooldown = 1.25f; + } + else if (Health >= 500) + { + DeployTimer = 0.5f; + InitialChoiceCountdown = 1; + LaunchCooldown = 0.75f; + } + + + + ChoiceCountdown -= Time.deltaTime; + if (ChoiceCountdown <= 0) + { + ChoiceCountdown = InitialChoiceCountdown; + Choice = UnityEngine.Random.Range(1, 4); + + if (Choice == 1) // Find random firing zone + { + + foreach (GameObject location in FireZones) // Set all fire zones to invisible + { + //location.GetComponent().enabled = false; + } + + ChosenFireZone = FireZones[UnityEngine.Random.Range(0, FireZones.Count())]; + //ChosenFireZone.GetComponent().enabled = true; + + Spotlight.transform.Find("Spotlight").gameObject.GetComponent().enabled = true; + + } + else + { + foreach (GameObject location in FireZones) // Set all fire zones to invisible + { + //location.GetComponent().enabled = false; + } + + Spotlight.transform.Find("Spotlight").gameObject.GetComponent().enabled = false; + } + } + + MoveCountdown -= Time.deltaTime; + if (Vector2.Distance(Target.transform.position, transform.position) <= 0.1) + { + if (MoveCountdown <= 0 ) + { + MoveCountdown = InitialMoveCountdown; + Target.transform.position = new Vector2(UnityEngine.Random.Range(-20, 13), UnityEngine.Random.Range(-1, 4)); + } + } + else + { + MoveCountdown = InitialMoveCountdown; + } + + if (Choice > 1) // Deploy + { + CurrentDeployTimer -= Time.deltaTime; + if (CurrentDeployTimer <= 0) + { + canDeploy = true; + } + + if (canDeploy) + { + CurrentDeployTimer = DeployTimer; + canDeploy = false; + Deploy(); + } + } + else // Shoot + { + transform.position = Vector3.MoveTowards(transform.position, new Vector3(-3.5f, 6, transform.position.z), MovementSpeed * Time.deltaTime); + + BulletInterval -= Time.deltaTime; + if (BulletInterval <= 0) + { + BulletInterval = InitialBulletInterval; + Shoot(); + } + + } + break; +#endregion + +#region Cutscene between 1 - 2 + + case 1.5f: // Cutscene between plases 1 & 2 + gameObject.GetComponent().gravityScale = 3; + gameObject.GetComponent().isTrigger = false; + transform.Find("DamagerPiece").gameObject.GetComponent().LockDamage = false; + + gameObject.layer = LayerMask.NameToLayer("FlyingEnemies"); + + if (transform.Find("SpotlightAxis")){ + Spotlight.transform.Find("Spotlight").gameObject.GetComponent().enabled = false; + Destroy(transform.Find("SpotlightAxis").gameObject); + } + + foreach (Transform child in transform) + { + if (child.name != "DamagerPiece") + { + child.gameObject.layer = LayerMask.NameToLayer("FlyingEnemies"); + } + } + + + if (transform.position.y <= 1.5) + { + Phase = 2; + } + + break; + +#endregion + +#region Phase2 + case 2: // Phase 2 + + // Change attack speed + if (Health >= 550) + { + float InitialJumpDelay = 1000; + } + else if (Health >= 400) + { + float InitialJumpDelay = 600; + } + else if (Health >= 300) + { + float InitialJumpDelay = 300; + } + else if (Health >= 200) + { + float InitialJumpDelay = 200; + } + + if (Health <= 0) + { + Health = 0; + Phase = 2.5f; + } + + if (gameObject.GetComponent().linearVelocity.y < 0 && transform.position.y < -3f) + { + if (canShockwaveDamage) + { + for (int i = 0; i < 1; i++) + { + // Spawn Grunt + GameObject GrenadeInstance = Instantiate(GameObject.Find("EnemyGrenade").gameObject, transform.position, Quaternion.identity); + GrenadeInstance.GetComponent().gravityScale = 1.5f; + GrenadeInstance.GetComponent().enabled = true; + GrenadeInstance.GetComponent().ExplodeOnContact = true; + GrenadeInstance.GetComponent().Duration = UnityEngine.Random.Range(3, 8); + GrenadeInstance.GetComponent().linearVelocity = new Vector2(UnityEngine.Random.Range(-25,25), UnityEngine.Random.Range(10,25)); + } + + // Damage Boss + gameObject.GetComponent().Health -= ShockwaveDamage; + + // Shake Camera + Camera.GetComponent().shakeCamera(0.8f, 0.5f); + canJump = true; + if (Player.transform.GetComponentInChildren().isGrounded == true) + { + // Shockwave Damage + GameObject.Find("GameData").GetComponent().CurrentHealth -= ShockwaveDamage; + } + } + canShockwaveDamage = false; + } + + if (canJump) + { + Jump(); + } + + break; + +#region Death Animation + case 2.5f: + Phase = 3; + break; +#endregion + +#region Death + case 3: + break; +#endregion + + default: + break; + } +#endregion + + } + + async Awaitable Deploy() + { + // Find Which module to deploy from + GameObject ChosenSpawner = DeployLocations[UnityEngine.Random.Range(0, DeployLocations.Count())]; + + GameObject Switchblade; + Switchblade = Instantiate(GameObject.Find("SwitchbladeEnemy"), new Vector3(ChosenSpawner.transform.position.x, ChosenSpawner.transform.position.y, -1), Quaternion.identity); + Switchblade.transform.parent = gameObject.transform; + + Switchblade.GetComponent().enabled = true; + Switchblade.GetComponent().AbilityMove = false; + Switchblade.GetComponent().AbilityDash = false; + + await Awaitable.WaitForSecondsAsync(LaunchCooldown); + + Switchblade.GetComponent().enabled = true; + Switchblade.GetComponent().AbilityMove = true; + Switchblade.GetComponent().AbilityDash = true; + Switchblade.GetComponent().AbilityPlayerESP = true; + + // Launch + Switchblade.GetComponent().linearVelocity = new Vector2(UnityEngine.Random.Range(-15,15), 20); + + Switchblade.transform.parent = null; + } + + async Awaitable Jump() + { + canJump = false; + canShockwaveDamage = true; + + await Awaitable.WaitForSecondsAsync(1); + + // Jump Towards Player + if (Player.transform.position.x - transform.position.x > 0) // Jump right + { + GetComponent().linearVelocity = new Vector2(15, 30); + } + else if (Player.transform.position.x - transform.position.x < 0) // Jump left + { + GetComponent().linearVelocity = new Vector2(-15, 30); + } + else // Jump straight up + { + GetComponent().linearVelocity = new Vector2(0, 30); + } + + } + + void Shoot() + { + if (ChosenFireZone) + { + // Create Projectile + GameObject BulletInstance; + BulletInstance = Instantiate(BossProjectile, Barrel.transform.position, Quaternion.LookRotation(transform.position - ChosenFireZone.transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); + //BulletInstance.transform.parent = transform; + + // Variables + BulletInstance.GetComponent().WeaponDamage = WeaponDamage; + BulletInstance.GetComponent().WeaponRange = WeaponRange; + + // Send it on it's way + BulletInstance.GetComponent().linearVelocity = BulletInstance.transform.forward * -1 * WeaponProjectileSpeed; + BulletInstance.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, BulletInstance.transform.forward) - 90)); + } + } + + void BackgroundMove() + { + transform.position = Vector3.MoveTowards(transform.position, new Vector3(Target.transform.position.x, Target.transform.position.y, transform.position.z), MovementSpeed * Time.deltaTime); + } + +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/BossScripts/Sector1BossScript.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/BossScripts/Sector1BossScript.cs.meta new file mode 100644 index 0000000..5c79e03 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/BossScripts/Sector1BossScript.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c1c590ca1f619314ca9de654d499ae32 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 4 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/BossScripts/Sector6BossScript.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/BossScripts/Sector6BossScript.cs new file mode 100644 index 0000000..f9d43cf --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/BossScripts/Sector6BossScript.cs @@ -0,0 +1,177 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +public class Sector6BossScript : MonoBehaviour +{ + +// Designed by Jacob Weedman + + GameObject Player; + GameObject ChosenSpawnZone; + GameObject Camera; + + public Dictionary EnemyDict = new Dictionary(); + public List EnemyList; + + public float Phase = 1f; + public float Health = 1200; + + bool canSpawn = true; + public List SpawnLocations; + + float InitialSpawnCooldown = 10; + public float SpawnCooldown; + + + void Start() + { + // Add spawn locations to list + SpawnLocations = GameObject.FindGameObjectsWithTag("1").ToList(); + + // Setup + SpawnCooldown = InitialSpawnCooldown; + EnemyDict["Grunt"] = 1; + + SpawnEnemy(); + SpawnEnemy(); + SpawnEnemy(); + SpawnEnemy(); + SpawnEnemy(); + SpawnEnemy(); + } + + void FixedUpdate() + { + // Health + GameObject.Find("HealthIndicator").transform.localScale = new Vector3(Health / 1200 * 30, 1, 1); + + if (Health >= 1100) + { + EnemyDict["Grunt"] = 1; + InitialSpawnCooldown = 10; + } + else if (Health >= 1000) + { + EnemyDict["Grunt"] = 2; + EnemyDict["Sniper"] = 1; + InitialSpawnCooldown = 8; + } + else if (Health >= 900) + { + EnemyDict["Grunt"] = 5; + EnemyDict["Sniper"] = 2; + //EnemyDict["Brute"] = 1; + InitialSpawnCooldown = 6; + } + else if (Health >= 800) + { + EnemyDict["Grunt"] = 6; + EnemyDict["Sniper"] = 3; + //EnemyDict["Brute"] = 2; + EnemyDict["Warper"] = 1; + InitialSpawnCooldown = 4; + } + else if (Health >= 700) + { + EnemyDict["Grunt"] = 3; + EnemyDict["Sniper"] = 4; + //EnemyDict["Brute"] = 3; + EnemyDict["Warper"] = 3; + InitialSpawnCooldown = 2; + } + else if (Health >= 600) + { + EnemyDict["Sniper"] = 1; + EnemyDict["Warper"] = 1; + EnemyDict["Grunt"] = 0; + //EnemyDict["Brute"] = 0; + InitialSpawnCooldown = 1; + } + + switch (Phase) + { +#region Phase1 + + case 1: // Phase 1 + + // Decriment Health Automatically + Health -= Time.deltaTime * 5; + + SpawnCooldown -= Time.deltaTime; + + if (SpawnCooldown <= 0) + { + SpawnCooldown = InitialSpawnCooldown; + SpawnEnemy(); + SpawnEnemy(); + SpawnEnemy(); + } + + break; +#endregion + +#region Cutscene between 1 - 2 + + case 1.5f: // Cutscene between plases 1 & 2 + + break; + +#endregion + +#region Phase2 + case 2: // Phase 2 + + break; + +#region Death Animation + case 2.5f: + Phase = 3; + break; +#endregion + +#region Death + case 3: + break; +#endregion + + default: + break; + } +#endregion + + } + + void SpawnEnemy() + { + // Put enemies into a list + EnemyList.Clear(); + foreach (KeyValuePair entry in EnemyDict) + { + int EndAmmount = entry.Value; + for (int j = 0; j < EndAmmount; j++) + { + EnemyList.Add(entry.Key); + } + } + // Choose spawn zone + ChosenSpawnZone = SpawnLocations[UnityEngine.Random.Range(0, SpawnLocations.Count)]; + + // Choose enemy to spawn + GameObject ChosenEnemy = GameObject.Find("EnemiesToSpawn").transform.Find(EnemyList[UnityEngine.Random.Range(0, EnemyList.Count())]).gameObject; + + // Give life + GameObject InstantiatedEnemy = Instantiate(ChosenEnemy, ChosenSpawnZone.transform.position, Quaternion.identity); + InstantiatedEnemy.GetComponent().gravityScale = 1.5f; + InstantiatedEnemy.GetComponent().enabled = true; + InstantiatedEnemy.GetComponent().enabled = true; + InstantiatedEnemy.GetComponent().AbilityPlayerESP = true; + + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/BossScripts/Sector6BossScript.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/BossScripts/Sector6BossScript.cs.meta new file mode 100644 index 0000000..7466384 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/BossScripts/Sector6BossScript.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ac4e3de578868dc4390b633a15e3178b \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/CharacterSelectionButtonScript.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/CharacterSelectionButtonScript.cs new file mode 100644 index 0000000..9f50136 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/CharacterSelectionButtonScript.cs @@ -0,0 +1,29 @@ +using UnityEngine; + +public class CharacterSelectionButtonScript : MonoBehaviour +{ + public GameObject characterSelectionManager; + + public string button; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + Debug.Log(characterSelectionManager); + Debug.Log(characterSelectionManager.GetComponent()); + } + void OnMouseDown() + { + if (button == "right") + { + Debug.Log(button); + characterSelectionManager.GetComponent().CycleRight(); + } + if (button == "left") + { + Debug.Log(button); + characterSelectionManager.GetComponent().CycleLeft(); + } + } +} + diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/CharacterSelectionButtonScript.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/CharacterSelectionButtonScript.cs.meta new file mode 100644 index 0000000..b89ad57 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/CharacterSelectionButtonScript.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d637ecefe89a0e546855a572d1eeb807 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/CharacterSelectionScript.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/CharacterSelectionScript.cs new file mode 100644 index 0000000..3fa1105 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/CharacterSelectionScript.cs @@ -0,0 +1,68 @@ +using System; +using UnityEngine; +using UnityEngine.SceneManagement; + +public class CharacterSelectionScript : MonoBehaviour +{ + private int selectedCharacterIndex = 0; + + private string[] characters = {"Sloane", "Cade", "LeoAndAri", "Gamma07"}; + + private GameObject selectedCharacter; + + + private int framesSinceChange = 0; + + + void Awake() + { + selectedCharacter = GameObject.Find(characters[selectedCharacterIndex]); + } + + + void FixedUpdate() { + framesSinceChange ++; + + if (framesSinceChange > 5) { + if (Input.GetKey(KeyCode.LeftArrow)) + { + CycleLeft(); + } + + + if (Input.GetKey(KeyCode.RightArrow)) + { + CycleRight(); + } + } + } + + public void CycleLeft() { + if (selectedCharacterIndex == 0) + { + selectedCharacterIndex = characters.Length - 1; + } + else + { + selectedCharacterIndex --; + } + selectedCharacter.GetComponent().enabled = false; + selectedCharacter = GameObject.Find(characters[selectedCharacterIndex]); + selectedCharacter.GetComponent().enabled = true; + framesSinceChange = 0; + } + public void CycleRight() { + if (selectedCharacterIndex == characters.Length - 1) + { + selectedCharacterIndex = 0; + } + else + { + selectedCharacterIndex += 1; + } + selectedCharacter.GetComponent().enabled = false; + selectedCharacter = GameObject.Find(characters[selectedCharacterIndex]); + selectedCharacter.GetComponent().enabled = true; + framesSinceChange = 0; + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/CharacterSelectionScript.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/CharacterSelectionScript.cs.meta new file mode 100644 index 0000000..1445dab --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/CharacterSelectionScript.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: de0b956d5118ba54ca473a139e269602 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/DevNotes.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/DevNotes.cs new file mode 100644 index 0000000..72462e9 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/DevNotes.cs @@ -0,0 +1,9 @@ +/* + +V 0.0.1 + +This doccument outlines some important information to keep in mind + +1. Camera follows the player and has a "Size" value of 15 and a Z position of -10 + +*/ diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/DevNotes.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/DevNotes.cs.meta new file mode 100644 index 0000000..416089c --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/DevNotes.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ad647c10099d0ee49895d85a8051bf07 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts.meta new file mode 100644 index 0000000..52262b2 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5e4fba3e90705634d87c5f003412fdff +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyGrenade.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyGrenade.cs new file mode 100644 index 0000000..bcafb0d --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyGrenade.cs @@ -0,0 +1,53 @@ +using UnityEngine; + +// Designed by Jacob Weedman +// Attach to the grenade weapon prefab + +public class EnemyGrenade : MonoBehaviour +{ + public float Duration = 3; + public int WeaponDamage = 20; + public bool ExplodeOnContact = false; + + void Awake() + { + GetComponent().gravityScale = 2; + } + + void FixedUpdate() + { + if (Duration <= 0) + { + Explode(); + } + Duration -= Time.deltaTime; + } + + void Explode() + { + //Create Explosion + GameObject Explosion; + Explosion = Instantiate(GameObject.Find("Explosion"), new Vector3(transform.position.x, transform.position.y, GameObject.Find("Explosion").transform.position.z), Quaternion.identity); + Explosion.transform.rotation = Quaternion.Euler(Vector3.forward); + + //Set Variables + Explosion.GetComponent().timer = 3; + Explosion.GetComponent().destroy = true; + Explosion.GetComponent().opacity = true; + Explosion.GetComponent().damageAmmount = WeaponDamage; + + //Delete Grenade + Destroy(gameObject); + } + + void OnTriggerEnter2D(Collider2D collision) + { + if (ExplodeOnContact) + { + if (collision.gameObject.layer == LayerMask.NameToLayer("SolidGround") || collision.gameObject.layer == LayerMask.NameToLayer("Enemies") || collision.gameObject.layer == LayerMask.NameToLayer("Player")) + { + Explode(); + } + } + } +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyGrenade.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyGrenade.cs.meta new file mode 100644 index 0000000..cb47e1b --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyGrenade.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 80c412ade4dc79c409678eb649f2328d \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyParticleWeapon.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyParticleWeapon.cs new file mode 100644 index 0000000..3fc50db --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyParticleWeapon.cs @@ -0,0 +1,105 @@ +using UnityEngine; +using System.Threading.Tasks; +using System.Linq; + +//Designed by Jacob Weedman +// Attatch to particle weapons + +public class EnemyParticleWeapon : MonoBehaviour +{ + public bool destroy = false; + public bool rotate = false; + public bool opacity = false; + public bool destroyOnCollide = false; + public bool damageEnemies; + public int damageAmmount; + public float timer; + float startTime; + + void Awake() + { + startTime = timer; + } + + void FixedUpdate() + { + /* + if (IsExplosion) + { + // Tick down animation counter + AnimationTimer -= Time.deltaTime; + GetComponent().sprite = ExplosionSprites[CurrentFrame]; + + if (AnimationTimer <= 0 && CurrentFrame < 0) + { + AnimationTimer = 0.5f; + CurrentFrame++; + } + } + */ + + // Rotation + if (rotate) + { + transform.rotation = Quaternion.Euler(Vector3.forward * UnityEngine.Random.Range(-90, 90)); + } + + // Opacity + if (opacity) + { + gameObject.GetComponent().color = new Color(1f, 1f, 1f, (timer / startTime)); + } + + // Destruction Timer + if (destroy) + { + timer -= Time.deltaTime; + if (timer <= 0) + { + Destroy(gameObject); + } + } + + // Remove Collider To Prevent Multiple Damage Occurances + if (timer/startTime <= 0.99) + { + gameObject.GetComponent().enabled = false; + } + } + + void OnTriggerEnter2D(Collider2D collision) + { + if (collision.gameObject.tag == "Player") + { + //Damage + GameObject.Find("GameData").GetComponent().CurrentHealth -= damageAmmount; + } + if (collision.gameObject.tag == "Attackable") + { + //Enemies + if (collision.GetComponent()) + { + collision.GetComponent().Health -= damageAmmount; + } + + //Generic Destructable Object + if (collision.GetComponent()) + { + collision.GetComponent().Health -= damageAmmount; + } + + } + + + if (destroyOnCollide) + { + if (collision.gameObject.tag == "Ground") + { + if (collision.gameObject.layer == 6) + { + Destroy(gameObject); + } + } + } + } +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyParticleWeapon.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyParticleWeapon.cs.meta new file mode 100644 index 0000000..e264c89 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyParticleWeapon.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a1bbf0aa2ca47db4cb2b99e096097fd3 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyProjectileScript.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyProjectileScript.cs new file mode 100644 index 0000000..560022a --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyProjectileScript.cs @@ -0,0 +1,58 @@ +using UnityEngine; +using System; + +//Designed by Jacob Weedman + +public class EnemyProjectileScript : MonoBehaviour +{ + Vector2 StartPosition; + + public int WeaponDamage; + public int WeaponRange; + + void Awake() + { + StartPosition = transform.position; + GetComponent().enabled = true; + } + + void Update() + { + //transform.rotation = Quaternion.Euler(new Vector3(0, 0, GetComponent().angularVelocity));//FIX THIS + + if (Vector2.Distance(transform.position, StartPosition) > WeaponRange) + { + GetComponent().gravityScale = 0.5f; + + } + + if (transform.position.y <= -10000) + { + Destroy(gameObject); + } + } + void OnTriggerEnter2D(Collider2D collision) + { + if (collision.gameObject.tag == "Player") + { + //Damage + GameObject.Find("GameData").GetComponent().CurrentHealth -= WeaponDamage; + + //Send Hit Data (for repositioning) + //if (GetComponentInParent()) + //{ + // GetComponentInParent().NumberOfHitsPerMag += 1; + //} + + Destroy(gameObject); + } + + if (collision.gameObject.tag == "Ground") + { + if (collision.gameObject.layer == 6) + { + Destroy(gameObject); + } + } + } +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyProjectileScript.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyProjectileScript.cs.meta new file mode 100644 index 0000000..8b910c7 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyProjectileScript.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0352972f1b0f7bf44a209f0d71fc13b8 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyRocket.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyRocket.cs new file mode 100644 index 0000000..f559f3f --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyRocket.cs @@ -0,0 +1,55 @@ +using UnityEngine; + +// Designed by Jacob Weedman +// Attach to the rocket weapon prefab + +public class EnemyRocket : MonoBehaviour +{ + public float duration; + public int WeaponDamage; + + void FixedUpdate() + { + if (duration <= 0) + { + GetComponent().gravityScale = 3; + } + else + { + GetComponent().gravityScale = 0; + } + duration -= Time.deltaTime; + } + + void Explode() + { + //Create Explosion + GameObject Explosion; + Explosion = Instantiate(GameObject.Find("Explosion"), new Vector3(transform.position.x, transform.position.y, GameObject.Find("Explosion").transform.position.z), Quaternion.identity); + Explosion.transform.rotation = Quaternion.Euler(Vector3.forward); + + //Set Variables + Explosion.GetComponent().timer = 3; + Explosion.GetComponent().destroy = true; + Explosion.GetComponent().opacity = true; + Explosion.GetComponent().damageAmmount = WeaponDamage; + + //Delete Rocket + Destroy(gameObject); + } + + void OnTriggerEnter2D(Collider2D collision) + { + if (collision.gameObject.tag == "Ground") + { + if (collision.gameObject.layer == 6) + { + Explode(); + } + } + if (collision.gameObject.tag == "Player") + { + Explode(); + } + } +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyRocket.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyRocket.cs.meta new file mode 100644 index 0000000..031150c --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/EnemyRocket.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ca804d481f50ae64393e4a8aedbe8e13 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/MasterEnemyAI.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/MasterEnemyAI.cs new file mode 100644 index 0000000..a9f0fc1 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/MasterEnemyAI.cs @@ -0,0 +1,925 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +// Designed by the goat Jacob Weedman +// Use on any basic enemy +// +// Configure to your likeing +// Not all options apply with every configuration +// +// PREREQUISITES +// 1. The "Seeker" script from the A* pathfinding library must be attatched to the same game object +// 2. A Rigidbody2D component must be attatched to the same game object +// 3. A _Collider2D component must be attatched to the same game object +// 4. Various game objects are required to be in the scene in order for this to function properly +// 5. Various children game objects are required in order for this to funciton properly + +public class MasterEnemyAI : MonoBehaviour +{ + + #region MISC VARIABLES (DO NOT CHANGE VALUES) + GameObject Target = null; + GameObject Camera = null; + GameObject Player = null; + GameObject Barrel = null; + Vector2 StartPosition; + public GameObject LastKnownPlayerLocation = null; + float DistanceFromPlayer; + public List SuitablePositions; + public List AllPositions; + public List PatrolPositions; + // start pathfinding + float nextWaypointDistance = 5; + Path path = null; + int currentWaypoint = 0; + bool reachedEndOfPath = false; + // end pathfinding + #endregion + + #region CONDITIONS/GENERAL INFORMATION + bool PositionRecomputeLock = false; + public bool TargetingPlayer = false; + public bool CurrentlyReloading = false; + bool PatrolLock = false; + bool Lock = false; + bool MoveLock = false; + bool FireLock = false; + bool DashLock = false; + bool TeleportLock = true; + bool CurrentlyMovingToNextPatrolTarget = false; + float DesiredDistance; + public int WeaponCurrentMagazineAmmount; + public int NumberOfHitsPerMag = 0; + float BarrelAngle; + bool Primed = false; // For self-explosion + + #endregion + + #region ENEMY STATS (Changeable in Unity) + public float Speed = 1f; // In relation to player's walking speed + public float JumpHeight = 1.5f; // In relation to player's regular jump height + public float Health = 100; + public float MinumumDistance = 5f; + public float PatrolDistance = 10; + public int PlayerDetectionRange = 50; + float PatrolCooldown; + public float PatrolCooldownReset = 20.0f; + float JumpCooldown; + public float JumpCooldownReset = 1.0f; + float FireCooldown; + public float FireCooldownReset = 0.1f; + float ReloadCooldown; + public float ReloadCooldownReset = 5.0f; + public float DashSpeed = 40f; // Strength of the dash + float DashCooldown; + public float DashCooldownReset = 4.0f; + float TeleportCooldown; + public float TeleportCooldownReset = 0.5f; + public float HiddenTransparencyAmmount = 0.05f; // Strength of the cloaked transparency + public int MaxBatteryCapacity = 30; // Depletes one every second it is out of the bay + public int RechargeTime = 6000; //ms + + // Capabiltiies + public bool AbilityDash = false; + public bool AbilityInvisible = false; + public bool AbilityJump = true; + public bool AbilityTeleport = false; + public bool AbilityReloadAndMove = false; + public bool AbilityMove = true; + public bool AbilityDynamicRelocation = true; + public bool AbilityExplodeOnContact = false; + public bool AbilityExplodeNearPlayer = false; + public bool AbilityExplodeOnDeath = false; + public bool AbilityPlayerESP = false; + + #endregion + + #region WEAPON STATS (CHANGEABLE in Unity) + + public GameObject EnemyProjectile; + public string EnemyType = "GROUND"; // Options: "GROUND", "AIR" + public string WeaponType = "RANGED"; // Options: "RANGED", "ROCKET", "PARTICLE", "MELEE", "GRENADE", "NONE" + public int WeaponDamage = 5; // Damage per hit + public float WeaponRandomSpread = 7.5f; // Random direction of lanched projectiles + public int WeaponRange = 15; // Maximum range of the projectile before it drops off + public float WeaponProjectileSpeed = 40f; // Speed of launched projectiles + public int WeaponMagazineSize = 20; // Number of shots the enemy will take before having to reloade + + #endregion + + #region COMPONENT REFERENCES + Seeker seeker = null; + Rigidbody2D rb = null; + #endregion + + #region ONCE THE ENEMY IS SPAWNED IN + void Awake() + { + if (GetComponent()) + seeker = GetComponent(); + if (GetComponent()) + rb = GetComponent(); + + if (transform.Find("ReloadingIndicator")) + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + if (transform.Find("PursuingIndicator")) + transform.Find("PursuingIndicator").GetComponent().enabled = false; + + StartPosition = transform.position; + + if (GameObject.FindGameObjectsWithTag("PossiblePositions").Count() > 0) + AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList(); + + if (EnemyType == "GROUND") // Configure settings for Ground enemies + { + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(pos.transform.position, StartPosition) <= PatrolDistance) + { + PatrolPositions.Add(pos); + } + } + + gameObject.layer = LayerMask.NameToLayer("Enemies"); + + foreach (Transform child in gameObject.transform) + { + child.gameObject.layer = LayerMask.NameToLayer("Enemies"); + } + + if (PatrolPositions.Count() > 0) + { + Target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + } + else + { + Target = null; + } + } + + if (EnemyType == "AIR") // Configure settings for Air enemies + { + gameObject.layer = LayerMask.NameToLayer("FlyingEnemies"); + + foreach (Transform child in gameObject.transform) + { + child.gameObject.layer = LayerMask.NameToLayer("FlyingEnemies"); + } + + rb.gravityScale = 0; + if (GameObject.Find("FlyingTarget")) + Target = Instantiate(GameObject.Find("FlyingTarget"), transform.position, Quaternion.identity); + } + + if (GameObject.FindGameObjectWithTag("MainCamera")) + Camera = GameObject.FindGameObjectWithTag("MainCamera"); + if (GameObject.FindGameObjectWithTag("Player")) + Player = GameObject.FindGameObjectWithTag("Player"); + + if (transform.Find("Barrel")) + Barrel = transform.Find("Barrel").gameObject; + + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + DesiredDistance = WeaponRange - 5; + + if (EnemyProjectile == null) // Automatically set enemy projectile if level designer did not + { + switch (WeaponType) + { + case "RANGED": + EnemyProjectile = GameObject.Find("GameObjectFolder").transform.Find("EnemyProjectile").gameObject; + break; + + case "ROCKET": + EnemyProjectile = GameObject.Find("GameObjectFolder").transform.Find("EnemyRocket").gameObject; + break; + + case "PARTICLE": + EnemyProjectile = GameObject.Find("GameObjectFolder").transform.Find("EvilAura").gameObject; + break; + + case "GRENADE": + EnemyProjectile = GameObject.Find("GameObjectFolder").transform.Find("Grenade").gameObject; + break; + + default: + EnemyProjectile = GameObject.Find("GameObjectFolder").transform.Find("EnemyProjectile").gameObject; + break; + } + } + + InvokeRepeating("UpdatePath", 0f, 0.1f); + InvokeRepeating("PathfindingTimeout", 0f, 30); + + // Initialize timers + JumpCooldown = JumpCooldownReset; + FireCooldown = FireCooldownReset; + ReloadCooldown = ReloadCooldownReset; + DashCooldown = DashCooldownReset; + PatrolCooldown = 0; + TeleportCooldown = TeleportCooldownReset; + + } + #endregion + + #region INVOKE REPEATING METHODS + // When enemy has reached the next node + void OnPathComplete(Path p) + { + if (!p.error) + { + path = p; + currentWaypoint = 0; + } + } + + // Select next node + void UpdatePath() + { + if (seeker.IsDone() && Target != null) + { + seeker.StartPath(rb.position, Target.transform.position, OnPathComplete); + } + } + + // Pathfiniding Timeout + void PathfindingTimeout() + { + if (Target != null && Vector2.Distance(transform.position, Target.transform.position) > 0.5 || LastKnownPlayerLocation == null) + { + LastKnownPlayerLocation = null; + MoveNextPatrol(); + + if (AbilityTeleport && TeleportLock == false) + { + Teleport(); + } + } + } + + #endregion + + #region MAIN LOGIC + void FixedUpdate() + { + #region DEATH + if (Health <= 0) + { + if (AbilityExplodeNearPlayer == false && AbilityExplodeOnContact == false && AbilityExplodeOnDeath == false) + { + // Create carcas + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + DeadBody.GetComponent().gravityScale = 1.5f; + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) + { + GameObject.Destroy(child.gameObject); + } + + Destroy(gameObject); + } + else if (AbilityExplodeOnDeath == true) + { + Explode(); + } + } + + // Explode when close to the player + if (AbilityExplodeNearPlayer && Primed && Vector2.Distance(Player.transform.position, transform.position) <= 2) + { + Explode(); + } + + #endregion + + #region ICONS + + // See where the enemy wants to go (DEBUGGING ONLY) + /* + if (Target != null) + { + foreach (GameObject pos in AllPositions) + { + pos.GetComponent().enabled = false; + } + Target.GetComponent().enabled = true; + } + */ + + if (TargetingPlayer && transform.Find("PursuingIndicator")) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + if (AbilityInvisible) + { + Cloak(false); + } + } + else if (transform.Find("PursuingIndicator")) + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + if (AbilityInvisible) + { + Cloak(true); + } + } + + if (CurrentlyReloading && transform.Find("ReloadingIndicator")) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = true; + } + else if (transform.Find("ReloadingIndicator")) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + } + + //if (90 <= angle || angle <= 270) // FIX THIS + //{ + // barrel.transform.localScale = new Vector2(-barrel.transform.localScale.x, barrel.transform.localScale.y); + //} + #endregion + + #region MISC PATHFINDING + // Player ESP + if (AbilityPlayerESP) + { + LastKnownPlayerLocation = Player; + } + + if (path == null) + return; + + if (Target == null) + return; + if (currentWaypoint >= path.vectorPath.Count) + { + reachedEndOfPath = true; + return; + } + else + { + reachedEndOfPath = false; + } + + #endregion + + // Rotate barrel towards player + if (Barrel != null) // PRevents error + { + Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, BarrelAngle)); + Barrel.transform.rotation = Quaternion.RotateTowards(Barrel.transform.rotation, targetRotation, 200 * Time.deltaTime); + } + + #region TARGET DETERMINATION & PATROL & PLAYER DETECTION + + // Check if the enemy is at the target location, used for moving to the next patrol target + if (Vector2.Distance(transform.position, Target.transform.position) <= 1) + { + PatrolLock = false; + MoveNextPatrol(); + } + + // Patrol Countdown + PatrolCooldown -= Time.deltaTime; + if (PatrolCooldown <= UnityEngine.Random.Range(-3, 3)) + PatrolLock = false; + else + PatrolLock = true; + + // If enemy has line of sight and is close enough the player is detected + if (DetermineLineOfSight(gameObject, Player) && Vector2.Distance(transform.position, Player.transform.position) <= PlayerDetectionRange) + { + TargetingPlayer = true; + PositionRecomputeLock = false; + Primed = true; // for explosive enemies + + // Get the last know player location by finding which of the positions is closest to the player + if (LastKnownPlayerLocation == null) + { + LastKnownPlayerLocation = gameObject; + } + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(Player.transform.position, pos.transform.position) < Vector2.Distance(Player.transform.position, LastKnownPlayerLocation.transform.position)) + { + LastKnownPlayerLocation = pos; + } + } + + // Angle barrel towards player + if (Barrel != null) + { + BarrelAngle = Mathf.Atan2(Player.transform.position.y - Barrel.transform.position.y, Player.transform.position.x - Barrel.transform.position.x) * Mathf.Rad2Deg; + } + + } + // Player has broken line of sight and the enemy will attempt to move to the last known location + else if (LastKnownPlayerLocation != null) + { + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5) + { + PositionRecomputeLock = true; + Target = LastKnownPlayerLocation; + + if (AbilityTeleport && TeleportLock == false) + { + Teleport(); + } + + } + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(Player, gameObject) == false) + { + TargetingPlayer = false; + LastKnownPlayerLocation = null; + } + + // Reset barrel rotation + BarrelAngle = 0f; + } + // Go back to patrol move + else + { + Primed = false; + TargetingPlayer = false; + + if (MoveLock == false) + { + MoveNextPatrol(); + } + + // Reset barrel rotation + BarrelAngle = 0f; + } + + if (PositionRecomputeLock == false) + { + // Catch desired distance error + if (DesiredDistance <= MinumumDistance) + { + DesiredDistance = MinumumDistance + 1; + } + + // If the player moves away (CHANGE TARGET) + if (Vector2.Distance(Target.transform.position, Player.transform.position) > DesiredDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is too close to the target (CHANGE TARGET) + if (Vector2.Distance(Target.transform.position, Player.transform.position) < MinumumDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the target is on the other side of the player (CHANGE TARGET) + //if (Vector2.Distance(transform.position, player.transform.position) < Vector2.Distance(target.transform.position, player.transform.position)) + //{ + // ComputeClosestPositionToPlayer(); + //} + + // If the player is not within line of sight of the desired position (CHANGE TARGET) + if (DetermineLineOfSight(Target, Player) == false) + { + ComputeClosestPositionToPlayer(); + } + + if (TeleportLock == false && AbilityTeleport) + { + if (Vector2.Distance(transform.position, Target.transform.position) > 0.5) + { + Teleport(); + } + } + + // If the enemy reaches the target + if (Vector2.Distance(Target.transform.position, transform.position) <= 1 && DetermineLineOfSight(gameObject, Player)) + { + if (EnemyType == "AIR") + { + ComputeClosestPositionToPlayer(); + } + if (TeleportLock == false && AbilityTeleport) + { + ComputeClosestPositionToPlayer(); + Teleport(); + } + } + } + + #endregion + + #region MOVEMENT & GROUND DETECTION + + //Detecting if the enemy has reached the ground + if (EnemyType == "GROUND" && AbilityJump && GetComponentInChildren()) // Makes sure the enemy can jump before calculating + { + if (GetComponent().isGrounded == true) + { + JumpCooldown -= Time.deltaTime; + } + else + { + JumpCooldown = JumpCooldownReset; + } + } + + // Decriment dash timer + DashCooldown -= Time.deltaTime; + if (DashCooldown <= 0 && Vector2.Distance(transform.position, Target.transform.position) > 2) + DashLock = false; + else + DashLock = true; + // Call Dash + if (DashLock == false && AbilityDash) + { + Dash(); + } + + // Decriment teleport timer + TeleportCooldown -= Time.deltaTime; + if (TeleportCooldown <= 0 && Vector2.Distance(transform.position, Target.transform.position) > 2) + TeleportLock = false; + else + TeleportLock = true; + + // Ground Movement + if (MoveLock == false && EnemyType == "GROUND" && AbilityMove) + { + //FireLock = false; + + Vector2 direction = (Vector2)path.vectorPath[currentWaypoint] - rb.position; + + if (GetComponent().isGrounded == true) // Movement while grounded + { + if (direction.x > 0) // Move right + { + if (TargetingPlayer) + { + if (Math.Abs(rb.linearVelocity.x) < Speed * 20) // Targeting player speed Cap + rb.AddForce(new Vector2(Speed * 20, rb.linearVelocity.y)); + } + else + { + if (Math.Abs(rb.linearVelocity.x) < Speed * 5) // Wandering speed Cap + rb.AddForce(new Vector2(Speed * 10, rb.linearVelocity.y)); + } + } + + if (direction.x < 0) // Move left + { + if (TargetingPlayer) + { + if (Math.Abs(rb.linearVelocity.x) < Speed * 20) // Targeting player speed Cap + rb.AddForce(new Vector2(-1 * Speed * 20, rb.linearVelocity.y)); + } + else + { + if (Math.Abs(rb.linearVelocity.x) < Speed * 5) // Wandering speed Cap + rb.AddForce(new Vector2(-1 * Speed * 10, rb.linearVelocity.y)); + } + } + + if (direction.y > 1f) // Wants to jump + { + Jump(direction.x); + } + } + else // Movement while in the air + { + if (direction.x > 0) // Move right + { + rb.AddForce(new Vector2(Speed * 2, rb.linearVelocity.y)); + } + + if (direction.x < 0) // Move left + { + rb.AddForce(new Vector2(-1 * Speed * 2, rb.linearVelocity.y)); + } + } + + // A* logic + float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); + + if (distance < nextWaypointDistance) + { + currentWaypoint++; + } + } + // Air Movement + if (MoveLock == false && EnemyType == "AIR" && AbilityMove) + { + Vector2 direction = ((Vector2)path.vectorPath[currentWaypoint] - rb.position).normalized; + Vector2 force = direction * Speed * 20; + + rb.AddForce(force); + + // A* logic + float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); + + if (distance < nextWaypointDistance) + { + currentWaypoint++; + } + } + + #endregion + + #region ATTACK + + // Decriment timer + FireCooldown -= Time.deltaTime; + if (FireCooldown <= 0 && CurrentlyReloading == false) + FireLock = false; + else + FireLock = true; + + if (WeaponCurrentMagazineAmmount > 0 && FireLock == false && CurrentlyReloading == false && WeaponType != "NONE") + { + if (DetermineLineOfSight(gameObject, Player) == true && Vector2.Distance(transform.position, Player.transform.position) <= WeaponRange) + { + UseWeapon(); + } + } + else if (WeaponCurrentMagazineAmmount == 0 && CurrentlyReloading == false) + { + CurrentlyReloading = true; + } + + // Engage periodical reloading if player moves too far away and mag is low + if (Vector2.Distance(transform.position, Player.transform.position) > WeaponRange + 5 && WeaponCurrentMagazineAmmount / WeaponMagazineSize < 0.75f) + { + ReloadCooldown = ReloadCooldownReset / 5; // Make reloading faster + CurrentlyReloading = true; + } + + // Reloading + if (CurrentlyReloading) + { + ReloadCooldown -= Time.deltaTime; + if (ReloadCooldown <= 0) + { + ReloadCooldown = ReloadCooldownReset; + CurrentlyReloading = false; + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + // Dynamic Relocation + if (NumberOfHitsPerMag / WeaponMagazineSize < 0.5 && AbilityDynamicRelocation) + DesiredDistance -= 5; + NumberOfHitsPerMag = 0; + } + } + + void UseWeapon() + { + FireCooldown = FireCooldownReset; + + switch (WeaponType) + { + case "RANGED": + // Create Projectile + GameObject BulletInstance; + BulletInstance = Instantiate(EnemyProjectile, Barrel.transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); + //BulletInstance.transform.parent = transform; + + // Variables + BulletInstance.GetComponent().WeaponDamage = WeaponDamage; + BulletInstance.GetComponent().WeaponRange = WeaponRange; + + // Send it on it's way + BulletInstance.GetComponent().linearVelocity = BulletInstance.transform.forward * -1 * WeaponProjectileSpeed; + BulletInstance.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, BulletInstance.transform.forward) - 90)); + break; + + case "ROCKET": + + // Create Rocket + GameObject Rocket; + Rocket = Instantiate(EnemyProjectile, Barrel.transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); + + // Variables + Rocket.GetComponent().WeaponDamage = WeaponDamage; + Rocket.GetComponent().duration = 30; + + // Send it on its way + Rocket.GetComponent().linearVelocity = Rocket.transform.forward * -1 * WeaponProjectileSpeed; + Rocket.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, Rocket.transform.forward) - 90)); + + break; + + case "PARTICLE": + + // Create particle + GameObject ParticleWeapon; + + ParticleWeapon = Instantiate(EnemyProjectile, new Vector3(Barrel.transform.position.x + UnityEngine.Random.Range(-0.5f, 0.5f), Barrel.transform.position.y + UnityEngine.Random.Range(-0.5f, 0.5f), EnemyProjectile.transform.position.z), Quaternion.identity); + ParticleWeapon.GetComponent().linearVelocity = new Vector2(transform.position.x - Player.transform.position.x + UnityEngine.Random.Range(-WeaponRandomSpread, WeaponRandomSpread), transform.position.y - Player.transform.position.y + UnityEngine.Random.Range(-WeaponRandomSpread, WeaponRandomSpread)).normalized * 1.25f * WeaponRange * -1; + + // Set variables + ParticleWeapon.GetComponent().destroy = true; + ParticleWeapon.GetComponent().opacity = true; + ParticleWeapon.GetComponent().damageAmmount = WeaponDamage; + + break; + + case "MELEE": + + GameObject.Find("GameData").GetComponent().CurrentHealth -= WeaponDamage; + + break; + + case "GRENADE": + + break; + + default: + Debug.Log("Invalid or no weapon seleted."); + break; + + } + + WeaponCurrentMagazineAmmount--; + } + + #endregion + + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } + + void Jump(float JumpDirection) + { + if (JumpCooldown <= 0 && AbilityJump) + { + JumpCooldown = JumpCooldownReset; + rb.linearVelocity = new Vector2(rb.linearVelocity.x + JumpDirection, JumpHeight * 12); + } + } + + // Part of the pursue cycle + void ComputeClosestPositionToPlayer() + { + MoveLock = false; + + if (EnemyType == "GROUND") + { + + SuitablePositions.Clear(); + foreach (GameObject query in AllPositions) + { + // Check the distance of the position + if (Vector2.Distance(query.transform.position, Player.transform.position) < DesiredDistance && Vector2.Distance(query.transform.position, Player.transform.position) >= MinumumDistance) + { + // Check line of sight of the position + if (DetermineLineOfSight(query, Player)) + { + SuitablePositions.Add(query); + } + } + } + + if (SuitablePositions.Count > 0) + { + Target = SuitablePositions[UnityEngine.Random.Range(0, SuitablePositions.Count)]; + + if (AbilityTeleport == false) + { + foreach (GameObject pos in SuitablePositions) + { + //Find the point that is closest to the enemy + if (Vector2.Distance(transform.position, pos.transform.position) < Vector2.Distance(transform.position, Target.transform.position)) + { + Target = pos; + } + } + } + } + } + + if (EnemyType == "AIR") + { + //if (DetermineLineOfSight(player, gameObject)) + //{ + Target.transform.position = new Vector2((Player.transform.position.x + UnityEngine.Random.Range(-MinumumDistance, MinumumDistance)), (Player.transform.position.y + MinumumDistance + UnityEngine.Random.Range(-5, 0))); + //} + } + } + + // Part of the patrol cycle + void MoveNextPatrol() // Determine the next place to move to + { + if (PatrolLock == false) + { + PatrolCooldown = PatrolCooldownReset; + PositionRecomputeLock = true; + LastKnownPlayerLocation = null; + DesiredDistance = WeaponRange - 5; + + if (EnemyType == "GROUND") + { + //Find Random Position nearby + if (PatrolPositions.Count > 1) + Target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + } + + if (EnemyType == "AIR") + { + //Find Random Position nearby + Target.transform.position = new Vector2((StartPosition.x + UnityEngine.Random.Range(-1 * PatrolDistance, PatrolDistance)), (StartPosition.y + UnityEngine.Random.Range(-1 * PatrolDistance, PatrolDistance))); + } + } + } + + // Explode + void Explode() + { + // Shake Camera + Camera.GetComponent().shakeCamera(0.8f, 0.5f); + + // Create Explosion + GameObject Explosion; + Explosion = Instantiate(GameObject.Find("Explosion"), new Vector3(transform.position.x, transform.position.y, GameObject.Find("Explosion").transform.position.z), Quaternion.identity); + Explosion.transform.rotation = Quaternion.Euler(Vector3.forward); + + // Set Variables + Explosion.GetComponent().destroy = true; + Explosion.GetComponent().opacity = true; + Explosion.GetComponent().timer = 3; + Explosion.GetComponent().damageAmmount = WeaponDamage; + + // Destroy Flying Target + //if (EnemyType == "AIR") + //{ + // Destroy(target); + //} + + //gameObject.GetComponent().enabled = false; + + // Destroy GameObject + Destroy(gameObject); + } + + void Cloak(bool state) + { + if (state) + { + gameObject.GetComponent().color = new Color(1f, 1f, 1f, HiddenTransparencyAmmount); + } + else + { + gameObject.GetComponent().color = new Color(1f, 1f, 1f, 1f); + } + } + + void Dash() + { + DashCooldown = DashCooldownReset; + // Perform dash + if (AbilityPlayerESP) + rb.linearVelocity = new Vector2(transform.position.x - Player.transform.position.x, transform.position.y - Player.transform.position.y).normalized * DashSpeed * -1; + else + rb.linearVelocity = new Vector2(transform.position.x - Target.transform.position.x, transform.position.y - Target.transform.position.y).normalized * DashSpeed * -1; + } + + void Teleport() + { + TeleportCooldown = TeleportCooldownReset; + transform.position = Target.transform.position; + } + + // On contact + void OnTriggerEnter2D(Collider2D collision) + { + if (Primed && AbilityExplodeOnContact) + { + if (collision.gameObject.layer == LayerMask.NameToLayer("SolidGround") || collision.gameObject.layer == LayerMask.NameToLayer("Enemies") || collision.gameObject.layer == LayerMask.NameToLayer("Player")) + { + Explode(); + } + } + } + + #endregion +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/MasterEnemyAI.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/MasterEnemyAI.cs.meta new file mode 100644 index 0000000..5d7e737 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/MasterEnemyAI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1c2fe015b31da6b409479a7d804d4c67 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 5 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/MasterEnemyAIOld.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/MasterEnemyAIOld.cs new file mode 100644 index 0000000..6f36655 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/MasterEnemyAIOld.cs @@ -0,0 +1,946 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +// Designed by the goat Jacob Weedman +// Use on any basic enemy +// +// Configure to your likeing +// Not all options apply with every configuration +// +// PREREQUISITES +// 1. The "Seeker" script from the A* pathfinding library must be attatched to the same game object +// 2. A Rigidbody2D component must be attatched to the same game object +// 3. A _Collider2D component must be attatched to the same game object +// 4. Various game objects are required to be in the scene in order for this to function properly +// 5. Various children game objects are required in order for this to funciton properly + +public class MasterEnemyAIOld : MonoBehaviour +{ + + #region MISC VARIABLES (DO NOT CHANGE VALUES) + GameObject target; + GameObject Camera; + float nextWaypointDistance = 5; + Path path; + int currentWaypoint = 0; + bool reachedEndOfPath = false; + GameObject player; + GameObject barrel; + public List SuitablePositions; + public List AllPositions; + float DistanceFromPlayer; + Vector2 StartPosition; + public List PatrolPositions; + public GameObject LastKnownPlayerLocation; + Transform DroneBayLocation; + #endregion + + #region CONDITIONS/GENERAL INFORMATION + public bool targetingPlayer = false; + public bool inFiringCycle = false; + bool currentlyReloading = false; + bool currentlyPatrolling; + bool canJump = true; + bool canMove = true; // Prevent all movement + bool canPursue = false; // Follow player + bool canFire = true; + bool canDash = true; + bool currentlyMovingToNextPatrolTarget = false; + float DesiredDistance; + public int WeaponCurrentMagazineAmmount; + public int NumberOfHitsPerMag = 0; + bool canTeleport = true; + float angle; + bool currentlyInDroneBay = false; + int CurrentBatteryCapacity; + bool currentlyTravelingToDroneBay = false; + bool currentlyRecharging = false; + bool primed = false; // For self-explosion + + #endregion + + #region ENEMY STATS (Changeable in Unity) + public float Speed = 1f; // In relation to player's walking speed + public float JumpHeight = 1f; // In relation to player's regular jump height + public float Health = 100; + public float MinumumDistance = 5f; + public float PatrolDistance = 15; + public int PatrolStallTime = 2000; //ms + public int PlayerDetectionRange = 20; + public float dashSpeed = 40f; // Strength of the dash + public int dashDelay = 1000; + public float HiddenTransparencyAmmount = 0.05f; // Strength of the cloaked transparency + public int TeleportCooldown = 500; //ms + public int MaxBatteryCapacity = 30; // Depletes one every second it is out of the bay + public int RechargeTime = 6000; //ms + + // Capabiltiies + public bool AbilityDash = false; + public bool AbilityInvisible = false; + public bool AbilityJump = false; + public bool AbilityTeleport = false; + public bool AbilityShootAndMove = false; + public bool AbilityReloadAndMove = false; + public bool AbilityMove = false; + public bool AbilityDynamicRelocation = false; + public bool AbilityExplodeOnContact = false; + public bool AbilityExplodeNearPlayer = false; + public bool AbilityExplodeOnDeath = false; + public bool AbilityPlayerESP = false; + + #endregion + + #region WEAPON STATS (CHANGEABLE in Unity) + + public GameObject EnemyProjectile; + public string EnemyType = "GROUND"; // Options: "GROUND", "AIR" + public bool IsDrone = false; + public string WeaponType = "RANGED"; // Options: "RANGED", "ROCKET", "PARTICLE", "MELEE", "GRENADE", "NONE" + public int WeaponDamage = 5; // Damage per hit + public int WeaponFireRate = 300; // Delay in time between attacks both melee and ranged + public float WeaponRandomSpread = 7.5f; // Random direction of lanched projectiles + public int WeaponRange = 15; // Maximum range of the projectile before it drops off + public float WeaponProjectileSpeed = 40f; // Speed of launched projectiles + public int WeaponMagazineSize = 20; // Number of shots the enemy will take before having to reload + public int WeaponReloadTime = 3000; // Time it takes to reload the magazine + #endregion + + #region COMPONENT REFERENCES + Seeker seeker; + Rigidbody2D rb; + #endregion + + #region ONCE THE ENEMY IS SPAWNED IN + void Awake() + { + seeker = GetComponent(); + rb = GetComponent(); + + if (transform.Find("ReloadingIndicator")) // Ensures Reloading Indicator Exists + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + } + if (transform.Find("PursuingIndicator")) // Ensures Pursuing Indicator Exists + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + + StartPosition = transform.position; + AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList(); + + if (EnemyType == "GROUND") // Configure settings for Ground enemies + { + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(pos.transform.position, StartPosition) <= PatrolDistance) + { + PatrolPositions.Add(pos); + } + } + + gameObject.layer = LayerMask.NameToLayer("Enemies"); + + foreach (Transform child in gameObject.transform) + { + child.gameObject.layer = LayerMask.NameToLayer("Enemies"); + } + + if (PatrolPositions.Count() > 0) // Catches error when the game object starts outside of the game area + { + target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + } + else + { + target = null; + } + } + + if (EnemyType == "AIR") // Configure settings for Air enemies + { + gameObject.layer = LayerMask.NameToLayer("FlyingEnemies"); + + foreach (Transform child in gameObject.transform) + { + child.gameObject.layer = LayerMask.NameToLayer("FlyingEnemies"); + } + + GetComponent().gravityScale = 0; + target = Instantiate(GameObject.Find("FlyingTarget"), transform.position, Quaternion.identity); + } + + Camera = GameObject.FindGameObjectWithTag("MainCamera"); + player = GameObject.FindGameObjectWithTag("Player"); + + if (transform.Find("Barrel")) // Ensures barrel exists + { + barrel = transform.Find("Barrel").gameObject; + } + else + { + barrel = null; + } + + LastKnownPlayerLocation = null; + + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + DesiredDistance = WeaponRange - 5; + + // Set default EnemyProjectile if it starts as NULL (DEV forgot to change it lmao) + if (EnemyProjectile == null) + { + EnemyProjectile = GameObject.Find("GameObjectFolder").transform.Find("EnemyProjectile").gameObject; + } + + + InvokeRepeating("UpdatePath", 0f, 0.1f); + InvokeRepeating("PathfindingTimeout", 0f, 10); + + if (IsDrone == true) + { + InvokeRepeating("BatteryDrain", 0f, 1); + CurrentBatteryCapacity = MaxBatteryCapacity; + DroneBayLocation = transform.parent.transform; + } + } + #endregion + + #region INVOKE REPEATING METHODS + // When enemy has reached the next node + void OnPathComplete(Path p) + { + if (!p.error) + { + path = p; + currentWaypoint = 0; + } + } + + // Select next node + void UpdatePath() + { + if (seeker.IsDone() && target != null) + { + seeker.StartPath(rb.position, target.transform.position, OnPathComplete); + } + } + + // Pathfiniding Timeout + void PathfindingTimeout() + { + if (target != null && Vector2.Distance(transform.position, target.transform.position) > 0.5 || LastKnownPlayerLocation == null) + { + //target = gameObject; + MoveNextPatrol(); + + if (AbilityTeleport && canTeleport) + { + Teleport(); + } + } + } + + // Battery Drain + void BatteryDrain() + { + if (currentlyInDroneBay == false) + { + CurrentBatteryCapacity -= 1; + } + } + + #endregion + + #region MAIN LOGIC + void FixedUpdate() + { + #region DEATH + if (Health <= 0) + { + if (AbilityExplodeNearPlayer == false && AbilityExplodeOnContact == false && AbilityExplodeOnDeath == false) + { + // Create carcas + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + DeadBody.GetComponent().gravityScale = 1.5f; + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) + { + GameObject.Destroy(child.gameObject); + } + + Destroy(gameObject); + } + else if (AbilityExplodeOnDeath == true) + { + Explode(); + } + } + + // Explode when close to the player + if (AbilityExplodeNearPlayer && primed && Vector2.Distance(player.transform.position, transform.position) <= 2) + { + Explode(); + } + + #endregion + + #region ICONS + + // See where the enemy wants to go (DEBUGGING ONLY) + /* + if (target != null) + { + foreach (GameObject pos in AllPositions) + { + pos.GetComponent().enabled = false; + } + target.GetComponent().enabled = true; + } + */ + + if (targetingPlayer && transform.Find("PursuingIndicator")) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + if (AbilityInvisible) + { + Cloak(false); + } + } + else if (transform.Find("PursuingIndicator")) + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + if (AbilityInvisible) + { + Cloak(true); + } + } + + if (currentlyReloading && transform.Find("ReloadingIndicator")) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = true; + } + else if (transform.Find("ReloadingIndicator")) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + } + + //if (90 <= angle || angle <= 270) // FIX THIS + //{ + // barrel.transform.localScale = new Vector2(-barrel.transform.localScale.x, barrel.transform.localScale.y); + //} + #endregion + + #region MISC PATHFINDING + // Player ESP + if (AbilityPlayerESP) + { + LastKnownPlayerLocation = player; + } + + if (path == null) + return; + + if (target == null) + return; + if (currentWaypoint >= path.vectorPath.Count) + { + reachedEndOfPath = true; + return; + } + else + { + reachedEndOfPath = false; + } + + #endregion + + #region WEAPONATTACK + // Check if enemy has line of sight on the player & if they are in the acceptable range + if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false && WeaponType != "NONE") + { + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange) + { + UseWeapon(); + } + } + else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false) + { + ReloadWeapon(); + } + #endregion + + #region MOVEMENT + + // Call Dash + if (DetermineLineOfSight(gameObject, player) && targetingPlayer && canDash == true && AbilityDash) + { + Dash(); + } + + // Ground Movement + if (canMove == true && EnemyType == "GROUND" && AbilityMove) + { + canFire = false; + + Vector2 direction = (Vector2)path.vectorPath[currentWaypoint] - rb.position; + + if (direction.x > 0) // Move right + { + rb.AddForce(new Vector2(Speed * 20, rb.linearVelocity.y)); + } + + if (direction.x < 0) // Move left + { + rb.AddForce(new Vector2(-1 * Speed * 20, rb.linearVelocity.y)); + } + + if (direction.y > 1f) // Wants to jump + { + JumpMethod(); + } + + // A* logic + float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); + + if (distance < nextWaypointDistance) + { + currentWaypoint++; + } + } + // Air Movement + if (canMove == true && EnemyType == "AIR" && AbilityMove) + { + Vector2 direction = ((Vector2)path.vectorPath[currentWaypoint] - rb.position).normalized; + Vector2 force = direction * Speed * 20; + + rb.AddForce(force); + + // A* logic + float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); + + if (distance < nextWaypointDistance) + { + currentWaypoint++; + } + } + + + #endregion + + #region GROUND DETECTION + //Detecting if the enemy has reached the ground + if (EnemyType == "GROUND" && AbilityJump && GetComponentInChildren()) // Makes sure the enemy can jump before calculating + { + if (GetComponentInChildren().isGrounded == true && rb.linearVelocity.y == 0) + { + canJump = true; + if (inFiringCycle == false) + { + canFire = true; + } + } + else + { + canJump = false; + canFire = false; + } + } + #endregion + + #region PATROL & DETECTION + + // Check if the enemy is at the target location, used for moving to the next patrol target + if (Vector2.Distance(transform.position, target.transform.position) <= 1) + { + currentlyMovingToNextPatrolTarget = false; + } + + // Enemy detects player + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange) + { + currentlyPatrolling = false; + targetingPlayer = true; + canPursue = true; + primed = true; + // Get the last know player location by finding which of the positions is closest to the player + if (LastKnownPlayerLocation == null) + { + LastKnownPlayerLocation = gameObject; + } + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position)) + { + LastKnownPlayerLocation = pos; + } + } + + // Angle barrel towards player + if (barrel != null) // Prevents Error + { + angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg; + } + + } + // Player has broken line of sight and the enemy will attempt to move to the last known location + else if (LastKnownPlayerLocation != null) + { + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5) + { + canPursue = false; + target = LastKnownPlayerLocation; + + if (AbilityTeleport && canTeleport) + { + Teleport(); + } + + } + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false) + { + targetingPlayer = false; + LastKnownPlayerLocation = null; + } + + // Reset barrel rotation + angle = 0f; + + } + // Go back to patrol move + else + { + primed = false; + //LastKnownPlayerLocation = gameObject; + currentlyPatrolling = true; + targetingPlayer = false; + + if (IsDrone) + { + ReturnToDroneBay(); + } + else if (canMove == true && currentlyMovingToNextPatrolTarget == false) + { + MoveNextPatrol(); + } + + // Reset barrel rotation + angle = 0f; + } + + // Rotate barrel towards player + if (barrel != null) // PRevents error + { + Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle)); + barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 200 * Time.deltaTime); + } + + #endregion + + #region TARGET DETERMINATION + if (canPursue == true) + { + // Catch desired distance error + if (DesiredDistance <= MinumumDistance) + { + DesiredDistance = MinumumDistance + 1; + } + + // If the player moves away (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) > DesiredDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is too close to the target (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) < MinumumDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the target is on the other side of the player (CHANGE TARGET) + //if (Vector2.Distance(transform.position, player.transform.position) < Vector2.Distance(target.transform.position, player.transform.position)) + //{ + // ComputeClosestPositionToPlayer(); + //} + + // If the player is not within line of sight of the desired position (CHANGE TARGET) + if (DetermineLineOfSight(target, player) == false) + { + ComputeClosestPositionToPlayer(); + } + + if (canTeleport && AbilityTeleport) + { + if (Vector2.Distance(transform.position, target.transform.position) > 0.5) + { + Teleport(); + } + } + + // If the enemy reaches the target + if (Vector2.Distance(target.transform.position, transform.position) <= 1 && DetermineLineOfSight(gameObject, player)) + { + if (EnemyType == "AIR") + { + ComputeClosestPositionToPlayer(); + } + if (canTeleport && AbilityTeleport) + { + ComputeClosestPositionToPlayer(); + Teleport(); + } + } + } + } + #endregion + + #endregion + + #region USE WEAPON METHOD + // Use Weapon + async Awaitable UseWeapon() + { + if (AbilityShootAndMove == false) + { + canMove = false; + } + + canFire = false; + inFiringCycle = true; + + switch (WeaponType) + { + case "RANGED": + // Create Projectile + GameObject BulletInstance; + BulletInstance = Instantiate(EnemyProjectile, barrel.transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); + //BulletInstance.transform.parent = transform; + + // Variables + BulletInstance.GetComponent().WeaponDamage = WeaponDamage; + BulletInstance.GetComponent().WeaponRange = WeaponRange; + + // Send it on it's way + BulletInstance.GetComponent().linearVelocity = BulletInstance.transform.forward * -1 * WeaponProjectileSpeed; + BulletInstance.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, BulletInstance.transform.forward) - 90)); + break; + + case "ROCKET": + + // Create Rocket + GameObject Rocket; + Rocket = Instantiate(EnemyProjectile, barrel.transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); + + // Variables + Rocket.GetComponent().WeaponDamage = WeaponDamage; + Rocket.GetComponent().duration = 30; + + // Send it on its way + Rocket.GetComponent().linearVelocity = Rocket.transform.forward * -1 * WeaponProjectileSpeed; + Rocket.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, Rocket.transform.forward) - 90)); + + break; + + case "PARTICLE": + + // Create particle + GameObject ParticleWeapon; + + ParticleWeapon = Instantiate(EnemyProjectile, new Vector3(barrel.transform.position.x + UnityEngine.Random.Range(-0.5f, 0.5f), barrel.transform.position.y + UnityEngine.Random.Range(-0.5f, 0.5f), EnemyProjectile.transform.position.z), Quaternion.identity); + ParticleWeapon.GetComponent().linearVelocity = new Vector2(transform.position.x - player.transform.position.x + UnityEngine.Random.Range(-WeaponRandomSpread, WeaponRandomSpread), transform.position.y - player.transform.position.y + UnityEngine.Random.Range(-WeaponRandomSpread, WeaponRandomSpread)).normalized * 1.25f * WeaponRange * -1; + + // Set variables + ParticleWeapon.GetComponent().destroy = true; + ParticleWeapon.GetComponent().opacity = true; + ParticleWeapon.GetComponent().damageAmmount = WeaponDamage; + + break; + + case "MELEE": + + GameObject.Find("GameData").GetComponent().CurrentHealth -= WeaponDamage; + + break; + + case "GRENADE": + + break; + + default: + Debug.Log("Invalid or no weapon seleted."); + break; + + } + + WeaponCurrentMagazineAmmount--; + await Awaitable.WaitForSecondsAsync(WeaponFireRate/1000); + + canFire = true; + canMove = true; + inFiringCycle = false; + } + #endregion + + #region MISC METHODS + + async Awaitable Dash() + { + canDash = false; + + + await Awaitable.WaitForSecondsAsync(dashDelay/1000); // Dash delay ms + + // Flash Red + gameObject.GetComponent().color = new Color(1f, 0f, 0f, 1f); + + await Awaitable.WaitForSecondsAsync(500/1000); + + gameObject.GetComponent().color = new Color(1f, 1f, 1f, 1f); + + await Awaitable.WaitForSecondsAsync(500/1000); + + gameObject.GetComponent().color = new Color(1f, 0f, 0f, 1f); + + await Awaitable.WaitForSecondsAsync(500/1000); + + gameObject.GetComponent().color = new Color(1f, 1f, 1f, 1f); + + await Awaitable.WaitForSecondsAsync(500/1000); + + // Perform dash + rb.linearVelocity = new Vector2(transform.position.x - player.transform.position.x, transform.position.y - player.transform.position.y).normalized * dashSpeed * -1; + + canDash = true; + } + + // Reload Weapon + async Awaitable ReloadWeapon() + { + canFire = false; + + if (AbilityReloadAndMove == false) + { + canMove = false; + } + + //play reload animation + currentlyReloading = true; + await Awaitable.WaitForSecondsAsync(WeaponReloadTime/1000); + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + currentlyReloading = false; + + if (NumberOfHitsPerMag / WeaponMagazineSize < 0.5 && AbilityDynamicRelocation) + { + DesiredDistance -= 5; + } + + NumberOfHitsPerMag = 0; + + canFire = true; + canMove = true; + } + + // Part of the patrol cycle + async Awaitable MoveNextPatrol() + { + LastKnownPlayerLocation = null; + DesiredDistance = WeaponRange - 5; + + canPursue = false; + currentlyMovingToNextPatrolTarget = true; + + if (EnemyType == "GROUND") + { + //Find Random Position nearby + if (Vector2.Distance(transform.position, target.transform.position) <= 0.5 || PatrolPositions.Contains(target) == false) + { + target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + await Awaitable.WaitForSecondsAsync(PatrolStallTime/1000); + } + } + + if (EnemyType == "AIR") + { + //Find Random Position nearby + target.transform.position = new Vector2((StartPosition.x + UnityEngine.Random.Range(-1 * PatrolDistance, PatrolDistance)), (StartPosition.y + UnityEngine.Random.Range(-1 * PatrolDistance, PatrolDistance))); + await Task.Delay(PatrolStallTime); + } + + } + + // Teleport + async Awaitable Teleport() + { + canTeleport = false; + transform.position = target.transform.position; + await Awaitable.WaitForSecondsAsync(TeleportCooldown/1000); + canTeleport = true; + } + + // Cloak + void Cloak(bool state) + { + if (state) + { + gameObject.GetComponent().color = new Color(1f, 1f, 1f, HiddenTransparencyAmmount); + } + else + { + gameObject.GetComponent().color = new Color(1f, 1f, 1f, 1f); + } + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } + + // Part of the pursue cycle + void ComputeClosestPositionToPlayer() + { + canMove = true; + + if (EnemyType == "GROUND") + { + + SuitablePositions.Clear(); + foreach (GameObject query in AllPositions) + { + // Check the distance of the position + if (Vector2.Distance(query.transform.position, player.transform.position) < DesiredDistance && Vector2.Distance(query.transform.position, player.transform.position) >= MinumumDistance) + { + // Check line of sight of the position + if (DetermineLineOfSight(query, player)) + { + SuitablePositions.Add(query); + } + } + } + + if (SuitablePositions.Count > 0) + { + target = SuitablePositions[UnityEngine.Random.Range(0, SuitablePositions.Count)]; + + if (AbilityTeleport == false) + { + foreach (GameObject pos in SuitablePositions) + { + //Find the point that is closest to the enemy + if (Vector2.Distance(transform.position, pos.transform.position) < Vector2.Distance(transform.position, target.transform.position)) + { + target = pos; + } + } + } + } + } + + if (EnemyType == "AIR") + { + //if (DetermineLineOfSight(player, gameObject)) + //{ + target.transform.position = new Vector2((player.transform.position.x + UnityEngine.Random.Range(-MinumumDistance, MinumumDistance)), (player.transform.position.y + MinumumDistance + UnityEngine.Random.Range(-5, 0))); + //} + } + } + + // Perform jump + async Awaitable JumpMethod() + { + if (canJump == true && AbilityJump) + { + rb.linearVelocity = new Vector2(rb.linearVelocity.x, JumpHeight * 12); + canJump = false; + await Awaitable.WaitForSecondsAsync(500/1000); + } + } + + // Return To Drone Bay + async Awaitable ReturnToDroneBay() + { + if (currentlyTravelingToDroneBay == false && currentlyInDroneBay == false) + { + currentlyTravelingToDroneBay = true; + target.transform.position = DroneBayLocation.position; + } + } + + // Recharge + async Awaitable Recharge() + { + currentlyRecharging = true; + canMove = false; + canFire = false; + seeker.enabled = false; + transform.position = DroneBayLocation.position; + rb.linearVelocity = Vector3.zero; + currentlyTravelingToDroneBay = false; + await Awaitable.WaitForSecondsAsync(RechargeTime/1000); + CurrentBatteryCapacity = MaxBatteryCapacity; + currentlyRecharging = false; + canFire = true; + } + + // Explode + void Explode() + { + // Shake Camera + Camera.GetComponent().shakeCamera(0.8f, 0.5f); + + // Create Explosion + GameObject Explosion; + Explosion = Instantiate(GameObject.Find("Explosion"), new Vector3(transform.position.x, transform.position.y, GameObject.Find("Explosion").transform.position.z), Quaternion.identity); + Explosion.transform.rotation = Quaternion.Euler(Vector3.forward); + + // Set Variables + Explosion.GetComponent().destroy = true; + Explosion.GetComponent().opacity = true; + Explosion.GetComponent().timer = 3; + Explosion.GetComponent().damageAmmount = WeaponDamage; + + // Destroy Flying Target + //if (EnemyType == "AIR") + //{ + // Destroy(target); + //} + + //gameObject.GetComponent().enabled = false; + + // Destroy GameObject + Destroy(gameObject); + } + + // On contact + void OnTriggerEnter2D(Collider2D collision) + { + if (primed && AbilityExplodeOnContact) + { + if (collision.gameObject.layer == LayerMask.NameToLayer("SolidGround") || collision.gameObject.layer == LayerMask.NameToLayer("Enemies") || collision.gameObject.layer == LayerMask.NameToLayer("Player")) + { + Explode(); + } + } + } +} +#endregion \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/MasterEnemyAIOld.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/MasterEnemyAIOld.cs.meta new file mode 100644 index 0000000..fe3e245 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/MasterEnemyAIOld.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 480f622e764a4c54d9e7e2f48f7978f6 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/PossiblePositionsSetup.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/PossiblePositionsSetup.cs new file mode 100644 index 0000000..47916a3 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/PossiblePositionsSetup.cs @@ -0,0 +1,32 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +// Designed by Jacob Weedman +// Part of the "GAMESCRIPTS" required prefab + +public class PossiblePositionsSetup : MonoBehaviour +{ + public List groundList; + + void Awake() + { + //Setup List + groundList = GameObject.FindGameObjectsWithTag("Ground").ToList(); + + //Iterate through each ground object + foreach (GameObject ground in groundList) + { + float RemainingWidth = ground.transform.localScale.x; + + while (RemainingWidth > (-1 * ground.transform.localScale.x)) + { + GameObject position; + position = Instantiate(GameObject.Find("PossiblePosition"), new Vector3((ground.transform.position.x + (GameObject.Find("PossiblePosition").transform.localScale.x / 4) - (RemainingWidth / 2)), (ground.transform.position.y + (GameObject.Find("PossiblePosition").transform.localScale.y / 2) + (ground.transform.localScale.y / 2)), ground.transform.position.z), ground.transform.rotation); + position.transform.parent = ground.transform; + RemainingWidth -= GameObject.Find("PossiblePosition").transform.localScale.x * 2; + } + } + } +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/PossiblePositionsSetup.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/PossiblePositionsSetup.cs.meta new file mode 100644 index 0000000..57cdd1d --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/EnemyScripts/PossiblePositionsSetup.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4dec8478c6d3efb48ab0d10ff7e0dc5e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 1 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/GameData.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/GameData.cs new file mode 100644 index 0000000..9ad293a --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/GameData.cs @@ -0,0 +1,70 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +//Designed by Jacob Weedman +//Belongs to the "GameData" GameObject + +public class GameData : MonoBehaviour +{ + public static GameData Instance; + + // Game Variables + public string CharacterName; // + public string CurrentSector; + public string CurrentLevel; + public float MaxHealth; + public float CurrentHealth; + public int LevelsCompleted; + public int BossesDefeated; + public int EnemiesKilled; + public int TotalSkillPoints = 0; + public int AvailableSkillPoints = 0; + + // Sector transfer refrence for main endings + public Dictionary SectorTransferRefrence = new Dictionary(); + + + //Changable setting while playing + public static float CameraOffset = 5f; + + private void Awake() + { + Instance = this; + DontDestroyOnLoad(gameObject); + + // Set up refrence (names of the scenes) WIP + SectorTransferRefrence.Add("Sector1Level1","Sector1Boss"); + SectorTransferRefrence.Add("Sector1Boss","Sector6Level1"); + SectorTransferRefrence.Add("Sector6Level1","Sector6Boss"); + SectorTransferRefrence.Add("Sector6Boss","Sector9Level1"); + SectorTransferRefrence.Add("Sector9Level1","Sector9Boss"); + SectorTransferRefrence.Add("Sector9Boss","Plane"); // From the plane the player chooses where to go + SectorTransferRefrence.Add("Sector2Level1","Sector2Boss"); + SectorTransferRefrence.Add("Sector2Boss","Sector3Level1"); + SectorTransferRefrence.Add("Sector3Level1","Sector3Boss"); + SectorTransferRefrence.Add("Sector3Boss","Sector8Level1"); + SectorTransferRefrence.Add("Sector8Level1","Sector8Boss"); + SectorTransferRefrence.Add("Sector8Boss","Sector5Level1"); + SectorTransferRefrence.Add("Sector5Level1","Sector5Boss"); + SectorTransferRefrence.Add("Sector5Boss","Sector4Level1"); + SectorTransferRefrence.Add("Sector4Level1","Sector4Boss"); + SectorTransferRefrence.Add("Sector4Boss","Sector7Level1"); + SectorTransferRefrence.Add("Sector7Level1","Sector7Boss"); + SectorTransferRefrence.Add("SectorsS1Level1","SectorS1Boss"); + SectorTransferRefrence.Add("SectorsS1Boss","SectorS2Level1"); + SectorTransferRefrence.Add("SectorsS2Boss","Sector8Level1"); + + + //Initialize Variables + CharacterName = null; + CurrentLevel = null; + MaxHealth = 100; + CurrentHealth = 100; + TotalSkillPoints = 0; + AvailableSkillPoints = 0; + LevelsCompleted = 0; + BossesDefeated = 0; + EnemiesKilled = 0; + } +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/GameData.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/GameData.cs.meta new file mode 100644 index 0000000..e4df34f --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/GameData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: df6e2d19b2ac1664fbffd73cbd649528 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/GameObjectButtonUI.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/GameObjectButtonUI.cs new file mode 100644 index 0000000..cadcbf2 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/GameObjectButtonUI.cs @@ -0,0 +1,74 @@ +using UnityEngine; +using UnityEngine.SceneManagement; + +// Designed by Jacob Weedman +public class GameObjectButtonUI : MonoBehaviour +{ + public string ButtonMode; // "MENU", "SCENE" + public string DestinationScene; + public string MenuName; // Name of the menu + public bool StartMenuDisabled; + + public GameObject MenuRefrence; + + void Awake() + { + if (ButtonMode == "MENU") + { + MenuRefrence = GameObject.Find(MenuName); // GameObject refrence for menu as it will otherwise not work when disabled + + if (StartMenuDisabled && GameObject.Find(MenuName)) + { + GameObject.Find(MenuName).SetActive(false); + } + } + } + + void OnMouseOver() + { + gameObject.GetComponent().color = new Color(1f, 1f, 1f, 0.5f); + } + + void OnMouseExit() + { + gameObject.GetComponent().color = new Color(1f, 1f, 1f, 1f); + } + + void OnMouseDown() + { + switch (ButtonMode) + { + case "MENU": + // Open or close UI Element + try + { + // Switches the active state of the MenuGameObject every time the button is pressed + MenuRefrence.SetActive(!MenuRefrence.activeSelf); + } + catch + { + Debug.Log("Hey you! The button you just pressed is broken."); + } + break; + case "SCENE": + // Change Scene + + try // Scene success + { + SceneManager.LoadScene(DestinationScene); + } + catch // Scene error + { + Debug.Log("Hey you! The button you just pressed is broken. It seems like the scene you selected does not exist or is not added to the build profile."); + } + break; + default: + // Error message + Debug.Log("Hey you! The button you just pressed is broken. It seems like 'ButtonMode' variable is invalid."); + break; + } + } + +} + + diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/GameObjectButtonUI.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/GameObjectButtonUI.cs.meta new file mode 100644 index 0000000..1fdaa2d --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/GameObjectButtonUI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a2fdeedc0122b3e4fbcee5d5078fd118 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/GroundCheck.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/GroundCheck.cs new file mode 100644 index 0000000..6d6b730 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/GroundCheck.cs @@ -0,0 +1,22 @@ +using UnityEngine; + +// Designed by Jacob Weedman + +public class GroundCheck : MonoBehaviour +{ + public bool isGrounded; + float PreviousVelocityY; + float CurrentVelocityY = 0; + + void FixedUpdate() + { + PreviousVelocityY = CurrentVelocityY; + if (GetComponent()) + CurrentVelocityY = GetComponent().linearVelocity.y; + + if (PreviousVelocityY == 0 && CurrentVelocityY == 0) + isGrounded = true; + else + isGrounded = false; + } +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/GroundCheck.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/GroundCheck.cs.meta new file mode 100644 index 0000000..42b3ae2 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/GroundCheck.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2e26b0770900bcd4dbb716a6d2d58794 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/MainMenuScript.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/MainMenuScript.cs new file mode 100644 index 0000000..ef8e797 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/MainMenuScript.cs @@ -0,0 +1,42 @@ +using System; +using UnityEngine; +using UnityEngine.SceneManagement; + +public class MainMenuScript : MonoBehaviour +{ + public SpriteRenderer spriteRenderer; + + + + public float targetAlpha = 0.0f; + public float alphaSpeed = 0.07f; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + spriteRenderer.color = new Color (1.0f, 1.0f, 1.0f, 0.0f); + } + + // Update is called once per frame + void FixedUpdate() + { + // update + float newColorAlpha = spriteRenderer.color.a + (targetAlpha - spriteRenderer.color.a) * alphaSpeed; + spriteRenderer.color = new Color(1.0f, 1.0f, 1.0f, newColorAlpha); + } + + void OnMouseOver() + { + targetAlpha = 1; + } + + void OnMouseExit() + { + targetAlpha = 0; + } + + void OnMouseDown() + { + SceneManager.LoadScene("LevelSelection"); + } +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/MainMenuScript.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/MainMenuScript.cs.meta new file mode 100644 index 0000000..6c07a97 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/MainMenuScript.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 5436d63c5bce7ce4ca0948f62f6492c1 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts.meta new file mode 100644 index 0000000..345fa06 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 03e5cbcf7de66a84385dcdc476db3830 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/BackWallCheck.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/BackWallCheck.cs new file mode 100644 index 0000000..6e24c40 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/BackWallCheck.cs @@ -0,0 +1,16 @@ +using UnityEngine; + +public class BackWallCheck : MonoBehaviour +{ + public bool backTouchingWall; + private playerController PlayerController; + void Start() + { + PlayerController = GameObject.Find("Player").GetComponent(); + } + private void OnCollisionEnter2D(Collision2D other) + { + if (other.gameObject.layer == 6 && PlayerController.isGrounded == false) PlayerController.Flip(); + } + +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/BackWallCheck.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/BackWallCheck.cs.meta new file mode 100644 index 0000000..2b5c536 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/BackWallCheck.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 271eb2e29c34a0c4ebb249963781b3bb \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/Basic Melee.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/Basic Melee.cs new file mode 100644 index 0000000..22eb860 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/Basic Melee.cs @@ -0,0 +1,28 @@ +using UnityEngine; + +public class BasicMelee : MonoBehaviour +{ + + public float damage = 15; + void OnTriggerEnter2D(Collider2D collision) + { + + if (collision.CompareTag("Attackable")) + { + if (collision.GetComponent()) + { + collision.GetComponent().Health -= damage; + } + + if (collision.GetComponent()) + { + if (collision.GetComponent().AttackableByPlayer) + { + collision.GetComponent().Health -= damage; + + } + } + } + } + +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/Basic Melee.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/Basic Melee.cs.meta new file mode 100644 index 0000000..a5832d2 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/Basic Melee.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 4a01a4d6a4955e74ebbcc0ec59721400 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/DoubleCheck.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/DoubleCheck.cs new file mode 100644 index 0000000..aa87ffc --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/DoubleCheck.cs @@ -0,0 +1,15 @@ +using UnityEngine; + +public class DoubleCheck : MonoBehaviour +{ + public bool isInsideGround = false; + private void OnCollisionEnter2D(Collision2D other) + { + if (other.gameObject.CompareTag("Ground")) isInsideGround = true; + } + + private void OnCollisionExit2D(Collision2D other) + { + if (other.gameObject.CompareTag("Ground")) isInsideGround = false; + } +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/DoubleCheck.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/DoubleCheck.cs.meta new file mode 100644 index 0000000..5930ea5 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/DoubleCheck.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f3cfa164590ad2949a33333188132327 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/ShootScript.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/ShootScript.cs new file mode 100644 index 0000000..6efe96a --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/ShootScript.cs @@ -0,0 +1,50 @@ +using UnityEngine; + +public class ShootScript: MonoBehaviour +{ + public Transform Gun, ShootPoint; + public float BulletSpeed, BulletRange, BulletDamage, BulletUnloadSpeed, BulletMagSize, BulletReloadSpeed, BulletBurstAmount; + private float BurstTimer, BurstCounter; + private string ProjectileType; + Vector2 direction; + + + private void Update() + { + Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); + direction = mousePos - (Vector2)Gun.position; + FaceMouse(); + + + BurstTimer -= Time.deltaTime; + + if (BulletBurstAmount > 0 && BurstTimer < 0) + { + GameObject BulletInstance = Instantiate(GameObject.Find(ProjectileType), ShootPoint.position, ShootPoint.rotation * Quaternion.Euler(0, 0, 90)); + BulletInstance.GetComponent().AddForce(BulletInstance.transform.up * -1 * BulletSpeed); + + BurstTimer = BurstCounter; + BulletBurstAmount--; + } + + + + } + + void FaceMouse() + { + Gun.transform.right = direction; + } + + public void Shoot(string projectile, float speed, float range, float damage, float unload, float burst = 1, float burstSpeed = 0) + { + ProjectileType = projectile; + BulletRange = range; + BulletDamage = damage; + BulletSpeed = speed; + BulletUnloadSpeed = unload; + BulletBurstAmount = burst; + BurstCounter = burstSpeed; + BurstTimer = BurstCounter; + } +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/ShootScript.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/ShootScript.cs.meta new file mode 100644 index 0000000..8bbaee3 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/ShootScript.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 71e63fd6b84ea2b488a89c0cbf454fc4 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/WallCheck.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/WallCheck.cs new file mode 100644 index 0000000..8139e7c --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/WallCheck.cs @@ -0,0 +1,16 @@ +using UnityEngine; + +public class WallCheck : MonoBehaviour +{ + public bool touchingWall; + private void OnCollisionEnter2D(Collision2D other) + { + if (other.gameObject.layer == 6) touchingWall = true; + } + + private void OnCollisionExit2D(Collision2D other) + { + if (other.gameObject.layer == 6) touchingWall = false; + } + +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/WallCheck.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/WallCheck.cs.meta new file mode 100644 index 0000000..d143c7a --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/WallCheck.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0a121cc5b301b024ea2a2185f35ce482 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/bulletScript.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/bulletScript.cs new file mode 100644 index 0000000..151c00b --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/bulletScript.cs @@ -0,0 +1,59 @@ +using UnityEngine; + +public class bulletScript : MonoBehaviour +{ + private ShootScript shootScript; + private float range, damage, unload, burst; + private Rigidbody2D body; + Vector3 startPos; + void Awake() + { + shootScript = GameObject.Find("Player").GetComponent(); + body = GetComponent(); + range = shootScript.BulletRange; + damage = shootScript.BulletDamage; + unload = shootScript.BulletUnloadSpeed; + burst = shootScript.BulletBurstAmount; + + startPos = transform.position; + } + void Update() + { + Vector3 currentPos = transform.position; + + if (Vector2.Distance(startPos, currentPos) > range) body.gravityScale = 1; + if (currentPos.y < -1000) Destroy(gameObject); + } + + void OnTriggerEnter2D(Collider2D collision) + { + + if (collision.CompareTag("Attackable")) + { + if (collision.GetComponent()) + { + collision.GetComponent().Health -= damage; + Destroy(gameObject); + } + + if (collision.GetComponent()) + { + if (collision.GetComponent().AttackableByPlayer) + { + collision.GetComponent().Health -= damage; + Destroy(gameObject); + + } + + } + + } + + if (collision.gameObject.layer == 6) Destroy(gameObject); + + + + } + + +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/bulletScript.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/bulletScript.cs.meta new file mode 100644 index 0000000..904e0a4 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/bulletScript.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c7e7339128775734981b0d99898e1a7f \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/playerController.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/playerController.cs new file mode 100644 index 0000000..f41b865 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/playerController.cs @@ -0,0 +1,671 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + + +public class playerController : MonoBehaviour +{ + + #region Imported Variables + private GroundCheck groundCheck; + private DoubleCheck doubleCheck; + private WallCheck wallCheck; + private Rigidbody2D body; + private Collider2D hBox; + public GameObject attackHitbox; + public GameObject gun; + #endregion + #region Keybinds / Controls + private KeyCode hop, up, down, left, right, dash, lightAttack, heavyAttack, ultimateAttack, forward; + private String currentDirection; + private int directionsHeld; + private bool RIGHT, LEFT, UP, DOWN, moveLock; + #endregion + #region Timers + private float coyoteTimeAmount = .1f, airjumpTurnaroundWindow = .1f, jumpBufferAmount = .2f, clickBufferAmount = .1f, wallStallAmount = .15f, dashLength = .15f, waveDashWindow = .18f, scrollSpeed = .15f; + private float CoyoteTimer, jumpBufferTimer, clickBufferTimer, airjumpTurnTimer, wallStallTimer, dashCooldownTimer, dashLeftTimer, dashRightTimer, waveDashTimer, hitboxTimer, scrollTimer, reloadTimer; + private float tempMaxSpeedTimer, dashCooldownAmount = 1, moveLockTimer, sideDashTimer, pauseGravTimer, dashEndTimer; + #endregion + #region Player Booleans + private bool allowedToWalk = true, allowedToJump = true, allowedToWallSlide = true, allowedToDash = true, speedClampingActive = true, canScroll = true; + public bool isGrounded, isWallSlide, canJumpAgain, isFacingRight = true, canDash, dashingLeft, dashingRight, alreadyAirDashed, waveDashing = false; + [SerializeField] private bool canDie = true; + #endregion + #region Player Floats + private float defaultMaxSpeed = 10f, defaultMoveSpeed = 10f, defaultJumpPower = 30f, defaultDashPower = 60f, defaultTurnResponsiveness = 4f, defaultExtraJumps = 1f; //Permanent Upgrades Will Affect These + private float tempMaxSpeed = 10f, tempMoveSpeed = 10f, tempJumpPower = 30f, tempDashPower = 60f, tempTurnResponsiveness = 8f, tempExtraJumps; //Temporary Upgrades/Debuffs Will Affect These + private float velocityDirection = 1, turnaround; + [SerializeField] private float playerHealth; + #endregion + #region Characters/Inventory Management + private List playerInventory; + public int equippedIndex = 2; + public String equippedItem, SelectedPlayer; + #endregion + + + void Start() + { + body = GetComponent(); + hBox = transform.GetComponent(); + body.gravityScale = 6; + + #region Character Movesets + switch (SelectedPlayer) + { + case "Cade": + playerInventory = new List { "StaffSwing", "Fireball", "DragonBreath" }; + break; + + case "Sloane": + playerInventory = new List { "Knife", "Grenade", "Rifle", "Shotgun" }; + break; + + case "Leo": + playerInventory = new List { "ChargeFist", "JunkToss", "Grabble" }; + break; + + case "Gamma": + playerInventory = new List { "ArmStab", "BlubberBomb", "BodyThrow" }; + break; + + default: + playerInventory = new List { "Gun", "Melee"}; + break; + } + equippedItem = playerInventory[equippedIndex]; + #endregion + + #region Character Controls + + switch (SelectedPlayer) + { + case "Cade": + case "Sloane": + default: + hop = KeyCode.W; + up = KeyCode.W; + down = KeyCode.S; + left = KeyCode.A; + right = KeyCode.D; + dash = KeyCode.LeftShift; + break; + + case "Leo": + case "Gamma": + hop = KeyCode.Space; + up = KeyCode.UpArrow; + down = KeyCode.DownArrow; + left = KeyCode.LeftArrow; + right = KeyCode.RightArrow; + dash = KeyCode.LeftShift; + lightAttack = KeyCode.X; + heavyAttack = KeyCode.C; + break; + } + forward = right; + + + + + + + #endregion + + } + + void Update() + { + StateCheck(); + + if (playerHealth > 0) { + PhysicsTimersHandler(); + + Movement(); + + ControllerTimersHandler(); + + CheckFaceDirection(); + + RangedCombat(); + } + } + + #region BEHIND-THE-SCENES STUFF + void StateCheck() + { + #region Ground Check + groundCheck = GetComponentInChildren(); + doubleCheck = GetComponentInChildren(); + + if (groundCheck.isGrounded && !doubleCheck.isInsideGround) isGrounded = true; + else isGrounded = false; + #endregion + + #region Wall Check + wallCheck = GetComponentInChildren(); + if ((wallCheck.touchingWall) && !isGrounded && Input.GetKey(forward)) isWallSlide = true; + else isWallSlide = false; + #endregion + + #region Reload Air Jumps + if (isGrounded && (tempExtraJumps < defaultExtraJumps)) + tempExtraJumps = defaultExtraJumps; + + if (tempExtraJumps > 0) canJumpAgain = true; + else canJumpAgain = false; + #endregion + + #region Reload Dash + if (isGrounded) alreadyAirDashed = false; + #endregion + + #region Health Update + playerHealth = GameObject.Find("GameData").GetComponent().CurrentHealth; + + if (playerHealth <= 0) body.linearVelocityX = 0; + + #endregion + + #region Most Recent Direction Input + if (moveLock == false) LEFT = Input.GetKey(left); + if (moveLock == false) RIGHT = Input.GetKey(right); + UP = Input.GetKey(up); + DOWN = Input.GetKey(down); + + directionsHeld = 0; + if (LEFT) directionsHeld++; if (RIGHT) directionsHeld++; if (UP) directionsHeld++; if (DOWN) directionsHeld++; + + if (UP) currentDirection = "up"; + else if (DOWN) currentDirection = "down"; + else if (LEFT || RIGHT) + { + if (LEFT && left != forward || RIGHT && right != forward) currentDirection = "backward"; + if (LEFT && left == forward || RIGHT && right == forward) currentDirection = "forward"; + } + else currentDirection = "neutral"; + #endregion + + #region Gravity Updates + if (pauseGravTimer <= 0) + { + if (DOWN && !UP) body.gravityScale = 8; + else body.gravityScale = 6; + } + #endregion + } + + void CheckFaceDirection() + { + if ((body.linearVelocity.x > 0 && !isFacingRight || body.linearVelocity.x < 0 && isFacingRight) && isGrounded) Flip(); + } + public void Flip() + { + if (forward == left) forward = right; + else if (forward == right) forward = left; + + isFacingRight = !isFacingRight; + velocityDirection *= -1; + + #region Change Player Orientation + Vector3 currentScale = transform.localScale; + currentScale.x *= -1; + transform.localScale = currentScale; + + Vector3 gunScale = gun.transform.localScale; + gunScale.x *= -1; + gunScale.y *= -1; + gun.transform.localScale = gunScale; + + #endregion + } + void PhysicsTimersHandler() + { + #region Coyote Time + if (isGrounded && !(body.linearVelocity.y > 0)) CoyoteTimer = coyoteTimeAmount; + if (CoyoteTimer > 0) CoyoteTimer -= Time.deltaTime; + #endregion + + #region Jump Buffering + if (Input.GetKeyDown(hop)) jumpBufferTimer = jumpBufferAmount; + if (jumpBufferTimer > 0) jumpBufferTimer -= Time.deltaTime; + #endregion + + #region Window To Change Directions After Air Jump + if (airjumpTurnTimer > 0) airjumpTurnTimer -= Time.deltaTime; + #endregion + + #region Wall Stall + if (!isWallSlide || body.linearVelocity.y >= 0) wallStallTimer = wallStallAmount; + if (wallStallTimer > 0) wallStallTimer -= Time.deltaTime; + #endregion + + #region WaveDashing + if (isGrounded && waveDashing) waveDashTimer -= Time.deltaTime; + if (waveDashTimer > 0) waveDashing = true; + else waveDashing = false; + #endregion + + #region Resetting Speed Clamping + + if (tempMaxSpeedTimer <= 0) + { + tempMaxSpeed = defaultMaxSpeed; + body.linearVelocity = new Vector2(Mathf.Clamp(body.linearVelocity.x, -tempMaxSpeed, tempMaxSpeed), Mathf.Clamp(body.linearVelocity.y, -tempJumpPower, tempJumpPower)); + } + else + { + tempMaxSpeedTimer -= Time.deltaTime; + body.linearVelocity = new Vector2(Mathf.Clamp(body.linearVelocity.x, -tempMaxSpeed, tempMaxSpeed), Mathf.Clamp(body.linearVelocity.y, -tempMaxSpeed, tempMaxSpeed)); + } + + #endregion + + #region Gravity + if (pauseGravTimer > 0) pauseGravTimer -= Time.deltaTime; + #endregion + + #region Physics After A Dash Ends + if (dashEndTimer > 0) dashEndTimer -= Time.deltaTime; + if (dashEndTimer < 0) + { + dashEndTimer = 0; + if (body.linearVelocity.y > 0) body.linearVelocity = new Vector2(body.linearVelocity.x, 10); + } + #endregion + } + void ControllerTimersHandler() + { + #region Click Buffer & Reload Timers + if (Input.GetMouseButtonDown(0)) clickBufferTimer = clickBufferAmount; + if (clickBufferTimer > 0) clickBufferTimer -= Time.deltaTime; + if (reloadTimer > 0) reloadTimer -= Time.deltaTime; + #endregion + + #region Dash Cooldown + if (dashCooldownTimer > 0) dashCooldownTimer -= Time.deltaTime; + if (dashCooldownTimer <= 0) canDash = true; + else canDash = false; + #endregion + + #region Dash Input Window + /* + if (dashLeftTimer > 0 && Input.GetKeyDown(left) && canDash && !alreadyAirDashed) dashingLeft = true; + if (Input.GetKeyDown(left)) + { + dashLeftTimer = dashWindowAmount; + dashRightTimer = 0; + } + + if (dashRightTimer > 0 && Input.GetKeyDown(right) && canDash && !alreadyAirDashed) dashingRight = true; + if (Input.GetKeyDown(right)) + { + dashRightTimer = dashWindowAmount; + dashLeftTimer = 0; + } + + if (dashLeftTimer > 0) dashLeftTimer -= Time.deltaTime; + if (dashRightTimer > 0) dashRightTimer -= Time.deltaTime; + + */ + #endregion + + #region Attack Window + if (hitboxTimer >= 0) hitboxTimer -= Time.deltaTime; + if (hitboxTimer < 0) attackHitbox.SetActive(false); + #endregion + + #region Inventory Scrolling + if (scrollTimer > 0) scrollTimer -= Time.deltaTime; + if (scrollTimer > 0) canScroll = false; + else canScroll = true; + #endregion + + #region Left/Right Locks + if (moveLockTimer > 0) + { + moveLockTimer -= Time.deltaTime; + moveLock = true; + } + else moveLock = false; + #endregion + } + #endregion + + #region PLAYER CONTROLLED ASPECTS + void Movement() + { + + if (allowedToWalk) + { + #region Walking + if (!(LEFT && RIGHT)) + { + #region Control Responsiveness + if (!isGrounded) turnaround = tempTurnResponsiveness * .75f; + else turnaround = tempTurnResponsiveness; + if (airjumpTurnTimer > 0) turnaround = tempTurnResponsiveness * 5f; + #endregion + + #region Moving Left + if (LEFT) body.linearVelocity += new Vector2(-tempMoveSpeed * turnaround * Time.deltaTime, 0); + #endregion + + #region Moving Right + if (RIGHT) body.linearVelocity += new Vector2(tempMoveSpeed * turnaround * Time.deltaTime, 0); + #endregion + + } + #endregion + + #region Friction + if (!(Input.GetKey(left) || Input.GetKey(right)) || (Input.GetKey(left) && Input.GetKey(right))) + { + float fric; + if (Math.Abs(body.linearVelocity.x) > 5f) { fric = .97f; } + else { fric = .92f; } + + body.linearVelocity = new Vector2(body.linearVelocity.x * fric, body.linearVelocity.y); + + if (Math.Abs(body.linearVelocity.x) < .4f) body.linearVelocity = new Vector2(0, body.linearVelocity.y); + + } + #endregion + } + + if (allowedToJump) + { + #region Normal Jumps + if (CoyoteTimer > 0 && jumpBufferTimer > 0) + { + body.linearVelocity = new Vector2(body.linearVelocity.x, tempJumpPower); + jumpBufferTimer = 0; + CoyoteTimer = 0; + if(waveDashTimer > 0) waveDashTimer = waveDashWindow; + Debug.Log("normalJump"); + + } + #endregion + + #region Air Jumps + else if (canJumpAgain && Input.GetKeyDown(hop) && !isWallSlide) + { + Debug.Log("doubleJump"); + jumpBufferTimer = 0; + Debug.Log("CHECKDOUBLE"); + + + body.linearVelocity = new Vector2(body.linearVelocity.x, tempJumpPower * .8f); + tempExtraJumps--; + + + airjumpTurnTimer = airjumpTurnaroundWindow; + } + #endregion + + #region Releasing Jump + if (!Input.GetKey(hop) && body.linearVelocity.y > 0) + { + body.linearVelocity = new Vector2(body.linearVelocity.x, body.linearVelocity.y * .97f); + } + #endregion + } + + if (allowedToWallSlide) + { + #region Wall Sliding Friction + if (isWallSlide && wallStallTimer > 0 && body.linearVelocity.y < 0) + { + body.linearVelocity = new Vector2(body.linearVelocity.x, body.linearVelocity.y * .95f); + body.gravityScale = 0; + } + else if (isWallSlide && body.linearVelocity.y < 0) body.gravityScale = 2; + + #endregion + + #region Wall Jumps + if (isWallSlide && jumpBufferTimer > 0) + { + moveLockTimer = 0.15f; + + body.linearVelocity = new Vector2(tempMoveSpeed * -velocityDirection, 20f); + + if (velocityDirection < 0) { RIGHT = true; LEFT = false; } + else if (velocityDirection > 0) { LEFT = true; RIGHT = false; } + + jumpBufferTimer = 0; + } + #endregion + } + + if (allowedToDash) + { + #region Dashing + if (Input.GetKeyDown(dash) && canDash && !alreadyAirDashed) + { + tempMaxSpeed = tempDashPower; + tempMaxSpeedTimer = dashLength; + moveLockTimer = dashLength; + pauseGravTimer = dashLength; + body.linearVelocity = new Vector2(body.linearVelocity.x, 0); + body.gravityScale = 0; + + dashCooldownTimer = dashCooldownAmount; + alreadyAirDashed = true; + + if ((LEFT && DOWN || LEFT && UP || RIGHT && DOWN || RIGHT && UP) && directionsHeld == 2) tempDashPower = 0.70710678f * tempDashPower; + + + #region Neutral Dashing + if (!LEFT && !RIGHT && directionsHeld % 2 == 0) + { + if (forward == right) + { + RIGHT = true; + LEFT = false; + } + else if (forward == left) + { + LEFT = true; + RIGHT = false; + } + } + #endregion + + #region Directional Dashes + if (LEFT && !RIGHT) body.linearVelocity = new Vector2(-tempDashPower, body.linearVelocity.y); + if (!LEFT && RIGHT) body.linearVelocity = new Vector2(tempDashPower, body.linearVelocity.y); + + if (UP && !DOWN) { body.linearVelocity = new Vector2(body.linearVelocity.x, 2f * tempDashPower); dashEndTimer = .15f; } + if (!UP && DOWN) body.linearVelocity = new Vector2(body.linearVelocity.x, -2f * tempDashPower); + #endregion + + + if ((DOWN && RIGHT || DOWN && LEFT) && directionsHeld == 2) waveDashTimer = waveDashWindow; + + + + tempDashPower = defaultDashPower; + } +#endregion + } + + } + public void RangedCombat() + { + #region Weapon Wheel + float scrollInput = Input.GetAxis("Mouse ScrollWheel"); + + if (scrollInput != 0 && canScroll) + { + int scrollDirection = Math.Sign(scrollInput); + int nextIndex = equippedIndex + scrollDirection; + scrollTimer = scrollSpeed; + + equippedIndex = (nextIndex % playerInventory.Count + playerInventory.Count) % playerInventory.Count; + equippedItem = playerInventory[equippedIndex]; + + reloadTimer = 0; + } + #endregion + + #region Shooting + + if (clickBufferTimer > 0 && reloadTimer <= 0) + { + + switch (equippedItem) + { + + #region Cade's Weapons + case "StaffSwing": + break; + + case "Fireball": + break; + + case "DragonBreath": + break; + #endregion + + #region Sloane's Weapons + case "Knife": + break; + + case "Grenade": + break; + + case "Rifle": + break; + + case "Shotgun": + break; + #endregion + + #region Leo's Weapons + case "ChargeFist": + break; + + case "JunkToss": + break; + + case "Grabble": + break; + #endregion + + #region Gamma's Weapons + case "ArmStab": + break; + + case "BlubberBomb": + break; + + case "BodyThrow": + break; + #endregion + + + #region Test Weapons + case "Melee": + attackHitbox.SetActive(true); + hitboxTimer = .2f; + reloadTimer = .3f; + Debug.Log("swing"); + break; + + case "Gun": + GetComponent().Shoot("Bullet", 2000f, 15f, 25f, .25f, 3, .05f); + reloadTimer = .5f; + break; + #endregion + } + + + } + #endregion + } + public void DirectionalCombat() + { + + if (Input.GetKeyDown(lightAttack) && reloadTimer <= 0) + { + switch (currentDirection) { + + case ("up"): + + + + break; + + case ("down"): + + break; + + case ("backward"): + + + + + + break; + + case ("forward"): + + break; + + case ("right"): + + break; + + + + } + + + } + + + + + + if (Input.GetKeyDown(heavyAttack) && reloadTimer <= 0) + { + switch (currentDirection) + { + + case ("up"): + + + + break; + + case ("down"): + + break; + + case ("left"): + + break; + + case ("right"): + + break; + + } + + + } + + + + } + #endregion + + + + + + + + +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/playerController.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/playerController.cs.meta new file mode 100644 index 0000000..d4d7b50 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/PlayerScripts/playerController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 43123429e7f993140b4cf6d8bd8c7b35 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/Test.txt b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/Test.txt new file mode 100644 index 0000000..70cdb40 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/Test.txt @@ -0,0 +1 @@ +this is just a text file to see if I (Tyson) can successfully push to the repo using git diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/Test.txt.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/Test.txt.meta new file mode 100644 index 0000000..295bdfa --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/Test.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 31970e17b2bebd74cbec26ac2d292740 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts.meta new file mode 100644 index 0000000..9db9091 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ee4b6189b2f1f9047b187c22df1345ea +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/BruteAI.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/BruteAI.cs new file mode 100644 index 0000000..e1d4e83 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/BruteAI.cs @@ -0,0 +1,500 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//Use on Brute type enemies + +public class BruteAI : MonoBehaviour +{ + + //MISC + GameObject target; + float nextWaypointDistance = 5; + Path path; + int currentWaypoint = 0; + bool reachedEndOfPath = false; + GameObject projectile; + GameObject player; + GameObject barrel; + public List SuitablePositions; + public List AllPositions; + float DistanceFromPlayer; + Vector2 StartPosition; + public List PatrolPositions; + GameObject LastKnownPlayerLocation; + + //CONDITIONS/GENERAL INFORMATION + bool canJump = true; + bool canMove = true; // Prevent all movement + bool canPursue = false; // Follow player + bool canFire = false; + bool currentlyReloading = false; + bool currentlyPatrolling; + bool currentlyMovingToNextPatrolTarget = false; + float DesiredDistance; + float MinumumDistance = 5f; + bool targetingPlayer = false; + bool inFiringCycle = false; + int WeaponCurrentMagazineAmmount; + int NumberOfHitsPerMag = 0; + float angle; + bool canDash = true; + + //ENEMY STATS (Changeable) + public float Speed = 0.6f; // In relation to player's walking speed + public float JumpHeight = 0.8f; // In relation to player's regular jump height + public float Health = 250; + public float PatrolDistance = 10; + public int PatrolStallTime = 2000; //ms + public int PlayerDetectionRange = 25; + public float dashSpeed = 20f; // Strength of the dash + + //WEAPON STATS (CHANGEABLE) + public int WeaponDamage = 20; // Damage per hit + public int WeaponFireRate = 1000; // Delay in time between attacks both melee and ranged + public float WeaponRandomSpread = 6f; // Random direction of lanched projectiles + public int WeaponRange = 30; // Maximum range of the projectile before it drops off + public float WeaponProjectileSpeed = 30f; // Speed of launched projectiles + public int WeaponMagazineSize = 15; // Number of shots the enemy will take before having to reload + public int WeaponReloadTime = 7000; // Time it takes to reload the magazine + + //REFERENCES + Seeker seeker; + Rigidbody2D rb; + + //ONCE THE GAME STARTS + void Start() + { + seeker = GetComponent(); + rb = GetComponent(); + + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + transform.Find("PursuingIndicator").GetComponent().enabled = false; + + StartPosition = transform.position; + AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList(); + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(pos.transform.position, StartPosition) <= PatrolDistance) + { + PatrolPositions.Add(pos); + } + } + target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + + projectile = GameObject.Find("EnemyProjectile"); + player = GameObject.FindGameObjectWithTag("Player"); + barrel = transform.Find("Barrel").gameObject; + LastKnownPlayerLocation = null; + + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + DesiredDistance = WeaponRange - 5; + + InvokeRepeating("UpdatePath", 0f, 0.1f); + InvokeRepeating("PathfindingTimeout", 0f, 10); + + } + + // When enemy has reached the next node + void OnPathComplete(Path p) + { + if (!p.error) + { + path = p; + currentWaypoint = 0; + } + } + + // Select next node + void UpdatePath() + { + if (seeker.IsDone() && target != null) + { + seeker.StartPath(rb.position, target.transform.position, OnPathComplete); + } + } + + // Pathfiniding Timeout + void PathfindingTimeout() + { + if (Vector2.Distance(transform.position, target.transform.position) > 0.5 && canDash == true) + { + target = gameObject; + MoveNextPatrol(); + } + } + + //MAIN LOGIC + void FixedUpdate() + { +//DEATH + if (Health <= 0) + { + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) + { + GameObject.Destroy(child.gameObject); + } + Destroy(gameObject); + } + +//ICONS + if (targetingPlayer) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + + if (currentlyReloading) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + } + + //if (90 <= angle || angle <= 270) + //{ + // barrel.transform.localScale = new Vector2(-barrel.transform.localScale.x, barrel.transform.localScale.y); + //} + +//MISC PATHFINDING + if (path == null) + return; + + if (target == null) + return; + if (currentWaypoint >= path.vectorPath.Count) + { + reachedEndOfPath = true; + return; + } + else + { + reachedEndOfPath = false; + } + +//RANGED ATTACK + // Check if enemy has line of sight on the player & if they are in the acceptable range + if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false && currentlyPatrolling == false) + { + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange && Vector2.Distance(transform.position, player.transform.position) <= DesiredDistance) + { + UseWeapon(); + } + } + else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false) + { + ReloadWeapon(); + } + +//CALL DASH + if (DetermineLineOfSight(gameObject, player) && targetingPlayer && canDash == true && canJump == true) + { + Dash(player); + } + +//MOVEMENT + if (canMove == true) + { + canFire = false; + + Vector2 direction = (Vector2)path.vectorPath[currentWaypoint] - rb.position; + //float xDirection = target.transform.position.x - transform.position.x; + + if (direction.x > 0) // Move right + { + rb.AddForce(new Vector2(Speed * 20, rb.linearVelocity.y)); + } + + if (direction.x < 0) // Move left + { + rb.AddForce(new Vector2(-1 * Speed * 20, rb.linearVelocity.y)); + } + + if (direction.y > 1f) // Wants to jump + { + JumpMethod(); + } + + // A* logic + float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); + + if (distance < nextWaypointDistance) + { + currentWaypoint++; + } + } + +//GROUND DETECTION + //Detecting if the enemy has reached the ground + if (GetComponentInChildren().isGrounded == true && rb.linearVelocity.y == 0) + { + canJump = true; + if (inFiringCycle == false) + { + canFire = true; + } + } + else + { + canJump = false; + canFire = false; + } + +//PATROL & DETECTION + // Enemy detects player + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange) + { + currentlyPatrolling = false; + targetingPlayer = true; + canPursue = true; + // Get the last know player location by finding which of the positions is closest to the player + if (LastKnownPlayerLocation == null) + { + LastKnownPlayerLocation = gameObject; + } + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position)) + { + LastKnownPlayerLocation = pos; + } + } + + // Angle barrel towards player + angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg; + + } + // Player has broken line of sight and the enemy will attempt to move to the last known location + else if (LastKnownPlayerLocation != null) + { + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5) + { + canPursue = false; + target = LastKnownPlayerLocation; + } + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false) + { + targetingPlayer = false; + LastKnownPlayerLocation = null; + } + + // Reset barrel rotation + angle = 0f; + + } + // Go back to patrol move + else + { + currentlyPatrolling = true; + targetingPlayer = false; + if (canMove == true && currentlyMovingToNextPatrolTarget == false) + { + MoveNextPatrol(); + } + + // Reset barrel rotation + angle = 0f; + } + + // Rotate barrel towards player + Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle)); + barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 100 * Time.deltaTime); + +//TARGET DETERMINATION + if (canPursue == true) + { + // Catch desired distance error + if (DesiredDistance <= MinumumDistance) + { + DesiredDistance = MinumumDistance + 1; + } + + // If the player moves away (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) > DesiredDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is too close to the target (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) < MinumumDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the target is on the other side of the player (CHANGE TARGET) + if (Vector2.Distance(transform.position, player.transform.position) < Vector2.Distance(target.transform.position, player.transform.position)) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is not within line of sight of the desired position (CHANGE TARGET) + if (DetermineLineOfSight(target, player) == false) + { + ComputeClosestPositionToPlayer(); + } + + // If the enemy reaches the target + if (Vector2.Distance(target.transform.position, transform.position) <= 1 && DetermineLineOfSight(gameObject, player)) + { + if (canFire == false && inFiringCycle == false) + { + canFire = true; + } + } + } + } + +//MISC METHODS + // Perform jump + async Task JumpMethod() + { + if (canJump == true) + { + rb.linearVelocity = new Vector2(rb.linearVelocity.x, JumpHeight * 12); + canJump = false; + await Task.Delay(500); + } + } + + // Dash + async Task Dash(GameObject endLocation) + { + canDash = false; + + // Perform dash + rb.linearVelocity = new Vector2(transform.position.x - player.transform.position.x, transform.position.y - player.transform.position.y).normalized * dashSpeed * -1; + + await Task.Delay(5000); + + canDash = true; + } + + // Use Ranged Weapon + async Task UseWeapon() + { + canFire = false; + inFiringCycle = true; + + // Create Projectile + GameObject BulletInstance; + BulletInstance = Instantiate(projectile, transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); + BulletInstance.transform.parent = transform; + + // Send it on it's way + BulletInstance.GetComponent().linearVelocity = BulletInstance.transform.forward * -1 * WeaponProjectileSpeed; + BulletInstance.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, BulletInstance.transform.forward) - 90)); + WeaponCurrentMagazineAmmount--; + + await Task.Delay(WeaponFireRate); + + canFire = true; + inFiringCycle = false; + } + + // Reload Weapon + async Task ReloadWeapon() + { + canFire = false; + //play reload animation + currentlyReloading = true; + await Task.Delay(WeaponReloadTime); + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + currentlyReloading = false; + + if (NumberOfHitsPerMag / WeaponMagazineSize < 0.5) + { + DesiredDistance -= 5; + } + NumberOfHitsPerMag = 0; + + canFire = true; + } + + // Part of the patrol cycle + async Task MoveNextPatrol() + { + LastKnownPlayerLocation = null; + DesiredDistance = WeaponRange - 5; + + canPursue = false; + currentlyMovingToNextPatrolTarget = true; + + //Find Random Position nearby + if (Vector2.Distance(transform.position, target.transform.position) <= 0.5 || PatrolPositions.Contains(target) == false) + { + target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + await Task.Delay(PatrolStallTime + UnityEngine.Random.Range((PatrolStallTime * -1), PatrolStallTime)); + } + + currentlyMovingToNextPatrolTarget = false; + + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } + + // Part of the pursue cycle + void ComputeClosestPositionToPlayer() + { + canFire = false; + canMove = true; + + SuitablePositions.Clear(); + foreach (GameObject query in AllPositions) + { + // Check the distance of the position + if (Vector2.Distance(query.transform.position, player.transform.position) < DesiredDistance && Vector2.Distance(query.transform.position, player.transform.position) >= MinumumDistance) + { + // Check line of sight of the position + if (DetermineLineOfSight(query, player)) + { + SuitablePositions.Add(query); + } + } + } + + if (SuitablePositions.Count > 0) + { + target = SuitablePositions[UnityEngine.Random.Range(0, SuitablePositions.Count)]; + foreach (GameObject pos in SuitablePositions) + { + //Find the point that is closest to the enemy + if (Vector2.Distance(transform.position, pos.transform.position) < Vector2.Distance(transform.position, target.transform.position)) + { + target = pos; + } + } + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/BruteAI.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/BruteAI.cs.meta new file mode 100644 index 0000000..9789d9b --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/BruteAI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9776525c92b362242a58f959cbe6b91e \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/CloakerAI.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/CloakerAI.cs new file mode 100644 index 0000000..1e97887 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/CloakerAI.cs @@ -0,0 +1,328 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//Use on Cloaker type enemies + +public class CloakerAI : MonoBehaviour +{ + +//MISC +GameObject target; + public float nextWaypointDistance = 5; + Path path; + int currentWaypoint = 0; + bool reachedEndOfPath = false; + GameObject projectile; + GameObject player; + public List SuitablePositions; + public List AllPositions; + float DistanceFromPlayer; + Vector2 StartPosition; + public List PatrolPositions; + GameObject LastKnownPlayerLocation; + +//CONDITIONS/GENERAL INFORMATION + bool canJump = true; + bool canMove = true; // Prevent all movement + bool canPursue = false; // Follow player + bool canFire = false; + bool currentlyReloading = false; + bool targetingPlayer = false; + bool inFiringCycle = false; + bool canDash = true; + +//ENEMY STATS (Changeable) + public float Speed = 0.7f; // In relation to player's walking speed + public float JumpHeight = 1.4f; // In relation to player's regular jump height + public float Health = 15; + public int PlayerDetectionRange = 25; + public float HiddenTransparencyAmmount = 0.05f; + public float dashSpeed = 40f; // Strength of the dash + +//WEAPON STATS (CHANGEABLE) + public int WeaponDamage = 40; // Damage per hit + public int WeaponFireRate = 1500; // Delay in time between attacks both melee and ranged + public float WeaponMeleeRange = 0.75f; + +//REFERENCES + Seeker seeker; + Rigidbody2D rb; + +//ONCE THE GAME STARTS + void Start() + { + seeker = GetComponent(); + rb = GetComponent(); + + transform.Find("PursuingIndicator").GetComponent().enabled = false; + + StartPosition = transform.position; + AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList(); + + projectile = GameObject.Find("EnemyProjectile"); + player = GameObject.FindGameObjectWithTag("Player"); + LastKnownPlayerLocation = null; + target = gameObject; + + InvokeRepeating("UpdatePath", 0f, 0.1f); + InvokeRepeating("PathfindingTimeout", 0f, 10); + + } + + // When enemy has reached the next node + void OnPathComplete(Path p) + { + if (!p.error) + { + path = p; + currentWaypoint = 0; + } + } + + // Select next node + void UpdatePath() + { + if (seeker.IsDone() && target != null) + { + seeker.StartPath(rb.position, target.transform.position, OnPathComplete); + } + } + + // Pathfiniding Timeout + void PathfindingTimeout() + { + if (Vector2.Distance(transform.position, target.transform.position) > 0.5) + { + LastKnownPlayerLocation = null; + targetingPlayer = false; + target = gameObject; + } + } + +//MAIN LOGIC + void FixedUpdate() + { + +//DEATH + if (Health <= 0) + { + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) { + GameObject.Destroy(child.gameObject); + } + Destroy(gameObject); + } + +//ICONS + if (targetingPlayer && gameObject.GetComponent().color.a == 1) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + gameObject.GetComponent().color = new Color(1f, 0f, 0f, HiddenTransparencyAmmount); + } + +//MISC PATHFINDING + if (path == null) + return; + + if (target == null) + return; + if (currentWaypoint >= path.vectorPath.Count) + { + reachedEndOfPath = true; + return; + } + else + { + reachedEndOfPath = false; + } + +//ATTACK + // Check if enemy has line of sight on the player & if they are in the acceptable range + if (canFire == true && currentlyReloading == false) + { + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(player.transform.position, transform.position) <= WeaponMeleeRange) + { + gameObject.GetComponent().color = new Color(1f, 0f, 0f, 1f); + UseWeapon(); + } + } +//CALL DASH + if (DetermineLineOfSight(gameObject, player) && targetingPlayer && canDash == true) + { + Dash(); + } + +//MOVEMENT + if (canMove == true) + { + canFire = false; + + Vector2 direction = (Vector2)path.vectorPath[currentWaypoint] - rb.position; + + if (direction.x > 0) // Move right + { + rb.AddForce(new Vector2(Speed * 20, rb.linearVelocity.y)); + } + + if (direction.x < 0) // Move left + { + rb.AddForce(new Vector2(-1 * Speed * 20, rb.linearVelocity.y)); + } + + if (direction.y > 1f) // Wants to jump + { + JumpMethod(); + } + + // A* logic + float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); + + if (distance < nextWaypointDistance) + { + currentWaypoint++; + } + } + +//GROUND DETECTION + //Detecting if the enemy has reached the ground + if (GetComponentInChildren().isGrounded == true && rb.linearVelocity.y == 0) + { + canJump = true; + if (inFiringCycle == false) + { + canFire = true; + } + } + else + { + canJump = false; + canFire = false; + } + +//DETECTION + // Enemy detects player + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange) + { + targetingPlayer = true; + canPursue = true; + + target = player; + // Get the last know player location by finding which of the positions is closest to the player + if (LastKnownPlayerLocation == null) + { + LastKnownPlayerLocation = gameObject; + } + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position)) + { + LastKnownPlayerLocation = pos; + } + } + + } + // Player has broken line of sight and the enemy will attempt to move to the last known location + else if (LastKnownPlayerLocation != null) + { + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5) + { + canPursue = false; + target = LastKnownPlayerLocation; + } + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false) + { + targetingPlayer = false; + LastKnownPlayerLocation = null; + } + + + } + +//TARGET DETERMINATION + if (canPursue == true) + { + // If the enemy reaches the target + if (Vector2.Distance(target.transform.position, transform.position) <= 1 && DetermineLineOfSight(gameObject, player)) + { + if (canFire == false && inFiringCycle == false) + { + canFire = true; + } + } + } + } + +//MISC METHODS + // Perform jump + async Task JumpMethod() + { + if (canJump == true) + { + rb.linearVelocity = new Vector2(rb.linearVelocity.x, JumpHeight * 12); + canJump = false; + await Task.Delay(500); + } + } + + // Dash + async Task Dash() + { + canDash = false; + + // Perform dash + rb.linearVelocity = new Vector2(transform.position.x - player.transform.position.x, transform.position.y - player.transform.position.y).normalized * dashSpeed * -1; + + await Task.Delay(1000); // Dash delay ms + + canDash = true; + } + + // Use Ranged Weapon + async Task UseWeapon() + { + canFire = false; + inFiringCycle = true; + + // melee attack + //Damage + GameObject.Find("GameData").GetComponent().CurrentHealth -= WeaponDamage; + + await Task.Delay(WeaponFireRate); + + canFire = true; + inFiringCycle = false; + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/CloakerAI.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/CloakerAI.cs.meta new file mode 100644 index 0000000..a7ad079 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/CloakerAI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a49219e9fdacd2640a56d6100c2983c9 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/CustomEnemyAI.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/CustomEnemyAI.cs new file mode 100644 index 0000000..00fbed9 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/CustomEnemyAI.cs @@ -0,0 +1,465 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//V 0.0.3 +//DO NOT USE THIS ON ANY ENEMIES + +public class CustomEnemyAI : MonoBehaviour +{ + + //MISC + public GameObject target; + public float nextWaypointDistance = 5; + Path path; + int currentWaypoint = 0; + bool reachedEndOfPath = false; + GameObject projectile; + GameObject player; + public List SuitablePositions; + public List AllPositions; + public float DistanceFromPlayer; + Vector2 StartPosition; + public List PatrolPositions; + public GameObject LastKnownPlayerLocation; + + //CONDITIONS/GENERAL INFORMATION + public bool canJump = true; + public bool canMove = true; + public bool canPursue = true; + public bool canFire = false; + public bool currentlyReloading = false; + public bool currentlyPatrolling; + public bool currentlyMovingToNextPatrolTarget = false; + public float DesiredDistance; + public float MinumumDistance = 5f; + public bool targetingPlayer = false; + + //ENEMY STATS (Changeable) + public float Speed = 1; // In relation to player's walking speed + public float JumpHeight = 1; // In relation to player's regular jump height + public float Health = 100; + public float PatrolDistance = 10; + public int PatrolStallTime = 2000; //ms + public int PlayerDetectionRange = 30; + + //WEAPON STATS (CHANGEABLE) + public string WeaponType = "RANGED"; // RANGED, MELEE, PHYSICS + public int WeaponDamage = 15; // Damage per hit + public int WeaponFireRate = 250; // Delay in time between attacks both melee and ranged + public float WeaponRandomSpread = 5f; // Random direction of lanched projectiles (DOES NOT APPLY TO MELEE ATTACKS) + public int WeaponRange = 40; // Maximum range of the projectile before it drops off (DOES NOT APPLY TO MELEE ATTACKS) + int WeaponMeleeRange = 5; // Minimum distance the enemy has to be away from the player in order to be able to hit the player (DOES NOT APPLY TO RANGED ATTACKS) + public float WeaponProjectileSpeed = 30f; // Speed of launched projectiles (DOES NOT APPLY TO MELEE WEAPONS) + public int WeaponMagazineSize = 20; // Number of shots the enemy will take before having to reload + public int WeaponReloadTime = 5000; // Time it takes to reload the magazine + public int WeaponCurrentMagazineAmmount; // Current number of ammo in the mag (DO NOT CHANGE THIS) + + Seeker seeker; + Rigidbody2D rb; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + seeker = GetComponent(); + rb = GetComponent(); + + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + transform.Find("PursuingIndicator").GetComponent().enabled = false; + + StartPosition = transform.position; + AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList(); + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(pos.transform.position, StartPosition) <= PatrolDistance) + { + PatrolPositions.Add(pos); + } + } + target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + + projectile = GameObject.Find("TestBullet"); + player = GameObject.FindGameObjectWithTag("Player"); + LastKnownPlayerLocation = gameObject; + + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + DesiredDistance = WeaponRange; + + InvokeRepeating("UpdatePath", 0f, 0.1f); + } + + // When enemy has reached the next node + void OnPathComplete(Path p) + { + if (!p.error) + { + path = p; + currentWaypoint = 0; + } + } + + // Select next node + void UpdatePath() + { + if (seeker.IsDone() && target != null) + { + seeker.StartPath(rb.position, target.transform.position, OnPathComplete); + } + } + + //Main logic + void FixedUpdate() + { + if (Health <= 0) + { + Destroy(transform); + } + + // See where the enemy wants to go (DEBUGGING ONLY) + if (target != null) + { + foreach (GameObject pos in AllPositions) + { + pos.GetComponent().enabled = false; + } + target.GetComponent().enabled = true; + } + + // Change Icons + if (targetingPlayer) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + + if (currentlyReloading) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + } + + //MISC PATHFINDING + if (path == null) + return; + + if (target == null) + return; + if (currentWaypoint >= path.vectorPath.Count) + { + reachedEndOfPath = true; + return; + } + else + { + reachedEndOfPath = false; + } + + //MOVEMENT + if (canMove == true) + { + canFire = false; + + Vector2 direction = (Vector2)path.vectorPath[currentWaypoint] - rb.position; + float xDirection = path.vectorPath[currentWaypoint].x - rb.position.x; + + if (xDirection > 0) // Move right + { + rb.AddForce(new Vector2(Speed * 20, rb.linearVelocity.y)); + } + + if (xDirection < 0) // Move left + { + rb.AddForce(new Vector2(-1 * Speed * 20, rb.linearVelocity.y)); + } + + if (direction.y > 1f) // Wants to jump + { + JumpMethod(); + } + + // A* logic + float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); + + if (distance < nextWaypointDistance) + { + currentWaypoint++; + } + } + + //Detecting if the enemy has reached the ground + if (GetComponentInChildren().isGrounded == true) + { + canJump = true; + } + else + { + canJump = false; + } + + //PATROL + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange) + { + //target = null; + currentlyPatrolling = false; + targetingPlayer = true; + canPursue = true; + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position)) + { + LastKnownPlayerLocation = pos; + } + } + } + else if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5) + { + canPursue = false; + if (targetingPlayer == false) + { + target = LastKnownPlayerLocation; + } + } + + else + { + //target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + LastKnownPlayerLocation = gameObject; + currentlyPatrolling = true; + currentlyPatrolling = true; + targetingPlayer = false; + } + + if (currentlyPatrolling) + { + if (canMove == true && currentlyMovingToNextPatrolTarget == false) + { + MoveNextPatrol(); + } + } + else + { + //RANGED ATTACK + if (WeaponType == "RANGED") + { + // Check if enemy has line of sight on the player + // Does the ray intersect any ground objects + //if (Physics2D.Raycast(EnemyRaycastStart, EnemyRaycastDirection, EnemyRaycastDistance, LayerMask.GetMask("Default"))) + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, GameObject.FindGameObjectWithTag("Player").transform.position) <= WeaponRange) + {// Line of sight + // Check to see if the enemy is within range of the player to begin shooting + //if (Vector2.Distance(rb.position, GameObject.FindGameObjectWithTag("Player").transform.position) <= WeaponRange) + //{ + if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false) + { + UseWeapon(); + } + else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false) + { + ReloadWeapon(); + } + } + else + { + canMove = true; + } + } + } + + + if (canPursue == true) + { + //TARGET DETERMINATION + // If the player moves away (CHANGE TARGET) + + ComputeClosestPositionToPlayer(); + + if (Vector2.Distance(target.transform.position, player.transform.position) > WeaponRange - 2) + { + ComputeClosestPositionToPlayer(); + canFire = false; + canMove = true; + } + + //If the player is too close to the target (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) < MinumumDistance) + { + ComputeClosestPositionToPlayer(); + canFire = false; + canMove = true; + } + + //If the target is on the other side of the player + if (Vector2.Distance(transform.position, player.transform.position) < Vector2.Distance(target.transform.position, player.transform.position)) + { + ComputeClosestPositionToPlayer(); + canFire = false; + canMove = true; + } + + // If the player is not within line of sight of the desired position (CHANGE TARGET) + if (DetermineLineOfSight(target, player) == false) + { + ComputeClosestPositionToPlayer(); + canFire = false; + canMove = true; + } + + // If the enemy reaches the target + if (Vector2.Distance(target.transform.position, transform.position) < 0.5) + { + if (DetermineLineOfSight(gameObject, player)) // If the enemy has LOS on the player + { + if (currentlyReloading == false) + { + canFire = true; + } + } + else + { + ComputeClosestPositionToPlayer(); + canFire = false; + canMove = true; + } + } + + // If the enemy has not yet reached the target + else + { + + } + } + } + + // Perform jump + async Task JumpMethod() + { + if (canJump == true) + { + + rb.linearVelocity = new Vector2(rb.linearVelocity.x, JumpHeight * 12); + canJump = false; + await Task.Delay(500); + } + } + // Use Ranged Weapon + async Task UseWeapon() + { + canFire = false; + canMove = false; + + // Create Projectile + GameObject BulletInstance; + BulletInstance = Instantiate(projectile, transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); + BulletInstance.transform.parent = transform; + + // Generate random angle + //Vector2 ExitVelocity = BulletInstance.transform.forward * new Vector2(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread)).normalized; + + // Send it on it's way + BulletInstance.GetComponent().linearVelocity = BulletInstance.transform.forward * -1 * WeaponProjectileSpeed; + BulletInstance.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, BulletInstance.transform.forward) - 90)); + WeaponCurrentMagazineAmmount--; + + await Task.Delay(WeaponFireRate); + + canFire = true; + canMove = true; + } + + // Reload Weapon + async Task ReloadWeapon() + { + canFire = false; + canMove = false; + //play reload animation + currentlyReloading = true; + await Task.Delay(WeaponReloadTime); + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + currentlyReloading = false; + canFire = true; + canMove = true; + } + + // Part of the patrol cycle + async Task MoveNextPatrol() + { + canPursue = false; + currentlyMovingToNextPatrolTarget = true; + + //Find Random Position nearby + if (Vector2.Distance(transform.position, target.transform.position) <= 0.5 || PatrolPositions.Contains(target) == false) + { + target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + await Task.Delay(PatrolStallTime); + } + + canPursue = true; + currentlyMovingToNextPatrolTarget = false; + + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("Default")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } + + // Partof the pursue cycle + void ComputeClosestPositionToPlayer() + { + SuitablePositions.Clear(); + foreach (GameObject query in AllPositions) + { + // Check the distance of the position + if (Vector2.Distance(query.transform.position, player.transform.position) <= DesiredDistance && Vector2.Distance(query.transform.position, player.transform.position) >= MinumumDistance) + { + // Check line of sight of the position + + if (DetermineLineOfSight(query, player)) + { + SuitablePositions.Add(query); + } + } + } + + if (SuitablePositions.Count > 0) + { + target = SuitablePositions[UnityEngine.Random.Range(0, SuitablePositions.Count)]; + foreach (GameObject pos in SuitablePositions) + { + //Find the point that is closest to the enemy + if (Vector2.Distance(transform.position, pos.transform.position) < Vector2.Distance(transform.position, target.transform.position)) + { + if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, target.transform.position)) + { + target = pos; + } + } + } + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/CustomEnemyAI.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/CustomEnemyAI.cs.meta new file mode 100644 index 0000000..0ca365f --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/CustomEnemyAI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e1f4adc563b83f549b3b3fc9eeb38e9a \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/FlameTurretAI.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/FlameTurretAI.cs new file mode 100644 index 0000000..26ebe24 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/FlameTurretAI.cs @@ -0,0 +1,190 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//Use on Flamethrower turrets + +public class FlameTurretAI : MonoBehaviour +{ + +//MISC + GameObject projectile; + GameObject player; + GameObject barrel; + float DistanceFromPlayer; + Vector2 StartPosition; + +//CONDITIONS/GENERAL INFORMATION + bool canFire = true; + bool currentlyReloading = false; + bool targetingPlayer = false; + bool inFiringCycle = false; + int WeaponCurrentMagazineAmmount; + float angle; + +//ENEMY STATS (Changeable) + public float Health = 100; + public int PlayerDetectionRange = 40; + +//WEAPON STATS (CHANGEABLE) + public int WeaponDamage = 1; // Damage per hit + public int WeaponFireRate = 50; // Delay in time between attacks both melee and ranged + public float WeaponRandomSpread = 2.5f; // Random direction of lanched projectiles + public int WeaponRange = 20; // Maximum range of the projectile before it drops off + public float WeaponProjectileSpeed = 20f; // Speed of launched projectiles + public int WeaponMagazineSize = 80; // Number of shots the enemy will take before having to reload + public int WeaponReloadTime = 10000; // Time it takes to reload the magazine + +//ONCE THE GAME STARTS + void Start() + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + transform.Find("PursuingIndicator").GetComponent().enabled = false; + + projectile = GameObject.Find("EnemyProjectile"); + player = GameObject.FindGameObjectWithTag("Player"); + barrel = transform.Find("Barrel").gameObject; + + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + + canFire = true; + } + +//MAIN LOGIC + void FixedUpdate() + { + DistanceFromPlayer = Vector2.Distance(transform.position, player.transform.position); + +// Death + if (Health <= 0) + { + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) { + GameObject.Destroy(child.gameObject); + } + Destroy(gameObject); + } + + +//ICONS + if (targetingPlayer) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + + if (currentlyReloading) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + } + +//RANGED ATTACK + // Check if enemy has line of sight on the player & if they are in the acceptable range + if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false) + { + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange) + { + UseWeapon(); + } + } + else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false) + { + ReloadWeapon(); + } + +//PLAYER TARGETING + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange + 10) + { + targetingPlayer = true; + + // Set angle to player + angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg; + + } + else + { + // Reset barrel rotation + angle = 90f; + } + + // Rotate barrel towards player + Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle)); + barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 100 * Time.deltaTime); + + } + + //MISC METHODS + // Use Ranged Weapon + async Task UseWeapon() + { + canFire = false; + inFiringCycle = true; + + GameObject Flame; + Flame = Instantiate(GameObject.Find("Flame"), new Vector3(transform.position.x + UnityEngine.Random.Range(-0.5f, 0.5f), transform.position.y + UnityEngine.Random.Range(-0.5f, 0.5f), GameObject.Find("EvilAura").transform.position.z), Quaternion.identity); + Flame.transform.rotation = Quaternion.Euler(Vector3.forward * UnityEngine.Random.Range(-90, 90)); + + // Send it on its way + Flame.GetComponent().linearVelocity = new Vector2(transform.position.x - player.transform.position.x + UnityEngine.Random.Range(-WeaponRandomSpread, WeaponRandomSpread), transform.position.y - player.transform.position.y + UnityEngine.Random.Range(-WeaponRandomSpread, WeaponRandomSpread)).normalized * 3 * WeaponRange * -1; + + //Set Variables + Flame.GetComponent().destroy = true; + Flame.GetComponent().opacity = true; + Flame.GetComponent().timer = 3; + Flame.GetComponent().destroyOnCollide= true; + Flame.GetComponent().damageAmmount = WeaponDamage; + + await Task.Delay(WeaponFireRate); + + canFire = true; + inFiringCycle = false; + } + + // Reload Weapon + async Task ReloadWeapon() + { + canFire = false; + //play reload animation + currentlyReloading = true; + await Task.Delay(WeaponReloadTime); + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + currentlyReloading = false; + + canFire = true; + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/FlameTurretAI.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/FlameTurretAI.cs.meta new file mode 100644 index 0000000..178cd3b --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/FlameTurretAI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1b9c0ca6eef46ec49b42f46141997c46 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/FlamethrowerAI.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/FlamethrowerAI.cs new file mode 100644 index 0000000..f474eb5 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/FlamethrowerAI.cs @@ -0,0 +1,473 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//Use on Flamethrower type enemies + +public class FlamethrowerAI : MonoBehaviour +{ + +//MISC + GameObject target; + float nextWaypointDistance = 5; + Path path; + int currentWaypoint = 0; + bool reachedEndOfPath = false; + GameObject projectile; + GameObject player; + GameObject barrel; + public List SuitablePositions; + public List AllPositions; + float DistanceFromPlayer; + Vector2 StartPosition; + public List PatrolPositions; + public GameObject LastKnownPlayerLocation; + +//CONDITIONS/GENERAL INFORMATION + bool canJump = true; + bool canMove = true; // Prevent all movement + bool canPursue = false; // Follow player + bool canFire = false; + bool currentlyReloading = false; + bool currentlyPatrolling; + bool currentlyMovingToNextPatrolTarget = false; + float DesiredDistance; + float MinumumDistance = 5f; + bool targetingPlayer = false; + bool inFiringCycle = false; + int WeaponCurrentMagazineAmmount; + float angle; + +//ENEMY STATS (Changeable) + public float Speed = 1.3f; // In relation to player's walking speed + public float JumpHeight = 1.3f; // In relation to player's regular jump height + public float Health = 30; + public float PatrolDistance = 15; + public int PatrolStallTime = 2000; //ms + public int PlayerDetectionRange = 20; + +//WEAPON STATS (CHANGEABLE) + public int WeaponDamage = 1; // Damage per hit + public int WeaponFireRate = 50; // Delay in time between attacks both melee and ranged + public float WeaponRandomSpread = 3f; // Random direction of lanched projectiles + public int WeaponRange = 15; // Maximum range of the projectile before it drops off + public int WeaponMagazineSize = 200; // Number of shots the enemy will take before having to reload + public int WeaponReloadTime = 5000; // Time it takes to reload the magazine + +//REFERENCES + Seeker seeker; + Rigidbody2D rb; + +//ONCE THE GAME STARTS + void Start() + { + seeker = GetComponent(); + rb = GetComponent(); + + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + transform.Find("PursuingIndicator").GetComponent().enabled = false; + + StartPosition = transform.position; + AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList(); + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(pos.transform.position, StartPosition) <= PatrolDistance) + { + PatrolPositions.Add(pos); + } + } + target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + + projectile = GameObject.Find("EnemyProjectile"); + player = GameObject.FindGameObjectWithTag("Player"); + barrel = transform.Find("Barrel").gameObject; + LastKnownPlayerLocation = null; + + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + DesiredDistance = WeaponRange - 5; + + InvokeRepeating("UpdatePath", 0f, 0.1f); + InvokeRepeating("PathfindingTimeout", 0f, 10); + + } + + // When enemy has reached the next node + void OnPathComplete(Path p) + { + if (!p.error) + { + path = p; + currentWaypoint = 0; + } + } + + // Select next node + void UpdatePath() + { + if (seeker.IsDone() && target != null) + { + seeker.StartPath(rb.position, target.transform.position, OnPathComplete); + } + } + + // Pathfiniding Timeout + void PathfindingTimeout() + { + if (Vector2.Distance(transform.position, target.transform.position) > 0.5) + { + target = gameObject; + MoveNextPatrol(); + } + } + +//MAIN LOGIC + void FixedUpdate() + { +//DEATH + if (Health <= 0) + { + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) { + GameObject.Destroy(child.gameObject); + } + Destroy(gameObject); + } + +//ICONS + if (targetingPlayer) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + + if (currentlyReloading) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + } + + //if (90 <= angle || angle <= 270) + //{ + // barrel.transform.localScale = new Vector2(-barrel.transform.localScale.x, barrel.transform.localScale.y); + //} + +//MISC PATHFINDING + if (path == null) + return; + + if (target == null) + return; + if (currentWaypoint >= path.vectorPath.Count) + { + reachedEndOfPath = true; + return; + } + else + { + reachedEndOfPath = false; + } + +//RANGED ATTACK + // Check if enemy has line of sight on the player & if they are in the acceptable range + if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false && currentlyPatrolling == false) + { + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange && Vector2.Distance(transform.position, player.transform.position) <= DesiredDistance) + { + UseWeapon(); + } + } + else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false) + { + ReloadWeapon(); + } + +//MOVEMENT + if (canMove == true) + { + canFire = false; + + Vector2 direction = (Vector2)path.vectorPath[currentWaypoint] - rb.position; + + if (direction.x > 0) // Move right + { + rb.AddForce(new Vector2(Speed * 20, rb.linearVelocity.y)); + } + + if (direction.x < 0) // Move left + { + rb.AddForce(new Vector2(-1 * Speed * 20, rb.linearVelocity.y)); + } + + if (direction.y > 1f) // Wants to jump + { + JumpMethod(); + } + + // A* logic + float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); + + if (distance < nextWaypointDistance) + { + currentWaypoint++; + } + } + +//GROUND DETECTION + //Detecting if the enemy has reached the ground + if (GetComponentInChildren().isGrounded == true && rb.linearVelocity.y == 0) + { + canJump = true; + if (inFiringCycle == false) + { + canFire = true; + } + } + else + { + canJump = false; + canFire = false; + } + +//PATROL & DETECTION + // Enemy detects player + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange) + { + currentlyPatrolling = false; + targetingPlayer = true; + canPursue = true; + // Get the last know player location by finding which of the positions is closest to the player + if (LastKnownPlayerLocation == null) + { + LastKnownPlayerLocation = gameObject; + } + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position)) + { + LastKnownPlayerLocation = pos; + } + } + + // Angle barrel towards player + angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg; + + } + // Player has broken line of sight and the enemy will attempt to move to the last known location + else if (LastKnownPlayerLocation != null) + { + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5) + { + canPursue = false; + target = LastKnownPlayerLocation; + } + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false) + { + targetingPlayer = false; + LastKnownPlayerLocation = null; + } + + // Reset barrel rotation + angle = 0f; + + } + // Go back to patrol move + else + { + currentlyPatrolling = true; + targetingPlayer = false; + if (canMove == true && currentlyMovingToNextPatrolTarget == false) + { + MoveNextPatrol(); + } + + // Reset barrel rotation + angle = 0f; + } + + // Rotate barrel towards player + Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle)); + barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 200 * Time.deltaTime); + +//TARGET DETERMINATION + if (canPursue == true) + { + // Catch desired distance error + if (DesiredDistance <= MinumumDistance) + { + DesiredDistance = MinumumDistance + 1; + } + + // If the player moves away (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) > DesiredDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is too close to the target (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) < MinumumDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the target is on the other side of the player (CHANGE TARGET) + if (Vector2.Distance(transform.position, player.transform.position) < Vector2.Distance(target.transform.position, player.transform.position)) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is not within line of sight of the desired position (CHANGE TARGET) + if (DetermineLineOfSight(target, player) == false) + { + ComputeClosestPositionToPlayer(); + } + + // If the enemy reaches the target + if (Vector2.Distance(target.transform.position, transform.position) <= 1 && DetermineLineOfSight(gameObject, player)) + { + if (canFire == false && inFiringCycle == false) + { + canFire = true; + } + } + } + } + +//MISC METHODS + // Perform jump + async Task JumpMethod() + { + if (canJump == true) + { + rb.linearVelocity = new Vector2(rb.linearVelocity.x, JumpHeight * 12); + canJump = false; + await Task.Delay(500); + } + } + // Use Ranged Weapon + async Task UseWeapon() + { + canFire = false; + inFiringCycle = true; + + GameObject Flame; + Flame = Instantiate(GameObject.Find("Flame"), new Vector3(transform.position.x + UnityEngine.Random.Range(-0.5f, 0.5f), transform.position.y + UnityEngine.Random.Range(-0.5f, 0.5f), GameObject.Find("EvilAura").transform.position.z), Quaternion.identity); + Flame.transform.rotation = Quaternion.Euler(Vector3.forward * UnityEngine.Random.Range(-90, 90)); + + // Send it on its way + Flame.GetComponent().linearVelocity = new Vector2(transform.position.x - player.transform.position.x + UnityEngine.Random.Range(-WeaponRandomSpread, WeaponRandomSpread), transform.position.y - player.transform.position.y + UnityEngine.Random.Range(-WeaponRandomSpread, WeaponRandomSpread)).normalized * 1.25f * WeaponRange * -1; + + //Set Variables + Flame.GetComponent().destroy = true; + Flame.GetComponent().opacity = true; + Flame.GetComponent().destroyOnCollide= true; + Flame.GetComponent().damageAmmount = WeaponDamage; + + await Task.Delay(WeaponFireRate); + + canFire = true; + inFiringCycle = false; + } + + // Reload Weapon + async Task ReloadWeapon() + { + canFire = false; + canMove = false; + //play reload animation + currentlyReloading = true; + await Task.Delay(WeaponReloadTime); + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + currentlyReloading = false; + + canFire = true; + canMove = true; + } + + // Part of the patrol cycle + async Task MoveNextPatrol() + { + LastKnownPlayerLocation = null; + DesiredDistance = WeaponRange - 5; + + canPursue = false; + currentlyMovingToNextPatrolTarget = true; + + //Find Random Position nearby + if (Vector2.Distance(transform.position, target.transform.position) <= 0.5 || PatrolPositions.Contains(target) == false) + { + target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + await Task.Delay(PatrolStallTime + UnityEngine.Random.Range((PatrolStallTime * -1), PatrolStallTime)); + } + + currentlyMovingToNextPatrolTarget = false; + + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } + + // Part of the pursue cycle + void ComputeClosestPositionToPlayer() + { + canFire = false; + canMove = true; + + SuitablePositions.Clear(); + foreach (GameObject query in AllPositions) + { + // Check the distance of the position + if (Vector2.Distance(query.transform.position, player.transform.position) < DesiredDistance && Vector2.Distance(query.transform.position, player.transform.position) >= MinumumDistance) + { + // Check line of sight of the position + if (DetermineLineOfSight(query, player)) + { + SuitablePositions.Add(query); + } + } + } + + if (SuitablePositions.Count > 0) + { + target = SuitablePositions[UnityEngine.Random.Range(0, SuitablePositions.Count)]; + foreach (GameObject pos in SuitablePositions) + { + //Find the point that is closest to the enemy + if (Vector2.Distance(transform.position, pos.transform.position) < Vector2.Distance(transform.position, target.transform.position)) + { + target = pos; + } + } + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/FlamethrowerAI.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/FlamethrowerAI.cs.meta new file mode 100644 index 0000000..1216729 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/FlamethrowerAI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9a8b83d0c517ff040ac4a88b082b85ec \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/GruntAI.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/GruntAI.cs new file mode 100644 index 0000000..a462931 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/GruntAI.cs @@ -0,0 +1,480 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//Use on Grunt type enemies + +public class GruntAI : MonoBehaviour +{ + +//MISC + GameObject target; + float nextWaypointDistance = 5; + Path path; + int currentWaypoint = 0; + bool reachedEndOfPath = false; + GameObject projectile; + GameObject player; + GameObject barrel; + public List SuitablePositions; + public List AllPositions; + float DistanceFromPlayer; + Vector2 StartPosition; + public List PatrolPositions; + public GameObject LastKnownPlayerLocation; + +//CONDITIONS/GENERAL INFORMATION + bool canJump = true; + bool canMove = true; // Prevent all movement + bool canPursue = false; // Follow player + bool canFire = false; + bool currentlyReloading = false; + bool currentlyPatrolling; + bool currentlyMovingToNextPatrolTarget = false; + float DesiredDistance; + float MinumumDistance = 5f; + bool targetingPlayer = false; + bool inFiringCycle = false; + int WeaponCurrentMagazineAmmount; + public int NumberOfHitsPerMag = 0; + float angle; + +//ENEMY STATS (Changeable) + public float Speed = 1.3f; // In relation to player's walking speed + public float JumpHeight = 1.3f; // In relation to player's regular jump height + public float Health = 30; + public float PatrolDistance = 15; + public int PatrolStallTime = 2000; //ms + public int PlayerDetectionRange = 20; + +//WEAPON STATS (CHANGEABLE) + public int WeaponDamage = 1; // Damage per hit + public int WeaponFireRate = 100; // Delay in time between attacks both melee and ranged + public float WeaponRandomSpread = 7.5f; // Random direction of lanched projectiles + public int WeaponRange = 15; // Maximum range of the projectile before it drops off + public float WeaponProjectileSpeed = 40f; // Speed of launched projectiles + public int WeaponMagazineSize = 20; // Number of shots the enemy will take before having to reload + public int WeaponReloadTime = 3000; // Time it takes to reload the magazine + +//REFERENCES + Seeker seeker; + Rigidbody2D rb; + +//ONCE THE GAME STARTS + void Start() + { + seeker = GetComponent(); + rb = GetComponent(); + + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + transform.Find("PursuingIndicator").GetComponent().enabled = false; + + StartPosition = transform.position; + AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList(); + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(pos.transform.position, StartPosition) <= PatrolDistance) + { + PatrolPositions.Add(pos); + } + } + target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + + projectile = GameObject.Find("EnemyProjectile"); + player = GameObject.FindGameObjectWithTag("Player"); + barrel = transform.Find("Barrel").gameObject; + LastKnownPlayerLocation = null; + + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + DesiredDistance = WeaponRange - 5; + + InvokeRepeating("UpdatePath", 0f, 0.1f); + InvokeRepeating("PathfindingTimeout", 0f, 10); + + } + + // When enemy has reached the next node + void OnPathComplete(Path p) + { + if (!p.error) + { + path = p; + currentWaypoint = 0; + } + } + + // Select next node + void UpdatePath() + { + if (seeker.IsDone() && target != null) + { + seeker.StartPath(rb.position, target.transform.position, OnPathComplete); + } + } + + // Pathfiniding Timeout + void PathfindingTimeout() + { + if (Vector2.Distance(transform.position, target.transform.position) > 0.5) + { + target = gameObject; + MoveNextPatrol(); + } + } + +//MAIN LOGIC + void FixedUpdate() + { +//DEATH + if (Health <= 0) + { + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) { + GameObject.Destroy(child.gameObject); + } + Destroy(gameObject); + } + +//ICONS + if (targetingPlayer) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + + if (currentlyReloading) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + } + + //if (90 <= angle || angle <= 270) + //{ + // barrel.transform.localScale = new Vector2(-barrel.transform.localScale.x, barrel.transform.localScale.y); + //} + +//MISC PATHFINDING + if (path == null) + return; + + if (target == null) + return; + if (currentWaypoint >= path.vectorPath.Count) + { + reachedEndOfPath = true; + return; + } + else + { + reachedEndOfPath = false; + } + +//RANGED ATTACK + // Check if enemy has line of sight on the player & if they are in the acceptable range + if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false && currentlyPatrolling == false) + { + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange && Vector2.Distance(transform.position, player.transform.position) <= DesiredDistance) + { + UseWeapon(); + } + } + else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false) + { + ReloadWeapon(); + } + +//MOVEMENT + if (canMove == true) + { + canFire = false; + + Vector2 direction = (Vector2)path.vectorPath[currentWaypoint] - rb.position; + + if (direction.x > 0) // Move right + { + rb.AddForce(new Vector2(Speed * 20, rb.linearVelocity.y)); + } + + if (direction.x < 0) // Move left + { + rb.AddForce(new Vector2(-1 * Speed * 20, rb.linearVelocity.y)); + } + + if (direction.y > 1f) // Wants to jump + { + JumpMethod(); + } + + // A* logic + float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); + + if (distance < nextWaypointDistance) + { + currentWaypoint++; + } + } + +//GROUND DETECTION + //Detecting if the enemy has reached the ground + if (GetComponentInChildren().isGrounded == true && rb.linearVelocity.y == 0) + { + canJump = true; + if (inFiringCycle == false) + { + canFire = true; + } + } + else + { + canJump = false; + canFire = false; + } + +//PATROL & DETECTION + // Enemy detects player + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange) + { + currentlyPatrolling = false; + targetingPlayer = true; + canPursue = true; + // Get the last know player location by finding which of the positions is closest to the player + if (LastKnownPlayerLocation == null) + { + LastKnownPlayerLocation = gameObject; + } + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position)) + { + LastKnownPlayerLocation = pos; + } + } + + // Angle barrel towards player + angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg; + + } + // Player has broken line of sight and the enemy will attempt to move to the last known location + else if (LastKnownPlayerLocation != null) + { + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5) + { + canPursue = false; + target = LastKnownPlayerLocation; + } + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false) + { + targetingPlayer = false; + LastKnownPlayerLocation = null; + } + + // Reset barrel rotation + angle = 0f; + + } + // Go back to patrol move + else + { + currentlyPatrolling = true; + targetingPlayer = false; + if (canMove == true && currentlyMovingToNextPatrolTarget == false) + { + MoveNextPatrol(); + } + + // Reset barrel rotation + angle = 0f; + } + + // Rotate barrel towards player + Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle)); + barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 200 * Time.deltaTime); + +//TARGET DETERMINATION + if (canPursue == true) + { + // Catch desired distance error + if (DesiredDistance <= MinumumDistance) + { + DesiredDistance = MinumumDistance + 1; + } + + // If the player moves away (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) > DesiredDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is too close to the target (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) < MinumumDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the target is on the other side of the player (CHANGE TARGET) + if (Vector2.Distance(transform.position, player.transform.position) < Vector2.Distance(target.transform.position, player.transform.position)) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is not within line of sight of the desired position (CHANGE TARGET) + if (DetermineLineOfSight(target, player) == false) + { + ComputeClosestPositionToPlayer(); + } + + // If the enemy reaches the target + if (Vector2.Distance(target.transform.position, transform.position) <= 1 && DetermineLineOfSight(gameObject, player)) + { + if (canFire == false && inFiringCycle == false) + { + canFire = true; + } + } + } + } + +//MISC METHODS + // Perform jump + async Task JumpMethod() + { + if (canJump == true) + { + rb.linearVelocity = new Vector2(rb.linearVelocity.x, JumpHeight * 12); + canJump = false; + await Task.Delay(500); + } + } + // Use Ranged Weapon + async Task UseWeapon() + { + canFire = false; + canMove = false; + inFiringCycle = true; + + // Create Projectile + GameObject BulletInstance; + BulletInstance = Instantiate(projectile, transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); + BulletInstance.transform.parent = transform; + + // Send it on it's way + BulletInstance.GetComponent().linearVelocity = BulletInstance.transform.forward * -1 * WeaponProjectileSpeed; + BulletInstance.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, BulletInstance.transform.forward) - 90)); + WeaponCurrentMagazineAmmount--; + + await Task.Delay(WeaponFireRate); + + canFire = true; + canMove = true; + inFiringCycle = false; + } + + // Reload Weapon + async Task ReloadWeapon() + { + canFire = false; + canMove = false; + //play reload animation + currentlyReloading = true; + await Task.Delay(WeaponReloadTime); + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + currentlyReloading = false; + + if (NumberOfHitsPerMag / WeaponMagazineSize < 0.5) + { + DesiredDistance -= 5; + } + NumberOfHitsPerMag = 0; + + canFire = true; + canMove = true; + } + + // Part of the patrol cycle + async Task MoveNextPatrol() + { + LastKnownPlayerLocation = null; + DesiredDistance = WeaponRange - 5; + + canPursue = false; + currentlyMovingToNextPatrolTarget = true; + + //Find Random Position nearby + if (Vector2.Distance(transform.position, target.transform.position) <= 0.5 || PatrolPositions.Contains(target) == false) + { + target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + await Task.Delay(PatrolStallTime + UnityEngine.Random.Range((PatrolStallTime * -1), PatrolStallTime)); + } + + currentlyMovingToNextPatrolTarget = false; + + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } + + // Part of the pursue cycle + void ComputeClosestPositionToPlayer() + { + canFire = false; + canMove = true; + + SuitablePositions.Clear(); + foreach (GameObject query in AllPositions) + { + // Check the distance of the position + if (Vector2.Distance(query.transform.position, player.transform.position) < DesiredDistance && Vector2.Distance(query.transform.position, player.transform.position) >= MinumumDistance) + { + // Check line of sight of the position + if (DetermineLineOfSight(query, player)) + { + SuitablePositions.Add(query); + } + } + } + + if (SuitablePositions.Count > 0) + { + target = SuitablePositions[UnityEngine.Random.Range(0, SuitablePositions.Count)]; + foreach (GameObject pos in SuitablePositions) + { + //Find the point that is closest to the enemy + if (Vector2.Distance(transform.position, pos.transform.position) < Vector2.Distance(transform.position, target.transform.position)) + { + target = pos; + } + } + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/GruntAI.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/GruntAI.cs.meta new file mode 100644 index 0000000..f462af1 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/GruntAI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 81f1c8e2d50cae34da2edf9525005d91 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/HeavyDroneAI.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/HeavyDroneAI.cs new file mode 100644 index 0000000..e070d8d --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/HeavyDroneAI.cs @@ -0,0 +1,468 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//Use on heavy drone type enemies + +public class HeavyDroneAI : MonoBehaviour +{ + //MISC + GameObject target; + float nextWaypointDistance = 5; + Path path; + int currentWaypoint = 0; + bool reachedEndOfPath = false; + GameObject projectile; + GameObject player; + GameObject barrel; + public List AllPositions; + float DistanceFromPlayer; + Vector2 StartPosition; + GameObject LastKnownPlayerLocation; + Transform DroneBayLocation; + + //CONDITIONS/GENERAL INFORMATION + bool canMove = false; + bool canPursue = false; + bool canFire = true; + bool currentlyReloading = false; + bool currentlyInDroneBay = true; + float DesiredDistance; + float MinumumDistance = 10f; + bool targetingPlayer = false; + bool inFiringCycle = false; + int WeaponCurrentMagazineAmmount; + int CurrentBatteryCapacity; + bool currentlyTravelingToDroneBay = false; + bool currentlyRecharging = false; + float angle; + + //ENEMY STATS (Changeable) + public float Speed = 0.7f; // In relation to player's walking speed + public float Health = 200; + public int PlayerDetectionRange = 25; + public int MaxBatteryCapacity = 30; // Depletes one every second it is out of the bay + public int RechargeTime = 6000; //ms + + //WEAPON STATS (CHANGEABLE) + public int WeaponDamage = 20; // Damage per hit + public int WeaponFireRate = 2000; // Delay in time between attacks both melee and ranged + public float WeaponRandomSpread = 5f; // Random direction of lanched projectiles (DOES NOT APPLY TO MELEE ATTACKS) + public int WeaponRange = 30; // Maximum range of the projectile before it drops off (DOES NOT APPLY TO MELEE ATTACKS) + public float WeaponProjectileSpeed = 30f; // Speed of launched projectiles (DOES NOT APPLY TO MELEE WEAPONS) + public int WeaponMagazineSize = 12; // Number of shots the enemy will take before having to reload + public int WeaponReloadTime = 5000; // Time it takes to reload the magazine + + + Seeker seeker; + Rigidbody2D rb; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + seeker = GetComponent(); + rb = GetComponent(); + + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + transform.Find("PursuingIndicator").GetComponent().enabled = false; + transform.Find("BatteryIndicator").GetComponent().enabled = false; + + StartPosition = transform.position; + AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList(); + + target = Instantiate(GameObject.Find("FlyingTarget"), transform.position, Quaternion.identity); + + projectile = GameObject.Find("EnemyGrenade"); + player = GameObject.FindGameObjectWithTag("Player"); + barrel = transform.Find("Barrel").gameObject; + LastKnownPlayerLocation = null; + DroneBayLocation = transform.parent.transform; + + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + DesiredDistance = WeaponRange - 5; + CurrentBatteryCapacity = MaxBatteryCapacity; + + InvokeRepeating("UpdatePath", 0f, 0.1f); + InvokeRepeating("PathfindingTimeout", 0f, 30); + InvokeRepeating("BatteryDrain", 0f, 1); + + Recharge(); + } + + // When enemy has reached the next node + void OnPathComplete(Path p) + { + if (!p.error) + { + path = p; + currentWaypoint = 0; + } + } + + // Select next node + void UpdatePath() + { + if (seeker.IsDone()) + { + seeker.StartPath(rb.position, target.transform.position, OnPathComplete); + } + } + + // Pathfiniding Timeout + void PathfindingTimeout() + { + if (Vector2.Distance(transform.position, target.transform.position) > 0.5) + { + //target = gameObject; + targetingPlayer = false; + LastKnownPlayerLocation = null; + //ReturnToDroneBay(); + } + } + + // Battery Drain + void BatteryDrain() + { + if (currentlyInDroneBay == false) + { + CurrentBatteryCapacity -= 1; + } + } + +// MAIN LOGIC + void FixedUpdate() + { +//DEATH + if (CurrentBatteryCapacity == 0) + { + Health = 0; + } + + if (Health <= 0) + { + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + DeadBody.GetComponent().gravityScale = 3; + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) + { + GameObject.Destroy(child.gameObject); + } + + Destroy(gameObject); + } + +//Battery + // Low battery return + if (CurrentBatteryCapacity <= 10) + { + ReturnToDroneBay(); + } + + // Recharge battery & bay detection + if (Vector2.Distance(transform.position, DroneBayLocation.position) <= 0.5) + { + currentlyInDroneBay = true; + currentlyTravelingToDroneBay = false; + if (currentlyRecharging == false && CurrentBatteryCapacity < 10) + { + Recharge(); + } + else + { + canMove = false; + } + } + else + { + //canMove = true; + currentlyInDroneBay = false; + } + +//CHANGE ICONS + if (targetingPlayer) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + + if (currentlyReloading) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + } + + if (CurrentBatteryCapacity <= MaxBatteryCapacity / 10) + { + transform.Find("BatteryIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("BatteryIndicator").GetComponent().enabled = false; + } + + if (currentlyInDroneBay == false) + { + seeker.enabled = true; + } + +//MISC PATHFINDING + if (path == null) + return; + + if (target == null) + return; + if (currentWaypoint >= path.vectorPath.Count) + { + reachedEndOfPath = true; + return; + } + else + { + reachedEndOfPath = false; + } + +//RANGED ATTACK + // Check if enemy has line of sight on the player & if they are in the acceptable range + + if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false && currentlyInDroneBay == false) + { + if (DetermineLineOfSight(gameObject, player) == true && inFiringCycle == false && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange && Vector2.Distance(transform.position, player.transform.position) <= DesiredDistance) + { + UseWeapon(); + } + } + else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false) + { + ReloadWeapon(); + } + +//MOVEMENT + if (canMove == true) + { + Vector2 direction = ((Vector2)path.vectorPath[currentWaypoint] - rb.position).normalized; + Vector2 force = direction * Speed * 20; + + rb.AddForce(force); + + // A* logic + float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); + + if (distance < nextWaypointDistance) + { + currentWaypoint++; + } + } + +//DETECTION + // Enemy detects player + if (DetermineLineOfSight(transform.parent.gameObject, player) && Vector2.Distance(DroneBayLocation.position, player.transform.position) <= PlayerDetectionRange && currentlyRecharging == false) + { + if (currentlyInDroneBay == true) + { + rb.linearVelocity = transform.parent.transform.up * 10; + } + canMove = true; + targetingPlayer = true; + canPursue = true; + + // Angle barrel towards player + angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg; + + } + else if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange) + { + targetingPlayer = true; + canPursue = true; + // Get the last know player location by finding which of the positions is closest to the player + if (LastKnownPlayerLocation == null) + { + LastKnownPlayerLocation = gameObject; + } + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position)) + { + LastKnownPlayerLocation = pos; + } + } + + // Reset barrel rotation + angle = -90f; + } + // Player has broken line of sight and the enemy will attempt to move to the last known location + else if (LastKnownPlayerLocation != null) + { + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5) + { + canPursue = false; + target.transform.position = LastKnownPlayerLocation.transform.position; + } + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false) + { + targetingPlayer = false; + LastKnownPlayerLocation = null; + } + + // Reset barrel rotation + angle = -90f; + } + // Go back to drone bay + else + { + LastKnownPlayerLocation = null; + ReturnToDroneBay(); + targetingPlayer = false; + + // Reset barrel rotation + angle = -90f; + } + + // Rotate barrel towards player + Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle)); + barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 100 * Time.deltaTime); + + + if (currentlyTravelingToDroneBay == false) + { + //TARGET DETERMINATION + + // If enemy is at the target position + if (Vector2.Distance(target.transform.position, transform.position) < 1.5) + { + ComputeClosestPositionToPlayer(); + } + + // If the player moves away (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) > DesiredDistance) + { + ComputeClosestPositionToPlayer(); + } + + //If the player is too close to the target (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) < MinumumDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is not within line of sight of the desired position (CHANGE TARGET) + if (DetermineLineOfSight(target, player) == false) + { + ComputeClosestPositionToPlayer(); + } + + // If the enemy reaches the target + if (Vector2.Distance(target.transform.position, transform.position) <= 1) + { + if (DetermineLineOfSight(gameObject, player) == false) // If the enemy has LOS on the player + { + ComputeClosestPositionToPlayer(); + } + } + } + } + +//MISC METHODS + // Use Ranged Weapon + async Task UseWeapon() + { + inFiringCycle = true; + + // Create Grenade + GameObject GrenadeInstance; + GrenadeInstance = Instantiate(projectile, transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); + GrenadeInstance.GetComponent().WeaponDamage = WeaponDamage; + + // Send it on it's way + GrenadeInstance.GetComponent().linearVelocity = GrenadeInstance.transform.forward * -1 * WeaponProjectileSpeed; + GrenadeInstance.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, GrenadeInstance.transform.forward) - 90)); + WeaponCurrentMagazineAmmount--; + + await Task.Delay(WeaponFireRate); + + inFiringCycle = false; + } + + // Reload Weapon + async Task ReloadWeapon() + { + canFire = false; + + //play reload animation + currentlyReloading = true; + await Task.Delay(WeaponReloadTime); + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + currentlyReloading = false; + + canFire = true; + } + + // Return To Drone Bay + async Task ReturnToDroneBay() + { + if (currentlyTravelingToDroneBay == false && currentlyInDroneBay == false) + { + currentlyTravelingToDroneBay = true; + target.transform.position = DroneBayLocation.position; + } + } + + // Recharge + async Task Recharge() + { + currentlyRecharging = true; + canMove = false; + canFire = false; + seeker.enabled = false; + transform.position = DroneBayLocation.position; + rb.linearVelocity = Vector3.zero; + currentlyTravelingToDroneBay = false; + await Task.Delay(RechargeTime); + CurrentBatteryCapacity = MaxBatteryCapacity; + currentlyRecharging = false; + canFire = true; + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } + + // Part of the pursue cycle + void ComputeClosestPositionToPlayer() + { + // find a target in the air a set radius away from the player + if (DetermineLineOfSight(player, gameObject)) + { + canMove = true; + target.transform.position = new Vector2((player.transform.position.x + UnityEngine.Random.Range(-MinumumDistance, MinumumDistance)), (player.transform.position.y + MinumumDistance + UnityEngine.Random.Range(-5, 0))); + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/HeavyDroneAI.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/HeavyDroneAI.cs.meta new file mode 100644 index 0000000..47826d9 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/HeavyDroneAI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7a21aeddab50704439aa410e19bcee64 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/LightDroneAI.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/LightDroneAI.cs new file mode 100644 index 0000000..769a353 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/LightDroneAI.cs @@ -0,0 +1,468 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//DO NOT USE ON ANY ENEMIES + +public class LightDroneAI : MonoBehaviour +{ + //MISC + GameObject target; + float nextWaypointDistance = 5; + Path path; + int currentWaypoint = 0; + bool reachedEndOfPath = false; + GameObject projectile; + GameObject player; + GameObject barrel; + public List AllPositions; + float DistanceFromPlayer; + Vector2 StartPosition; + GameObject LastKnownPlayerLocation; + Transform DroneBayLocation; + + //CONDITIONS/GENERAL INFORMATION + bool canMove = false; + bool canPursue = false; + bool canFire = true; + bool currentlyReloading = false; + bool currentlyInDroneBay = true; + float DesiredDistance; + float MinumumDistance = 10f; + bool targetingPlayer = false; + bool inFiringCycle = false; + int WeaponCurrentMagazineAmmount; + int CurrentBatteryCapacity; + bool currentlyTravelingToDroneBay = false; + bool currentlyRecharging = false; + float angle; + + //ENEMY STATS (Changeable) + public float Speed = 0.7f; // In relation to player's walking speed + public float Health = 100; + public int PlayerDetectionRange = 25; + public int MaxBatteryCapacity = 30; // Depletes one every second it is out of the bay + public int RechargeTime = 6000; //ms + + //WEAPON STATS (CHANGEABLE) + public int WeaponDamage = 5; // Damage per hit + public int WeaponFireRate = 100; // Delay in time between attacks both melee and ranged + public float WeaponRandomSpread = 5f; // Random direction of lanched projectiles (DOES NOT APPLY TO MELEE ATTACKS) + public int WeaponRange = 30; // Maximum range of the projectile before it drops off (DOES NOT APPLY TO MELEE ATTACKS) + public float WeaponProjectileSpeed = 30f; // Speed of launched projectiles (DOES NOT APPLY TO MELEE WEAPONS) + public int WeaponMagazineSize = 50; // Number of shots the enemy will take before having to reload + public int WeaponReloadTime = 5000; // Time it takes to reload the magazine + + + Seeker seeker; + Rigidbody2D rb; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + seeker = GetComponent(); + rb = GetComponent(); + + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + transform.Find("PursuingIndicator").GetComponent().enabled = false; + transform.Find("BatteryIndicator").GetComponent().enabled = false; + + StartPosition = transform.position; + AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList(); + + target = Instantiate(GameObject.Find("FlyingTarget"), transform.position, Quaternion.identity); + + projectile = GameObject.Find("EnemyProjectile"); + player = GameObject.FindGameObjectWithTag("Player"); + barrel = transform.Find("Barrel").gameObject; + LastKnownPlayerLocation = null; + DroneBayLocation = transform.parent.transform; + + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + DesiredDistance = WeaponRange - 5; + CurrentBatteryCapacity = MaxBatteryCapacity; + + InvokeRepeating("UpdatePath", 0f, 0.1f); + InvokeRepeating("PathfindingTimeout", 0f, 30); + InvokeRepeating("BatteryDrain", 0f, 1); + + Recharge(); + } + + // When enemy has reached the next node + void OnPathComplete(Path p) + { + if (!p.error) + { + path = p; + currentWaypoint = 0; + } + } + + // Select next node + void UpdatePath() + { + if (seeker.IsDone()) + { + seeker.StartPath(rb.position, target.transform.position, OnPathComplete); + } + } + + // Pathfiniding Timeout + void PathfindingTimeout() + { + if (Vector2.Distance(transform.position, target.transform.position) > 0.5) + { + //target = gameObject; + targetingPlayer = false; + LastKnownPlayerLocation = null; + //ReturnToDroneBay(); + } + } + + // Battery Drain + void BatteryDrain() + { + if (currentlyInDroneBay == false) + { + CurrentBatteryCapacity -= 1; + } + } + +// MAIN LOGIC + void FixedUpdate() + { +//DEATH + if (CurrentBatteryCapacity == 0) + { + Health = 0; + } + + if (Health <= 0) + { + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + DeadBody.GetComponent().gravityScale = 3; + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) + { + GameObject.Destroy(child.gameObject); + } + + Destroy(gameObject); + } + +//Battery + // Low battery return + if (CurrentBatteryCapacity <= 10) + { + ReturnToDroneBay(); + } + + // Recharge battery & bay detection + if (Vector2.Distance(transform.position, DroneBayLocation.position) <= 0.5) + { + currentlyInDroneBay = true; + currentlyTravelingToDroneBay = false; + if (currentlyRecharging == false && CurrentBatteryCapacity < 10) + { + Recharge(); + } + else + { + canMove = false; + } + } + else + { + //canMove = true; + currentlyInDroneBay = false; + } + +//CHANGE ICONS + if (targetingPlayer) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + + if (currentlyReloading) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + } + + if (CurrentBatteryCapacity <= MaxBatteryCapacity / 10) + { + transform.Find("BatteryIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("BatteryIndicator").GetComponent().enabled = false; + } + + if (currentlyInDroneBay == false) + { + seeker.enabled = true; + } + +//MISC PATHFINDING + if (path == null) + return; + + if (target == null) + return; + if (currentWaypoint >= path.vectorPath.Count) + { + reachedEndOfPath = true; + return; + } + else + { + reachedEndOfPath = false; + } + +//RANGED ATTACK + // Check if enemy has line of sight on the player & if they are in the acceptable range + + if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false && currentlyInDroneBay == false) + { + if (DetermineLineOfSight(gameObject, player) == true && inFiringCycle == false && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange && Vector2.Distance(transform.position, player.transform.position) <= DesiredDistance) + { + UseWeapon(); + } + } + else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false) + { + ReloadWeapon(); + } + +//MOVEMENT + if (canMove == true) + { + Vector2 direction = ((Vector2)path.vectorPath[currentWaypoint] - rb.position).normalized; + Vector2 force = direction * Speed * 20; + + rb.AddForce(force); + + // A* logic + float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); + + if (distance < nextWaypointDistance) + { + currentWaypoint++; + } + } + +//DETECTION + // Enemy detects player + if (DetermineLineOfSight(transform.parent.gameObject, player) && Vector2.Distance(DroneBayLocation.position, player.transform.position) <= PlayerDetectionRange && currentlyRecharging == false) + { + if (currentlyInDroneBay == true) + { + rb.linearVelocity = transform.parent.transform.up * 10; + } + canMove = true; + targetingPlayer = true; + canPursue = true; + + // Angle barrel towards player + angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg; + + } + else if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange) + { + targetingPlayer = true; + canPursue = true; + // Get the last know player location by finding which of the positions is closest to the player + if (LastKnownPlayerLocation == null) + { + LastKnownPlayerLocation = gameObject; + } + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position)) + { + LastKnownPlayerLocation = pos; + } + } + + // Reset barrel rotation + angle = -90f; + } + // Player has broken line of sight and the enemy will attempt to move to the last known location + else if (LastKnownPlayerLocation != null) + { + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5) + { + canPursue = false; + target.transform.position = LastKnownPlayerLocation.transform.position; + } + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false) + { + targetingPlayer = false; + LastKnownPlayerLocation = null; + } + + // Reset barrel rotation + angle = -90f; + } + // Go back to drone bay + else + { + LastKnownPlayerLocation = null; + ReturnToDroneBay(); + targetingPlayer = false; + + // Reset barrel rotation + angle = -90f; + } + + // Rotate barrel towards player + Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle)); + barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 100 * Time.deltaTime); + + + if (currentlyTravelingToDroneBay == false) + { + //TARGET DETERMINATION + + // If enemy is at the target position + if (Vector2.Distance(target.transform.position, transform.position) < 1.5) + { + ComputeClosestPositionToPlayer(); + } + + // If the player moves away (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) > DesiredDistance) + { + ComputeClosestPositionToPlayer(); + } + + //If the player is too close to the target (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) < MinumumDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is not within line of sight of the desired position (CHANGE TARGET) + if (DetermineLineOfSight(target, player) == false) + { + ComputeClosestPositionToPlayer(); + } + + // If the enemy reaches the target + if (Vector2.Distance(target.transform.position, transform.position) <= 1) + { + if (DetermineLineOfSight(gameObject, player) == false) // If the enemy has LOS on the player + { + ComputeClosestPositionToPlayer(); + } + } + } + } + +//MISC METHODS + // Use Ranged Weapon + async Task UseWeapon() // Weapon for projectile based enemy + { + inFiringCycle = true; + + // Create Projectile + GameObject BulletInstance; + BulletInstance = Instantiate(projectile, transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); + BulletInstance.transform.parent = transform; + + // Send it on it's way + BulletInstance.GetComponent().linearVelocity = BulletInstance.transform.forward * -1 * WeaponProjectileSpeed; + BulletInstance.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, BulletInstance.transform.forward) - 90)); + WeaponCurrentMagazineAmmount--; + + await Task.Delay(WeaponFireRate); + + inFiringCycle = false; + } + + // Reload Weapon + async Task ReloadWeapon() + { + canFire = false; + + //play reload animation + currentlyReloading = true; + await Task.Delay(WeaponReloadTime); + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + currentlyReloading = false; + + canFire = true; + } + + // Return To Drone Bay + async Task ReturnToDroneBay() + { + if (currentlyTravelingToDroneBay == false && currentlyInDroneBay == false) + { + currentlyTravelingToDroneBay = true; + target.transform.position = DroneBayLocation.position; + } + } + + // Recharge + async Task Recharge() + { + currentlyRecharging = true; + canMove = false; + canFire = false; + seeker.enabled = false; + transform.position = DroneBayLocation.position; + rb.linearVelocity = Vector3.zero; + currentlyTravelingToDroneBay = false; + await Task.Delay(RechargeTime); + CurrentBatteryCapacity = MaxBatteryCapacity; + currentlyRecharging = false; + canFire = true; + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } + + // Part of the pursue cycle + void ComputeClosestPositionToPlayer() + { + // find a target in the air a set radius away from the player + if (DetermineLineOfSight(player, gameObject)) + { + canMove = true; + target.transform.position = new Vector2((player.transform.position.x + UnityEngine.Random.Range(-MinumumDistance, MinumumDistance)), (player.transform.position.y + MinumumDistance + UnityEngine.Random.Range(-5, 0))); + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/LightDroneAI.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/LightDroneAI.cs.meta new file mode 100644 index 0000000..1fc2fe1 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/LightDroneAI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 908158ab2214cc04ea3af93728a2c94d \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/MachineGunTurretAI.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/MachineGunTurretAI.cs new file mode 100644 index 0000000..00ad066 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/MachineGunTurretAI.cs @@ -0,0 +1,186 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//Use on machine gun turrets + +public class MachineGunTurretAI : MonoBehaviour +{ + +//MISC + GameObject projectile; + GameObject player; + GameObject barrel; + float DistanceFromPlayer; + Vector2 StartPosition; + +//CONDITIONS/GENERAL INFORMATION + bool canFire = true; + bool currentlyReloading = false; + bool targetingPlayer = false; + bool inFiringCycle = false; + int WeaponCurrentMagazineAmmount; + float angle; + +//ENEMY STATS (Changeable) + public float Health = 100; + public int PlayerDetectionRange = 25; + +//WEAPON STATS (CHANGEABLE) + public int WeaponDamage = 15; // Damage per hit + public int WeaponFireRate = 150; // Delay in time between attacks both melee and ranged + public float WeaponRandomSpread = 6.5f; // Random direction of lanched projectiles + public int WeaponRange = 20; // Maximum range of the projectile before it drops off + public float WeaponProjectileSpeed = 40f; // Speed of launched projectiles + public int WeaponMagazineSize = 50; // Number of shots the enemy will take before having to reload + public int WeaponReloadTime = 10000; // Time it takes to reload the magazine + +//ONCE THE GAME STARTS + void Start() + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + transform.Find("PursuingIndicator").GetComponent().enabled = false; + + projectile = GameObject.Find("EnemyProjectile"); + player = GameObject.FindGameObjectWithTag("Player"); + barrel = transform.Find("Barrel").gameObject; + + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + + canFire = true; + } + +//MAIN LOGIC + void FixedUpdate() + { + DistanceFromPlayer = Vector2.Distance(transform.position, player.transform.position); + +// Death + if (Health <= 0) + { + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) { + GameObject.Destroy(child.gameObject); + } + Destroy(gameObject); + } + + +//ICONS + if (targetingPlayer) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + + if (currentlyReloading) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + } + +//RANGED ATTACK + // Check if enemy has line of sight on the player & if they are in the acceptable range + if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false) + { + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange) + { + UseWeapon(); + } + } + else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false) + { + ReloadWeapon(); + } + +//PLAYER TARGETING + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange + 10) + { + targetingPlayer = true; + + // Set angle to player + angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg; + + } + else + { + // Reset barrel rotation + angle = 90f; + } + + // Rotate barrel towards player + Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle)); + barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 100 * Time.deltaTime); + + } + + //MISC METHODS + // Use Ranged Weapon + async Task UseWeapon() + { + canFire = false; + inFiringCycle = true; + + // Create Projectile + GameObject BulletInstance; + BulletInstance = Instantiate(projectile, transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); + BulletInstance.transform.parent = transform; + + // Send it on it's way + BulletInstance.GetComponent().linearVelocity = BulletInstance.transform.forward * -1 * WeaponProjectileSpeed; + BulletInstance.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, BulletInstance.transform.forward) - 90)); + WeaponCurrentMagazineAmmount--; + + await Task.Delay(WeaponFireRate); + + canFire = true; + inFiringCycle = false; + } + + // Reload Weapon + async Task ReloadWeapon() + { + canFire = false; + //play reload animation + currentlyReloading = true; + await Task.Delay(WeaponReloadTime); + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + currentlyReloading = false; + + canFire = true; + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/MachineGunTurretAI.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/MachineGunTurretAI.cs.meta new file mode 100644 index 0000000..3a923d7 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/MachineGunTurretAI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6eaccebea63257f4685a23d638a4ca16 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/RegularFlyingAI.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/RegularFlyingAI.cs new file mode 100644 index 0000000..eabb460 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/RegularFlyingAI.cs @@ -0,0 +1,385 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//Use on regular flying ranged enemies + +public class RegularFlyingAI : MonoBehaviour +{ + //MISC + GameObject target; + float nextWaypointDistance = 5; + Path path; + int currentWaypoint = 0; + bool reachedEndOfPath = false; + GameObject projectile; + GameObject player; + public List AllPositions; + float DistanceFromPlayer; + Vector2 StartPosition; + public List PatrolPositions; + GameObject LastKnownPlayerLocation; + + //CONDITIONS/GENERAL INFORMATION + bool canMove = true; + bool canPursue = false; + bool canFire = true; + bool currentlyReloading = false; + bool currentlyPatrolling; + bool currentlyMovingToNextPatrolTarget = false; + float DesiredDistance; + float MinumumDistance = 10f; + bool targetingPlayer = false; + bool inFiringCycle = false; + int WeaponCurrentMagazineAmmount; + + //ENEMY STATS (Changeable) + public float Speed = 0.7f; // In relation to player's walking speed + public float Health = 100; + public float PatrolDistance = 10; + public int PatrolStallTime = 1500; //ms + public int PlayerDetectionRange = 25; + + //WEAPON STATS (CHANGEABLE) + public int WeaponDamage = 5; // Damage per hit + public int WeaponFireRate = 100; // Delay in time between attacks both melee and ranged + public float WeaponRandomSpread = 5f; // Random direction of lanched projectiles (DOES NOT APPLY TO MELEE ATTACKS) + public int WeaponRange = 30; // Maximum range of the projectile before it drops off (DOES NOT APPLY TO MELEE ATTACKS) + public float WeaponProjectileSpeed = 30f; // Speed of launched projectiles (DOES NOT APPLY TO MELEE WEAPONS) + public int WeaponMagazineSize = 50; // Number of shots the enemy will take before having to reload + public int WeaponReloadTime = 5000; // Time it takes to reload the magazine + + + Seeker seeker; + Rigidbody2D rb; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + seeker = GetComponent(); + rb = GetComponent(); + + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + transform.Find("PursuingIndicator").GetComponent().enabled = false; + + StartPosition = transform.position; + AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList(); + + target = Instantiate(GameObject.Find("FlyingTarget"), transform.position, Quaternion.identity); + + projectile = GameObject.Find("Projectile"); + player = GameObject.FindGameObjectWithTag("Player"); + LastKnownPlayerLocation = null; + + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + DesiredDistance = WeaponRange - 5; + + InvokeRepeating("UpdatePath", 0f, 0.1f); + InvokeRepeating("PathfindingTimeout", 0f, 30); + + } + + // When enemy has reached the next node + void OnPathComplete(Path p) + { + if (!p.error) + { + path = p; + currentWaypoint = 0; + } + } + + // Select next node + void UpdatePath() + { + if (seeker.IsDone()) + { + seeker.StartPath(rb.position, target.transform.position, OnPathComplete); + } + } + + // Pathfiniding Timeout + void PathfindingTimeout() + { + if (Vector2.Distance(transform.position, target.transform.position) > 0.5) + { + //target = gameObject; + targetingPlayer = false; + LastKnownPlayerLocation = null; + MoveNextPatrol(); + } + } + + //Main logic + void FixedUpdate() + { + // Death + if (Health <= 0) + { + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + DeadBody.GetComponent().gravityScale = 3; + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) + { + GameObject.Destroy(child.gameObject); + } + Destroy(gameObject); + } + + // See where the enemy wants to go (DEBUGGING ONLY) + /* + if (target != null) + { + foreach (GameObject pos in AllPositions) + { + pos.GetComponent().enabled = false; + } + target.GetComponent().enabled = true; + } + */ + + // Change Icons + if (targetingPlayer) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + + if (currentlyReloading) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + } + + //MISC PATHFINDING + if (path == null) + return; + + if (target == null) + return; + if (currentWaypoint >= path.vectorPath.Count) + { + reachedEndOfPath = true; + return; + } + else + { + reachedEndOfPath = false; + } + + //RANGED ATTACK + // Check if enemy has line of sight on the player & if they are in the acceptable range + + if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false && currentlyPatrolling == false) + { + if (DetermineLineOfSight(gameObject, player) == true && inFiringCycle == false && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange && Vector2.Distance(transform.position, player.transform.position) <= DesiredDistance) + { + UseWeapon(); + } + } + else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false) + { + ReloadWeapon(); + } + + //MOVEMENT + if (canMove == true) + { + Vector2 direction = ((Vector2)path.vectorPath[currentWaypoint] - rb.position).normalized; + Vector2 force = direction * Speed * 20; + + rb.AddForce(force); + + // A* logic + float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); + + if (distance < nextWaypointDistance) + { + currentWaypoint++; + } + } + + //PATROL + // Enemy detects player + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange) + { + //target = null; + currentlyPatrolling = false; + targetingPlayer = true; + canPursue = true; + // Get the last know player location by finding which of the positions is closest to the player + if (LastKnownPlayerLocation == null) + { + LastKnownPlayerLocation = gameObject; + } + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position)) + { + LastKnownPlayerLocation = pos; + } + } + } + // Player has broken line of sight and the enemy will attempt to move to the last known location + else if (LastKnownPlayerLocation != null) + { + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5) + { + canPursue = false; + target.transform.position = LastKnownPlayerLocation.transform.position; + } + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false) + { + targetingPlayer = false; + LastKnownPlayerLocation = null; + } + } + // Go back to patrol move + else + { + //target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + LastKnownPlayerLocation = gameObject; + currentlyPatrolling = true; + targetingPlayer = false; + } + + // Call patrol method + if (currentlyPatrolling) + { + if (canMove == true && currentlyMovingToNextPatrolTarget == false) + { + MoveNextPatrol(); + } + } + + if (canPursue == true) + { + //TARGET DETERMINATION + + // If the player moves away (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) > DesiredDistance) + { + ComputeClosestPositionToPlayer(); + canMove = true; + } + + //If the player is too close to the target (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) < MinumumDistance) + { + ComputeClosestPositionToPlayer(); + canMove = true; + } + + // If the player is not within line of sight of the desired position (CHANGE TARGET) + if (DetermineLineOfSight(target, player) == false) + { + ComputeClosestPositionToPlayer(); + canMove = true; + } + + // If the enemy reaches the target + if (Vector2.Distance(target.transform.position, transform.position) <= 1) + { + if (DetermineLineOfSight(gameObject, player) == false) // If the enemy has LOS on the player + { + ComputeClosestPositionToPlayer(); + canMove = true; + } + } + } + } + + // Use Ranged Weapon + async Task UseWeapon() // Weapon for projectile based enemy + { + inFiringCycle = true; + + // Create Projectile + GameObject BulletInstance; + BulletInstance = Instantiate(projectile, transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); + BulletInstance.transform.parent = transform; + + // Send it on it's way + BulletInstance.GetComponent().linearVelocity = BulletInstance.transform.forward * -1 * WeaponProjectileSpeed; + BulletInstance.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, BulletInstance.transform.forward) - 90)); + WeaponCurrentMagazineAmmount--; + + await Task.Delay(WeaponFireRate); + + inFiringCycle = false; + } + + // Reload Weapon + async Task ReloadWeapon() + { + canFire = false; + + //play reload animation + currentlyReloading = true; + await Task.Delay(WeaponReloadTime); + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + currentlyReloading = false; + + canFire = true; + } + + // Part of the patrol cycle + async Task MoveNextPatrol() + { + LastKnownPlayerLocation = gameObject; + target.transform.position = transform.position; + + canPursue = false; + currentlyMovingToNextPatrolTarget = true; + + //Find Random Position nearby + target.transform.position = new Vector2((StartPosition.x + UnityEngine.Random.Range(-1 * PatrolDistance, PatrolDistance)), (StartPosition.y + UnityEngine.Random.Range(-1 * PatrolDistance, PatrolDistance))); + await Task.Delay(PatrolStallTime + UnityEngine.Random.Range((PatrolStallTime * -1), PatrolStallTime)); + + currentlyMovingToNextPatrolTarget = false; + + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } + + // Partof the pursue cycle + void ComputeClosestPositionToPlayer() + { + // find a target in the air a set radius away from the player + if (DetermineLineOfSight(player, gameObject)) + { + target.transform.position = new Vector2((player.transform.position.x + UnityEngine.Random.Range(-MinumumDistance, MinumumDistance)), (player.transform.position.y + MinumumDistance + UnityEngine.Random.Range(-5, 0))); + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/RegularFlyingAI.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/RegularFlyingAI.cs.meta new file mode 100644 index 0000000..17a4fe6 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/RegularFlyingAI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: bfee0f4605660014d909f908d7917b8e \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/RocketTurretAI.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/RocketTurretAI.cs new file mode 100644 index 0000000..55921e7 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/RocketTurretAI.cs @@ -0,0 +1,154 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//Use on rocket turrets + +public class RocketTurretAI : MonoBehaviour +{ + +//MISC + GameObject projectile; + GameObject player; + GameObject barrel; + float DistanceFromPlayer; + Vector2 StartPosition; + +//CONDITIONS/GENERAL INFORMATION + bool canFire = true; + bool targetingPlayer = false; + bool inFiringCycle = false; + float angle; + +//ENEMY STATS (Changeable) + public float Health = 100; + public int PlayerDetectionRange = 50; + +//WEAPON STATS (CHANGEABLE) + public int WeaponDamage = 30; // Damage per hit + public int WeaponFireRate = 2500; // Delay in time between attacks both melee and ranged + public float WeaponRandomSpread = 0.5f; // Random direction of lanched projectiles + public int WeaponRange = 40; // Maximum range of the projectile before it drops off + public float WeaponProjectileSpeed = 50f; // Speed of launched projectiles + +//ONCE THE GAME STARTS + void Start() + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + + projectile = GameObject.Find("EnemyRocketWeapon"); + player = GameObject.FindGameObjectWithTag("Player"); + barrel = transform.Find("Barrel").gameObject; + + canFire = true; + } + +//MAIN LOGIC + void FixedUpdate() + { + DistanceFromPlayer = Vector2.Distance(transform.position, player.transform.position); + +// Death + if (Health <= 0) + { + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) { + GameObject.Destroy(child.gameObject); + } + Destroy(gameObject); + } + + +//ICONS + if (targetingPlayer) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + +//RANGED ATTACK + // Check if enemy has line of sight on the player & if they are in the acceptable range + if (canFire == true) + { + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange) + { + UseWeapon(); + } + } + +//PLAYER TARGETING + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange + 10) + { + targetingPlayer = true; + + // Set angle to player + angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg; + + } + else + { + // Reset barrel rotation + angle = 90f; + } + + // Rotate barrel towards player + Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle)); + barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 100 * Time.deltaTime); + + } + + //MISC METHODS + // Use Ranged Weapon + async Task UseWeapon() + { + canFire = false; + inFiringCycle = true; + + GameObject Rocket; + Rocket = Instantiate(GameObject.Find("EnemyRocket"), new Vector3(transform.position.x + UnityEngine.Random.Range(-0.5f, 0.5f), transform.position.y + UnityEngine.Random.Range(-0.5f, 0.5f), GameObject.Find("EvilAura").transform.position.z), Quaternion.identity); + Rocket.transform.rotation = Quaternion.Euler(Vector3.forward * UnityEngine.Random.Range(-90, 90)); + + // Send it on its way + Rocket.GetComponent().linearVelocity = new Vector2(transform.position.x - player.transform.position.x + UnityEngine.Random.Range(-WeaponRandomSpread, WeaponRandomSpread), transform.position.y - player.transform.position.y + UnityEngine.Random.Range(-WeaponRandomSpread, WeaponRandomSpread)).normalized * WeaponProjectileSpeed * -1; + Rocket.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, Rocket.transform.forward) - 90)); + + // Variables + Rocket.GetComponent().WeaponDamage = WeaponDamage; + + await Task.Delay(WeaponFireRate); + + canFire = true; + inFiringCycle = false; + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/RocketTurretAI.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/RocketTurretAI.cs.meta new file mode 100644 index 0000000..613b12f --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/RocketTurretAI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: fff6f5b1fd22d4a41afda949998e4dd0 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/RocketmanAI.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/RocketmanAI.cs new file mode 100644 index 0000000..1bd7f7c --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/RocketmanAI.cs @@ -0,0 +1,469 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//Use on Rocketman type enemies + +public class RocketmanAI : MonoBehaviour +{ + +//MISC + GameObject target; + float nextWaypointDistance = 5; + Path path; + int currentWaypoint = 0; + bool reachedEndOfPath = false; + GameObject projectile; + GameObject player; + GameObject barrel; + public List SuitablePositions; + public List AllPositions; + float DistanceFromPlayer; + Vector2 StartPosition; + public List PatrolPositions; + public GameObject LastKnownPlayerLocation; + +//CONDITIONS/GENERAL INFORMATION + bool canJump = true; + bool canMove = true; // Prevent all movement + bool canPursue = false; // Follow player + bool canFire = false; + bool currentlyReloading = false; + bool currentlyPatrolling; + bool currentlyMovingToNextPatrolTarget = false; + float DesiredDistance; + float MinumumDistance = 5f; + bool targetingPlayer = false; + bool inFiringCycle = false; + int WeaponCurrentMagazineAmmount; + float angle; + +//ENEMY STATS (Changeable) + public float Speed = 0.8f; // In relation to player's walking speed + public float JumpHeight = 0.8f; // In relation to player's regular jump height + public float Health = 30; + public float PatrolDistance = 15; + public int PatrolStallTime = 2000; //ms + public int PlayerDetectionRange = 40; + +//WEAPON STATS (CHANGEABLE) + public int WeaponDamage = 30; // Damage per hit + public int WeaponFireRate = 2500; // Delay in time between attacks both melee and ranged + public float WeaponRandomSpread = 1.5f; // Random direction of lanched projectiles + public int WeaponRange = 30; // Maximum range of the projectile before it drops off + public float WeaponProjectileSpeed = 40f; // Speed of launched projectiles + public int WeaponMagazineSize = 1; // Number of shots the enemy will take before having to reload + public int WeaponReloadTime = 5000; // Time it takes to reload the magazine + +//REFERENCES + Seeker seeker; + Rigidbody2D rb; + +//ONCE THE GAME STARTS + void Start() + { + seeker = GetComponent(); + rb = GetComponent(); + + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + transform.Find("PursuingIndicator").GetComponent().enabled = false; + + StartPosition = transform.position; + AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList(); + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(pos.transform.position, StartPosition) <= PatrolDistance) + { + PatrolPositions.Add(pos); + } + } + target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + + projectile = GameObject.Find("EnemyProjectile"); + player = GameObject.FindGameObjectWithTag("Player"); + barrel = transform.Find("Barrel").gameObject; + LastKnownPlayerLocation = null; + + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + DesiredDistance = WeaponRange - 5; + + InvokeRepeating("UpdatePath", 0f, 0.1f); + InvokeRepeating("PathfindingTimeout", 0f, 10); + + } + + // When enemy has reached the next node + void OnPathComplete(Path p) + { + if (!p.error) + { + path = p; + currentWaypoint = 0; + } + } + + // Select next node + void UpdatePath() + { + if (seeker.IsDone() && target != null) + { + seeker.StartPath(rb.position, target.transform.position, OnPathComplete); + } + } + + // Pathfiniding Timeout + void PathfindingTimeout() + { + if (Vector2.Distance(transform.position, target.transform.position) > 0.5) + { + target = gameObject; + MoveNextPatrol(); + } + } + +//MAIN LOGIC + void FixedUpdate() + { +//DEATH + if (Health <= 0) + { + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) { + GameObject.Destroy(child.gameObject); + } + Destroy(gameObject); + } + +//ICONS + if (targetingPlayer) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + + if (currentlyReloading) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + } + + //if (90 <= angle || angle <= 270) + //{ + // barrel.transform.localScale = new Vector2(-barrel.transform.localScale.x, barrel.transform.localScale.y); + //} + +//MISC PATHFINDING + if (path == null) + return; + + if (target == null) + return; + if (currentWaypoint >= path.vectorPath.Count) + { + reachedEndOfPath = true; + return; + } + else + { + reachedEndOfPath = false; + } + +//RANGED ATTACK + // Check if enemy has line of sight on the player & if they are in the acceptable range + if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false && currentlyPatrolling == false) + { + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange && Vector2.Distance(transform.position, player.transform.position) <= DesiredDistance) + { + UseWeapon(); + } + } + else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false) + { + ReloadWeapon(); + } + +//MOVEMENT + if (canMove == true) + { + canFire = false; + + Vector2 direction = (Vector2)path.vectorPath[currentWaypoint] - rb.position; + + if (direction.x > 0) // Move right + { + rb.AddForce(new Vector2(Speed * 20, rb.linearVelocity.y)); + } + + if (direction.x < 0) // Move left + { + rb.AddForce(new Vector2(-1 * Speed * 20, rb.linearVelocity.y)); + } + + if (direction.y > 1f) // Wants to jump + { + JumpMethod(); + } + + // A* logic + float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); + + if (distance < nextWaypointDistance) + { + currentWaypoint++; + } + } + +//GROUND DETECTION + //Detecting if the enemy has reached the ground + if (GetComponentInChildren().isGrounded == true && rb.linearVelocity.y == 0) + { + canJump = true; + if (inFiringCycle == false) + { + canFire = true; + } + } + else + { + canJump = false; + canFire = false; + } + +//PATROL & DETECTION + // Enemy detects player + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange) + { + currentlyPatrolling = false; + targetingPlayer = true; + canPursue = true; + // Get the last know player location by finding which of the positions is closest to the player + if (LastKnownPlayerLocation == null) + { + LastKnownPlayerLocation = gameObject; + } + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position)) + { + LastKnownPlayerLocation = pos; + } + } + + // Angle barrel towards player + angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg; + + } + // Player has broken line of sight and the enemy will attempt to move to the last known location + else if (LastKnownPlayerLocation != null) + { + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5) + { + canPursue = false; + target = LastKnownPlayerLocation; + } + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false) + { + targetingPlayer = false; + LastKnownPlayerLocation = null; + } + + // Reset barrel rotation + angle = 0f; + + } + // Go back to patrol move + else + { + currentlyPatrolling = true; + targetingPlayer = false; + if (canMove == true && currentlyMovingToNextPatrolTarget == false) + { + MoveNextPatrol(); + } + + // Reset barrel rotation + angle = 0f; + } + + // Rotate barrel towards player + Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle)); + barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 200 * Time.deltaTime); + +//TARGET DETERMINATION + if (canPursue == true) + { + // If the player moves away (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) > DesiredDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is too close to the target (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) < MinumumDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the target is on the other side of the player (CHANGE TARGET) + if (Vector2.Distance(transform.position, player.transform.position) < Vector2.Distance(target.transform.position, player.transform.position)) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is not within line of sight of the desired position (CHANGE TARGET) + if (DetermineLineOfSight(target, player) == false) + { + ComputeClosestPositionToPlayer(); + } + + // If the enemy reaches the target + if (Vector2.Distance(target.transform.position, transform.position) <= 1 && DetermineLineOfSight(gameObject, player)) + { + if (canFire == false && inFiringCycle == false) + { + canFire = true; + } + } + } + } + +//MISC METHODS + // Perform jump + async Task JumpMethod() + { + if (canJump == true) + { + rb.linearVelocity = new Vector2(rb.linearVelocity.x, JumpHeight * 12); + canJump = false; + await Task.Delay(500); + } + } + // Use Ranged Weapon + async Task UseWeapon() + { + canFire = false; + canMove = false; + inFiringCycle = true; + + WeaponCurrentMagazineAmmount--; + + GameObject Rocket; + Rocket = Instantiate(GameObject.Find("EnemyRocket"), new Vector3(transform.position.x + UnityEngine.Random.Range(-0.5f, 0.5f), transform.position.y + UnityEngine.Random.Range(-0.5f, 0.5f), GameObject.Find("EnemyRocket").transform.position.z), Quaternion.identity); + Rocket.transform.rotation = Quaternion.Euler(Vector3.forward * UnityEngine.Random.Range(-90, 90)); + + // Send it on its way + Rocket.GetComponent().linearVelocity = new Vector2(transform.position.x - player.transform.position.x + UnityEngine.Random.Range(-WeaponRandomSpread, WeaponRandomSpread), transform.position.y - player.transform.position.y + UnityEngine.Random.Range(-WeaponRandomSpread, WeaponRandomSpread)).normalized * WeaponProjectileSpeed * -1; + Rocket.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, Rocket.transform.forward) - 90)); + + // Variables + Rocket.GetComponent().WeaponDamage = WeaponDamage; + + await Task.Delay(WeaponFireRate); + + canFire = true; + canMove = true; + inFiringCycle = false; + } + + // Reload Weapon + async Task ReloadWeapon() + { + canFire = false; + canMove = false; + //play reload animation + currentlyReloading = true; + await Task.Delay(WeaponReloadTime); + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + currentlyReloading = false; + + canFire = true; + canMove = true; + } + + // Part of the patrol cycle + async Task MoveNextPatrol() + { + LastKnownPlayerLocation = null; + + canPursue = false; + currentlyMovingToNextPatrolTarget = true; + + //Find Random Position nearby + if (Vector2.Distance(transform.position, target.transform.position) <= 0.5 || PatrolPositions.Contains(target) == false) + { + target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + await Task.Delay(PatrolStallTime + UnityEngine.Random.Range((PatrolStallTime * -1), PatrolStallTime)); + } + + currentlyMovingToNextPatrolTarget = false; + + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } + + // Part of the pursue cycle + void ComputeClosestPositionToPlayer() + { + canFire = false; + canMove = true; + + SuitablePositions.Clear(); + foreach (GameObject query in AllPositions) + { + // Check the distance of the position + if (Vector2.Distance(query.transform.position, player.transform.position) < DesiredDistance && Vector2.Distance(query.transform.position, player.transform.position) >= MinumumDistance) + { + // Check line of sight of the position + if (DetermineLineOfSight(query, player)) + { + SuitablePositions.Add(query); + } + } + } + + if (SuitablePositions.Count > 0) + { + target = SuitablePositions[UnityEngine.Random.Range(0, SuitablePositions.Count)]; + foreach (GameObject pos in SuitablePositions) + { + //Find the point that is closest to the enemy + if (Vector2.Distance(transform.position, pos.transform.position) < Vector2.Distance(transform.position, target.transform.position)) + { + target = pos; + } + } + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/RocketmanAI.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/RocketmanAI.cs.meta new file mode 100644 index 0000000..5d56e13 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/RocketmanAI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cade0ad7c945f4047a65286465645db6 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/SniperAI.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/SniperAI.cs new file mode 100644 index 0000000..27e6ea1 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/SniperAI.cs @@ -0,0 +1,468 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//Use on Sniper type enemies + +public class SniperAI : MonoBehaviour +{ + +//MISC + GameObject target; + float nextWaypointDistance = 5; + Path path; + int currentWaypoint = 0; + bool reachedEndOfPath = false; + GameObject projectile; + GameObject player; + GameObject barrel; + public List SuitablePositions; + public List AllPositions; + float DistanceFromPlayer; + Vector2 StartPosition; + public List PatrolPositions; + public GameObject LastKnownPlayerLocation; + +//CONDITIONS/GENERAL INFORMATION + bool canJump = true; + bool canMove = true; // Prevent all movement + bool canPursue = false; // Follow player + bool canFire = false; + bool currentlyReloading = false; + bool currentlyPatrolling; + bool currentlyMovingToNextPatrolTarget = false; + float DesiredDistance; + float MinumumDistance = 10f; + bool targetingPlayer = false; + bool inFiringCycle = false; + int WeaponCurrentMagazineAmmount; + float angle; + +//ENEMY STATS (Changeable) + public float Speed = 0.4f; // In relation to player's walking speed + public float JumpHeight = 0.9f; // In relation to player's regular jump height + public float Health = 50; + public float PatrolDistance = 3; + public int PatrolStallTime = 2000; //ms + public int PlayerDetectionRange = 50; + +//WEAPON STATS (CHANGEABLE) + public int WeaponDamage = 25; // Damage per hit + public int WeaponFireRate = 1000; // Delay in time between attacks both melee and ranged + public float WeaponRandomSpread = 0.5f; // Random direction of lanched projectiles + public int WeaponRange = 45; // Maximum range of the projectile before it drops off + public float WeaponProjectileSpeed = 100f; // Speed of launched projectiles + public int WeaponMagazineSize = 5; // Number of shots the enemy will take before having to reload + public int WeaponReloadTime = 6000; // Time it takes to reload the magazine + +//REFERENCES + Seeker seeker; + Rigidbody2D rb; + +//ONCE THE GAME STARTS + void Start() + { + seeker = GetComponent(); + rb = GetComponent(); + + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + transform.Find("PursuingIndicator").GetComponent().enabled = false; + + StartPosition = transform.position; + AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList(); + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(pos.transform.position, StartPosition) <= PatrolDistance) + { + PatrolPositions.Add(pos); + } + } + target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + + projectile = GameObject.Find("EnemyProjectile"); + player = GameObject.FindGameObjectWithTag("Player"); + barrel = transform.Find("Barrel").gameObject; + LastKnownPlayerLocation = null; + + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + DesiredDistance = WeaponRange - 5; + + InvokeRepeating("UpdatePath", 0f, 0.1f); + InvokeRepeating("PathfindingTimeout", 0f, 10); + + } + + // When enemy has reached the next node + void OnPathComplete(Path p) + { + if (!p.error) + { + path = p; + currentWaypoint = 0; + } + } + + // Select next node + void UpdatePath() + { + if (seeker.IsDone() && target != null) + { + seeker.StartPath(rb.position, target.transform.position, OnPathComplete); + } + } + + // Pathfiniding Timeout + void PathfindingTimeout() + { + if (Vector2.Distance(transform.position, target.transform.position) > 0.5) + { + target = gameObject; + MoveNextPatrol(); + } + } + +//MAIN LOGIC + void FixedUpdate() + { +//DEATH + if (Health <= 0) + { + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) { + GameObject.Destroy(child.gameObject); + } + Destroy(gameObject); + } + +//ICONS + if (targetingPlayer) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + + if (currentlyReloading) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + } + + //if (90 <= angle || angle <= 270) + //{ + // barrel.transform.localScale = new Vector2(-barrel.transform.localScale.x, barrel.transform.localScale.y); + //} + +//MISC PATHFINDING + if (path == null) + return; + + if (target == null) + return; + if (currentWaypoint >= path.vectorPath.Count) + { + reachedEndOfPath = true; + return; + } + else + { + reachedEndOfPath = false; + } + +//RANGED ATTACK + // Check if enemy has line of sight on the player & if they are in the acceptable range + if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false && currentlyPatrolling == false) + { + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange && Vector2.Distance(transform.position, player.transform.position) <= DesiredDistance) + { + UseWeapon(); + } + } + else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false) + { + ReloadWeapon(); + } + +//MOVEMENT + if (canMove == true) + { + canFire = false; + + Vector2 direction = (Vector2)path.vectorPath[currentWaypoint] - rb.position; + //float xDirection = target.transform.position.x - transform.position.x; + + if (direction.x > 0) // Move right + { + rb.AddForce(new Vector2(Speed * 20, rb.linearVelocity.y)); + } + + if (direction.x < 0) // Move left + { + rb.AddForce(new Vector2(-1 * Speed * 20, rb.linearVelocity.y)); + } + + if (direction.y > 1f) // Wants to jump + { + JumpMethod(); + } + + // A* logic + float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); + + if (distance < nextWaypointDistance) + { + currentWaypoint++; + } + } + +//GROUND DETECTION + //Detecting if the enemy has reached the ground + if (GetComponentInChildren().isGrounded == true && rb.linearVelocity.y == 0) + { + canJump = true; + if (inFiringCycle == false) + { + canFire = true; + } + } + else + { + canJump = false; + canFire = false; + } + +//PATROL & DETECTION + // Enemy detects player + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange) + { + currentlyPatrolling = false; + targetingPlayer = true; + canPursue = true; + // Get the last know player location by finding which of the positions is closest to the player + if (LastKnownPlayerLocation == null) + { + LastKnownPlayerLocation = gameObject; + } + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position)) + { + LastKnownPlayerLocation = pos; + } + } + + // Angle barrel towards player + angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg; + + } + // Player has broken line of sight and the enemy will attempt to move to the last known location + else if (LastKnownPlayerLocation != null) + { + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5) + { + canPursue = false; + target = LastKnownPlayerLocation; + } + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false) + { + targetingPlayer = false; + LastKnownPlayerLocation = null; + } + + // Reset barrel rotation + angle = 0f; + + } + // Go back to patrol move + else + { + currentlyPatrolling = true; + targetingPlayer = false; + if (canMove == true && currentlyMovingToNextPatrolTarget == false) + { + MoveNextPatrol(); + } + + // Reset barrel rotation + angle = 0f; + } + + // Rotate barrel towards player + Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle)); + barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 100 * Time.deltaTime); + +//TARGET DETERMINATION + if (canPursue == true) + { + + // If the player moves away (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) > DesiredDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is too close to the target (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) < MinumumDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the target is on the other side of the player (CHANGE TARGET) + if (Vector2.Distance(transform.position, player.transform.position) < Vector2.Distance(target.transform.position, player.transform.position)) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is not within line of sight of the desired position (CHANGE TARGET) + if (DetermineLineOfSight(target, player) == false) + { + ComputeClosestPositionToPlayer(); + } + + // If the enemy reaches the target + if (Vector2.Distance(target.transform.position, transform.position) <= 1 && DetermineLineOfSight(gameObject, player)) + { + if (canFire == false && inFiringCycle == false) + { + canFire = true; + } + } + } + } + +//MISC METHODS + // Perform jump + async Task JumpMethod() + { + if (canJump == true) + { + rb.linearVelocity = new Vector2(rb.linearVelocity.x, JumpHeight * 12); + canJump = false; + await Task.Delay(500); + } + } + // Use Ranged Weapon + async Task UseWeapon() + { + canFire = false; + canMove = false; + inFiringCycle = true; + + // Create Projectile + GameObject BulletInstance; + BulletInstance = Instantiate(projectile, transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); + BulletInstance.transform.parent = transform; + + // Send it on it's way + BulletInstance.GetComponent().linearVelocity = BulletInstance.transform.forward * -1 * WeaponProjectileSpeed; + BulletInstance.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, BulletInstance.transform.forward) - 90)); + WeaponCurrentMagazineAmmount--; + + await Task.Delay(WeaponFireRate); + + canFire = true; + canMove = true; + inFiringCycle = false; + } + + // Reload Weapon + async Task ReloadWeapon() + { + canFire = false; + canMove = false; + //play reload animation + currentlyReloading = true; + await Task.Delay(WeaponReloadTime); + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + currentlyReloading = false; + + canFire = true; + canMove = true; + } + + // Part of the patrol cycle + async Task MoveNextPatrol() + { + LastKnownPlayerLocation = null; + + canPursue = false; + currentlyMovingToNextPatrolTarget = true; + + //Find Random Position nearby + if (Vector2.Distance(transform.position, target.transform.position) <= 0.5 || PatrolPositions.Contains(target) == false) + { + target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + await Task.Delay(PatrolStallTime + UnityEngine.Random.Range((PatrolStallTime * -1), PatrolStallTime)); + } + + currentlyMovingToNextPatrolTarget = false; + + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } + + // Part of the pursue cycle + void ComputeClosestPositionToPlayer() + { + canFire = false; + canMove = true; + + SuitablePositions.Clear(); + foreach (GameObject query in AllPositions) + { + // Check the distance of the position + if (Vector2.Distance(query.transform.position, player.transform.position) < DesiredDistance && Vector2.Distance(query.transform.position, player.transform.position) >= MinumumDistance) + { + // Check line of sight of the position + if (DetermineLineOfSight(query, player)) + { + SuitablePositions.Add(query); + } + } + } + + if (SuitablePositions.Count > 0) + { + target = SuitablePositions[UnityEngine.Random.Range(0, SuitablePositions.Count)]; + foreach (GameObject pos in SuitablePositions) + { + //Find the point that is closest to the enemy + if (Vector2.Distance(transform.position, pos.transform.position) < Vector2.Distance(transform.position, target.transform.position)) + { + target = pos; + } + } + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/SniperAI.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/SniperAI.cs.meta new file mode 100644 index 0000000..ec597e7 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/SniperAI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 198b98dba749aa845975d64154c7837a \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/SniperTurretAI.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/SniperTurretAI.cs new file mode 100644 index 0000000..182ac80 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/SniperTurretAI.cs @@ -0,0 +1,186 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//Use on sniper turrets + +public class SniperTurretAI : MonoBehaviour +{ + +//MISC + GameObject projectile; + GameObject player; + GameObject barrel; + float DistanceFromPlayer; + Vector2 StartPosition; + +//CONDITIONS/GENERAL INFORMATION + bool canFire = true; + bool currentlyReloading = false; + bool targetingPlayer = false; + bool inFiringCycle = false; + int WeaponCurrentMagazineAmmount; + float angle; + +//ENEMY STATS (Changeable) + public float Health = 100; + public int PlayerDetectionRange = 60; + +//WEAPON STATS (CHANGEABLE) + public int WeaponDamage = 30; // Damage per hit + public int WeaponFireRate = 2500; // Delay in time between attacks both melee and ranged + public float WeaponRandomSpread = 1.5f; // Random direction of lanched projectiles + public int WeaponRange = 50; // Maximum range of the projectile before it drops off + public float WeaponProjectileSpeed = 80f; // Speed of launched projectiles + public int WeaponMagazineSize = 20; // Number of shots the enemy will take before having to reload + public int WeaponReloadTime = 10000; // Time it takes to reload the magazine + +//ONCE THE GAME STARTS + void Start() + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + transform.Find("PursuingIndicator").GetComponent().enabled = false; + + projectile = GameObject.Find("EnemyProjectile"); + player = GameObject.FindGameObjectWithTag("Player"); + barrel = transform.Find("Barrel").gameObject; + + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + + canFire = true; + } + +//MAIN LOGIC + void FixedUpdate() + { + DistanceFromPlayer = Vector2.Distance(transform.position, player.transform.position); + +// Death + if (Health <= 0) + { + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) { + GameObject.Destroy(child.gameObject); + } + Destroy(gameObject); + } + + +//ICONS + if (targetingPlayer) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + + if (currentlyReloading) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + } + +//RANGED ATTACK + // Check if enemy has line of sight on the player & if they are in the acceptable range + if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false) + { + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange) + { + UseWeapon(); + } + } + else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false) + { + ReloadWeapon(); + } + +//PLAYER TARGETING + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange + 10) + { + targetingPlayer = true; + + // Set angle to player + angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg; + + } + else + { + // Reset barrel rotation + angle = 90f; + } + + // Rotate barrel towards player + Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle)); + barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 100 * Time.deltaTime); + + } + + //MISC METHODS + // Use Ranged Weapon + async Task UseWeapon() + { + canFire = false; + inFiringCycle = true; + + // Create Projectile + GameObject BulletInstance; + BulletInstance = Instantiate(projectile, transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); + BulletInstance.transform.parent = transform; + + // Send it on it's way + BulletInstance.GetComponent().linearVelocity = BulletInstance.transform.forward * -1 * WeaponProjectileSpeed; + BulletInstance.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, BulletInstance.transform.forward) - 90)); + WeaponCurrentMagazineAmmount--; + + await Task.Delay(WeaponFireRate); + + canFire = true; + inFiringCycle = false; + } + + // Reload Weapon + async Task ReloadWeapon() + { + canFire = false; + //play reload animation + currentlyReloading = true; + await Task.Delay(WeaponReloadTime); + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + currentlyReloading = false; + + canFire = true; + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/SniperTurretAI.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/SniperTurretAI.cs.meta new file mode 100644 index 0000000..b9cb037 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/SniperTurretAI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 4029e0cfa8f769c4ca76d5b3da3ea1c9 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/SwitchbladeAI.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/SwitchbladeAI.cs new file mode 100644 index 0000000..ed900a7 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/SwitchbladeAI.cs @@ -0,0 +1,367 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//Use on switchblade drone enemies + +public class SwitchbladeAI : MonoBehaviour +{ + //MISC + public GameObject target; + public float nextWaypointDistance = 5; + Path path; + int currentWaypoint = 0; + bool reachedEndOfPath = false; + GameObject projectile; + GameObject player; + GameObject barrel; + public List AllPositions; + public float DistanceFromPlayer; + Vector2 StartPosition; + public List PatrolPositions; + public GameObject LastKnownPlayerLocation; + + //CONDITIONS/GENERAL INFORMATION + public bool canMove = true; + public bool canPursue = false; + public bool canFire = true; + public bool currentlyReloading = false; + public bool currentlyPatrolling; + public bool currentlyMovingToNextPatrolTarget = false; + public float DesiredDistance = 15; + int MinumumDistance = 10; + public bool targetingPlayer = false; + public bool inFiringCycle = false; + public bool primed = false; + + //ENEMY STATS (Changeable) + float Speed = 0.7f; // In relation to player's walking speed + float Health = 5; + float PatrolDistance = 10; + int PatrolStallTime = 1500; //ms + int PlayerDetectionRange = 25; + int WeaponFireRate = 1000; + int WeaponRange = 30; + int WeaponDamage = 20; + float dashSpeed = 40f; + + Seeker seeker; + Rigidbody2D rb; + + //START OF THE GAME + void Start() + { + seeker = GetComponent(); + rb = GetComponent(); + + transform.Find("PursuingIndicator").GetComponent().enabled = false; + + StartPosition = transform.position; + AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList(); + + target = Instantiate(GameObject.Find("FlyingTarget"), transform.position, Quaternion.identity); + + player = GameObject.FindGameObjectWithTag("Player"); + LastKnownPlayerLocation = null; + + InvokeRepeating("UpdatePath", 0f, 0.1f); + InvokeRepeating("PathfindingTimeout", 0f, 30); + } + + // When enemy has reached the next node + void OnPathComplete(Path p) + { + if (!p.error) + { + path = p; + currentWaypoint = 0; + } + } + + // Select next node + void UpdatePath() + { + if (seeker.IsDone()) + { + seeker.StartPath(rb.position, target.transform.position, OnPathComplete); + } + } + + // Pathfiniding Timeout + void PathfindingTimeout() + { + if (Vector2.Distance(transform.position, target.transform.position) > 0.5) + { + //target = gameObject; + targetingPlayer = false; + LastKnownPlayerLocation = null; + MoveNextPatrol(); + } + } + + //MAIN LOGIC + void FixedUpdate() + { + // Death + if (Health <= 0) + { + Explode(); + } + + // Explode when close to the player + if (primed && Vector2.Distance(player.transform.position, transform.position) <= 2) + { + Explode(); + } + + // See where the enemy wants to go (DEBUGGING ONLY) + if (target != null) + { + foreach (GameObject pos in AllPositions) + { + pos.GetComponent().enabled = false; + } + target.GetComponent().enabled = true; + } + +//CHANGE ICONS + if (targetingPlayer) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + +//MISC PATHFINDING + if (path == null) + return; + + if (target == null) + return; + if (currentWaypoint >= path.vectorPath.Count) + { + reachedEndOfPath = true; + return; + } + else + { + reachedEndOfPath = false; + } + +//DIVE BOMB + // Check if enemy has line of sight on the player & if they are in the acceptable range + if (canFire == true && currentlyReloading == false && currentlyPatrolling == false) + { + if (DetermineLineOfSight(gameObject, player) == true && inFiringCycle == false && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange) + { + UseWeapon(); + } + } + + //MOVEMENT + if (canMove == true) + { + Vector2 direction = ((Vector2)path.vectorPath[currentWaypoint] - rb.position).normalized; + Vector2 force = direction * Speed * 20; + + rb.AddForce(force); + + // A* logic + float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); + + if (distance < nextWaypointDistance) + { + currentWaypoint++; + } + } + +//PATROL + // Enemy detects player + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange) + { + currentlyPatrolling = false; + targetingPlayer = true; + canPursue = true; + primed = true; + + // Get the last know player location by finding which of the positions is closest to the player + if (LastKnownPlayerLocation == null) + { + LastKnownPlayerLocation = gameObject; + } + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position)) + { + LastKnownPlayerLocation = pos; + } + } + } + // Player has broken line of sight and the enemy will attempt to move to the last known location + else if (LastKnownPlayerLocation != null) + { + primed = false; + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5) + { + canPursue = false; + target.transform.position = LastKnownPlayerLocation.transform.position; + } + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false) + { + targetingPlayer = false; + LastKnownPlayerLocation = null; + } + } + // Go back to patrol move + else + { + LastKnownPlayerLocation = gameObject; + currentlyPatrolling = true; + targetingPlayer = false; + + + } + + // Call patrol method + if (currentlyPatrolling) + { + if (canMove == true && currentlyMovingToNextPatrolTarget == false) + { + MoveNextPatrol(); + } + } + +//TARGET DETERMINATION + if (canPursue == true) + { + /* + // If the player moves away (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) > DesiredDistance) + { + ComputeClosestPositionToPlayer(); + } + */ + + //If the player is too close to the target (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) < MinumumDistance) + { + ComputeClosestPositionToPlayer(); + } + + + // If the player is not within line of sight of the desired position (CHANGE TARGET) + if (DetermineLineOfSight(target, player) == false) + { + ComputeClosestPositionToPlayer(); + } + + // If the enemy reaches the target + if (Vector2.Distance(target.transform.position, transform.position) <= 1) + { + if (DetermineLineOfSight(gameObject, player) == false) // If the enemy has LOS on the player + { + ComputeClosestPositionToPlayer(); + } + } + } + } + + //MISC METHODS + // Attempt to explode on the player + async Task UseWeapon() + { + inFiringCycle = true; + + await Task.Delay(3000); // Dash delay ms + + //Dash into player + rb.linearVelocity = new Vector2(transform.position.x - player.transform.position.x, transform.position.y - player.transform.position.y).normalized * dashSpeed * -2f; + + inFiringCycle = false; + } + + // Part of the patrol cycle + async Task MoveNextPatrol() + { + LastKnownPlayerLocation = gameObject; + target.transform.position = transform.position; + + canPursue = false; + currentlyMovingToNextPatrolTarget = true; + + //Find Random Position nearby + target.transform.position = new Vector2((StartPosition.x + UnityEngine.Random.Range(-1 * PatrolDistance, PatrolDistance)), (StartPosition.y + UnityEngine.Random.Range(-1 * PatrolDistance, PatrolDistance))); + await Task.Delay(PatrolStallTime + UnityEngine.Random.Range((PatrolStallTime * -1), PatrolStallTime)); + + currentlyMovingToNextPatrolTarget = false; + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } + + // Part of the pursue cycle + void ComputeClosestPositionToPlayer() + { + canMove = true; + // find a target in the air a set radius away from the player + if (DetermineLineOfSight(player, gameObject)) + { + target.transform.position = new Vector2(player.transform.position.x + UnityEngine.Random.Range(-MinumumDistance, MinumumDistance), player.transform.position.y + MinumumDistance); + } + } + + // Explode + void Explode() + { + //Create Explosion + GameObject Explosion; + Explosion = Instantiate(GameObject.Find("Explosion"), new Vector3(transform.position.x, transform.position.y, GameObject.Find("Explosion").transform.position.z), Quaternion.identity); + Explosion.transform.rotation = Quaternion.Euler(Vector3.forward); + + //Set Variables + Explosion.GetComponent().destroy = true; + Explosion.GetComponent().opacity = true; + Explosion.GetComponent().timer = 3; + Explosion.GetComponent().damageAmmount = WeaponDamage; + + //Delete Enemy + Destroy(gameObject); + } + + void OnTriggerEnter2D(Collider2D collision) + { + if (primed) + { + if (collision.gameObject.tag == "Ground") + { + if (collision.gameObject.layer == 6) + { + Explode(); + } + } + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/SwitchbladeAI.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/SwitchbladeAI.cs.meta new file mode 100644 index 0000000..25b527a --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/SwitchbladeAI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 80de3fa3d92ba7548b32e6bbd98c513a \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TankAI.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TankAI.cs new file mode 100644 index 0000000..39f30e3 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TankAI.cs @@ -0,0 +1,415 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//Use on tank type enemies + +public class TankAI : MonoBehaviour +{ + +//MISC + GameObject target; + float nextWaypointDistance = 5; + Path path; + int currentWaypoint = 0; + bool reachedEndOfPath = false; + GameObject projectile; + GameObject player; + GameObject barrel; + public List SuitablePositions; + public List AllPositions; + float DistanceFromPlayer; + Vector2 StartPosition; + public List PatrolPositions; + public GameObject LastKnownPlayerLocation; + +//CONDITIONS/GENERAL INFORMATION + bool canMove = true; // Prevent all movement + bool canPursue = false; // Follow player + bool canFire = true; + bool currentlyReloading = false; + bool currentlyPatrolling; + bool currentlyMovingToNextPatrolTarget = false; + float DesiredDistance; + float MinumumDistance = 5f; + bool targetingPlayer = false; + bool inFiringCycle = false; + int WeaponCurrentMagazineAmmount; + float angle; + +//ENEMY STATS (Changeable) + public float Speed = 0.5f; // In relation to player's walking speed + public float Health = 200; + public float PatrolDistance = 10; + public int PatrolStallTime = 200; //ms + public int PlayerDetectionRange = 50; + +//WEAPON STATS (CHANGEABLE) + public int WeaponDamage = 15; // Damage per hit + public int WeaponFireRate = 1000; // Delay in time between attacks both melee and ranged + public float WeaponRandomSpread = 5f; // Random direction of lanched projectiles + public int WeaponRange = 40; // Maximum range of the projectile before it drops off + public float WeaponProjectileSpeed = 40f; // Speed of launched projectiles + public int WeaponMagazineSize = 30; // Number of shots the enemy will take before having to reload + public int WeaponReloadTime = 6000; // Time it takes to reload the magazine + +//REFERENCES + Seeker seeker; + Rigidbody2D rb; + +//ONCE THE GAME STARTS + void Start() + { + seeker = GetComponent(); + rb = GetComponent(); + + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + transform.Find("PursuingIndicator").GetComponent().enabled = false; + + StartPosition = transform.position; + AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList(); + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(pos.transform.position, StartPosition) <= PatrolDistance && transform.position.y - pos.transform.position.y > 0) + { + PatrolPositions.Add(pos); + } + } + target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + + projectile = GameObject.Find("EnemyProjectile"); + player = GameObject.FindGameObjectWithTag("Player"); + barrel = transform.Find("Barrel").gameObject; + LastKnownPlayerLocation = null; + + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + DesiredDistance = WeaponRange - 15; + + InvokeRepeating("UpdatePath", 0f, 0.1f); + InvokeRepeating("PathfindingTimeout", 0f, 10); + + } + + // When enemy has reached the next node + void OnPathComplete(Path p) + { + if (!p.error) + { + path = p; + currentWaypoint = 0; + } + } + + // Select next node + void UpdatePath() + { + if (seeker.IsDone() && target != null) + { + seeker.StartPath(rb.position, target.transform.position, OnPathComplete); + } + } + + // Pathfiniding Timeout + void PathfindingTimeout() + { + if (Vector2.Distance(transform.position, target.transform.position) > 0.5) + { + target = gameObject; + MoveNextPatrol(); + } + } + +//MAIN LOGIC + void FixedUpdate() + { + //DEATH + if (Health <= 0) + { + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) + { + GameObject.Destroy(child.gameObject); + } + Destroy(gameObject); + } + +//ICONS + if (targetingPlayer) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + + if (currentlyReloading) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + } + + //if (90 <= angle || angle <= 270) + //{ + // barrel.transform.localScale = new Vector2(-barrel.transform.localScale.x, barrel.transform.localScale.y); + //} + +//MISC PATHFINDING + if (path == null) + return; + + if (target == null) + return; + if (currentWaypoint >= path.vectorPath.Count) + { + reachedEndOfPath = true; + return; + } + else + { + reachedEndOfPath = false; + } + +//RANGED ATTACK + // Check if enemy has line of sight on the player & if they are in the acceptable range + if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false && currentlyPatrolling == false) + { + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange && Vector2.Distance(transform.position, player.transform.position) <= DesiredDistance) + { + UseWeapon(); + } + } + else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false) + { + ReloadWeapon(); + } + +//MOVEMENT + if (canMove == true) + { + + Vector2 direction = (Vector2)path.vectorPath[currentWaypoint] - rb.position; + //float xDirection = target.transform.position.x - transform.position.x; + + if (direction.x > 0) // Move right + { + rb.AddForce(new Vector2(Speed * 20, rb.linearVelocity.y)); + } + + if (direction.x < 0) // Move left + { + rb.AddForce(new Vector2(-1 * Speed * 20, rb.linearVelocity.y)); + } + + // A* logic + float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); + + if (distance < nextWaypointDistance) + { + currentWaypoint++; + } + } + +//PATROL & DETECTION + // Enemy detects player + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange) + { + currentlyPatrolling = false; + targetingPlayer = true; + canPursue = true; + // Get the last know player location by finding which of the positions is closest to the player + if (LastKnownPlayerLocation == null) + { + LastKnownPlayerLocation = gameObject; + } + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position)) + { + LastKnownPlayerLocation = pos; + } + } + + // Angle barrel towards player + angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg; + + } + // Player has broken line of sight and the enemy will attempt to move to the last known location + else if (LastKnownPlayerLocation != null) + { + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5) + { + canPursue = false; + target = LastKnownPlayerLocation; + } + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false) + { + targetingPlayer = false; + LastKnownPlayerLocation = null; + } + + // Reset barrel rotation + angle = 0f; + + } + // Go back to patrol move + else + { + currentlyPatrolling = true; + targetingPlayer = false; + if (canMove == true && currentlyMovingToNextPatrolTarget == false) + { + MoveNextPatrol(); + } + + // Reset barrel rotation + angle = 0f; + } + + // Rotate barrel towards player + Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle)); + barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 100 * Time.deltaTime); + +//TARGET DETERMINATION + if (canPursue == true) + { + // If enemy is at the target position (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, transform.position) < 1.5) + { + ComputeClosestPositionToPlayer(); + } + + // If the player moves away (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) > DesiredDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is not within line of sight of the desired position (CHANGE TARGET) + if (DetermineLineOfSight(target, player) == false) + { + ComputeClosestPositionToPlayer(); + } + + // If the enemy reaches the target + if (Vector2.Distance(target.transform.position, transform.position) <= 1 && DetermineLineOfSight(gameObject, player)) + { + if (canFire == false && inFiringCycle == false) + { + canFire = true; + } + } + } + } + +//MISC METHODS + // Use Ranged Weapon + async Task UseWeapon() + { + canFire = false; + inFiringCycle = true; + + // Create Projectile + GameObject BulletInstance; + BulletInstance = Instantiate(projectile, transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); + BulletInstance.transform.parent = transform; + + // Send it on it's way + BulletInstance.GetComponent().linearVelocity = BulletInstance.transform.forward * -1 * WeaponProjectileSpeed; + BulletInstance.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, BulletInstance.transform.forward) - 90)); + WeaponCurrentMagazineAmmount--; + + await Task.Delay(WeaponFireRate); + + canFire = true; + inFiringCycle = false; + } + + // Reload Weapon + async Task ReloadWeapon() + { + canFire = false; + //play reload animation + currentlyReloading = true; + await Task.Delay(WeaponReloadTime); + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + currentlyReloading = false; + + canFire = true; + } + + // Part of the patrol cycle + async Task MoveNextPatrol() + { + LastKnownPlayerLocation = null; + + canPursue = false; + currentlyMovingToNextPatrolTarget = true; + + //Find Random Position nearby + if (Vector2.Distance(transform.position, target.transform.position) <= 0.5 || PatrolPositions.Contains(target) == false) + { + target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + await Task.Delay(PatrolStallTime + UnityEngine.Random.Range((PatrolStallTime * -1), PatrolStallTime)); + } + + currentlyMovingToNextPatrolTarget = false; + + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } + + // Part of the pursue cycle + void ComputeClosestPositionToPlayer() + { + canMove = true; + + SuitablePositions.Clear(); + foreach (GameObject query in AllPositions) + { + // Check the distance of the position + if (Vector2.Distance(query.transform.position, player.transform.position) < DesiredDistance && Vector2.Distance(query.transform.position, player.transform.position) >= MinumumDistance && transform.position.y - query.transform.position.y > 0 && Vector2.Distance(query.transform.position, transform.position) < 10) + { + // Check line of sight of the position + if (DetermineLineOfSight(query, player)) + { + SuitablePositions.Add(query); + } + } + } + + if (SuitablePositions.Count > 0) + { + target = SuitablePositions[UnityEngine.Random.Range(0, SuitablePositions.Count)]; + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TankAI.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TankAI.cs.meta new file mode 100644 index 0000000..f276b7b --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TankAI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b581fa8060dd2534c961df6092303e29 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAIAirRanged.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAIAirRanged.cs new file mode 100644 index 0000000..067e58e --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAIAirRanged.cs @@ -0,0 +1,414 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//V 0.0.2 +//DO NOT USE THIS ON ANY ENEMIES + +public class TestEnemyAIAirRanged : MonoBehaviour +{ + //MISC + public GameObject target; + public float nextWaypointDistance = 5; + Path path; + int currentWaypoint = 0; + bool reachedEndOfPath = false; + GameObject projectile; + GameObject player; + GameObject barrel; + public List AllPositions; + public float DistanceFromPlayer; + Vector2 StartPosition; + public List PatrolPositions; + public GameObject LastKnownPlayerLocation; + + //CONDITIONS/GENERAL INFORMATION + public bool canMove = true; + public bool canPursue = false; + public bool canFire = true; + public bool currentlyReloading = false; + public bool currentlyPatrolling; + public bool currentlyMovingToNextPatrolTarget = false; + public float DesiredDistance; + public float MinumumDistance = 20f; + public bool targetingPlayer = false; + public bool inFiringCycle = false; + public int WeaponCurrentMagazineAmmount; + public int NumberOfHitsPerMag = 0; + public float angle; + + //ENEMY STATS (Changeable) + public float Speed = 0.7f; // In relation to player's walking speed + public float Health = 100; + public float PatrolDistance = 10; + public int PatrolStallTime = 1500; //ms + public int PlayerDetectionRange = 25; + + //WEAPON STATS (CHANGEABLE) + public int WeaponDamage = 5; // Damage per hit + public int WeaponFireRate = 100; // Delay in time between attacks both melee and ranged + public float WeaponRandomSpread = 5f; // Random direction of lanched projectiles + public int WeaponRange = 30; // Maximum range of the projectile before it drops off + public float WeaponProjectileSpeed = 30f; // Speed of launched projectiles + public int WeaponMagazineSize = 50; // Number of shots the enemy will take before having to reload + public int WeaponReloadTime = 5000; // Time it takes to reload the magazine + + + Seeker seeker; + Rigidbody2D rb; + +//START OF THE GAME + void Start() + { + seeker = GetComponent(); + rb = GetComponent(); + + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + transform.Find("PursuingIndicator").GetComponent().enabled = false; + + StartPosition = transform.position; + AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList(); + + target = Instantiate(GameObject.Find("FlyingTarget"), transform.position,Quaternion.identity); + + projectile = GameObject.Find("EnemyProjectile"); + player = GameObject.FindGameObjectWithTag("Player"); + barrel = transform.Find("Barrel").gameObject; + LastKnownPlayerLocation = null; + + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + DesiredDistance = WeaponRange - 5; + + InvokeRepeating("UpdatePath", 0f, 0.1f); + InvokeRepeating("PathfindingTimeout", 0f, 30); + } + + // When enemy has reached the next node + void OnPathComplete(Path p) + { + if (!p.error) + { + path = p; + currentWaypoint = 0; + } + } + + // Select next node + void UpdatePath() + { + if (seeker.IsDone()) + { + seeker.StartPath(rb.position, target.transform.position, OnPathComplete); + } + } + + // Pathfiniding Timeout + void PathfindingTimeout() + { + if (Vector2.Distance(transform.position, target.transform.position) > 0.5) + { + //target = gameObject; + targetingPlayer = false; + LastKnownPlayerLocation = null; + MoveNextPatrol(); + } + } + +//MAIN LOGIC + void FixedUpdate() + { + // Death + if (Health <= 0) + { + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + DeadBody.GetComponent().gravityScale = 3; + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) + { + GameObject.Destroy(child.gameObject); + } + Destroy(gameObject); + } + + // See where the enemy wants to go (DEBUGGING ONLY) + /* + if (target != null) + { + foreach (GameObject pos in AllPositions) + { + pos.GetComponent().enabled = false; + } + target.GetComponent().enabled = true; + } + */ + +//CHANGE ICONS + if (targetingPlayer) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + + if (currentlyReloading) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + } + +//MISC PATHFINDING + if (path == null) + return; + + if (target == null) + return; + if (currentWaypoint >= path.vectorPath.Count) + { + reachedEndOfPath = true; + return; + } + else + { + reachedEndOfPath = false; + } + +//RANGED ATTACK + // Check if enemy has line of sight on the player & if they are in the acceptable range + if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false && currentlyPatrolling == false) + { + if (DetermineLineOfSight(gameObject, player) == true && inFiringCycle == false && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange && Vector2.Distance(transform.position, player.transform.position) <= DesiredDistance) + { + UseWeapon(); + } + } + else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false) + { + ReloadWeapon(); + } + +//MOVEMENT + if (canMove == true) + { + Vector2 direction = ((Vector2)path.vectorPath[currentWaypoint] - rb.position).normalized; + Vector2 force = direction * Speed * 20; + + rb.AddForce(force); + + // A* logic + float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); + + if (distance < nextWaypointDistance) + { + currentWaypoint++; + } + } + +//PATROL + // Enemy detects player + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange) + { + currentlyPatrolling = false; + targetingPlayer = true; + canPursue = true; + + // Angle barrel towards player + angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg; + + // Get the last know player location by finding which of the positions is closest to the player + if (LastKnownPlayerLocation == null) + { + LastKnownPlayerLocation = gameObject; + } + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position)) + { + LastKnownPlayerLocation = pos; + } + } + } + // Player has broken line of sight and the enemy will attempt to move to the last known location + else if (LastKnownPlayerLocation != null) + { + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5) + { + canPursue = false; + target.transform.position = LastKnownPlayerLocation.transform.position; + } + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false) + { + targetingPlayer = false; + LastKnownPlayerLocation = null; + } + + // Reset barrel rotation + angle = -90f; + } + // Go back to patrol move + else + { + LastKnownPlayerLocation = gameObject; + currentlyPatrolling = true; + targetingPlayer = false; + + // Reset barrel rotation + angle = -90f; + } + + // Rotate barrel towards player + Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle)); + barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 100 * Time.deltaTime); + + // Call patrol method + if (currentlyPatrolling) + { + if (canMove == true && currentlyMovingToNextPatrolTarget == false) + { + MoveNextPatrol(); + } + } + +//TARGET DETERMINATION + if (canPursue == true) + { + // Catch desired distance error + if (DesiredDistance <= MinumumDistance) + { + DesiredDistance = MinumumDistance + 1; + } + + // If enemy is at the target position + if (Vector2.Distance(target.transform.position, transform.position) < 1.5) + { + ComputeClosestPositionToPlayer(); + } + + // If the player moves away (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) > DesiredDistance) + { + ComputeClosestPositionToPlayer(); + } + + //If the player is too close to the target (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) < MinumumDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is not within line of sight of the desired position (CHANGE TARGET) + if (DetermineLineOfSight(target, player) == false) + { + ComputeClosestPositionToPlayer(); + } + + // If the enemy reaches the target + if (Vector2.Distance(target.transform.position, transform.position) <= 1) + { + if (DetermineLineOfSight(gameObject, player) == false) // If the enemy has LOS on the player + { + ComputeClosestPositionToPlayer(); + } + } + } + } + +//MISC METHODS + // Use Ranged Weapon + async Task UseWeapon() // Weapon for projectile based enemy + { + inFiringCycle = true; + + // Create Projectile + GameObject BulletInstance; + BulletInstance = Instantiate(projectile, transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); + BulletInstance.transform.parent = transform; + + // Send it on it's way + BulletInstance.GetComponent().linearVelocity = BulletInstance.transform.forward * -1 * WeaponProjectileSpeed; + BulletInstance.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, BulletInstance.transform.forward) - 90)); + WeaponCurrentMagazineAmmount--; + + await Task.Delay(WeaponFireRate); + + inFiringCycle = false; + } + + // Reload Weapon + async Task ReloadWeapon() + { + canFire = false; + + //play reload animation + currentlyReloading = true; + await Task.Delay(WeaponReloadTime); + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + currentlyReloading = false; + + if (NumberOfHitsPerMag / WeaponMagazineSize < 0.5) + { + DesiredDistance -= 5; + } + NumberOfHitsPerMag = 0; + + canFire = true; + } + + // Part of the patrol cycle + async Task MoveNextPatrol() + { + LastKnownPlayerLocation = gameObject; + target.transform.position = transform.position; + + canPursue = false; + currentlyMovingToNextPatrolTarget = true; + + //Find Random Position nearby + target.transform.position = new Vector2((StartPosition.x + UnityEngine.Random.Range(-1 * PatrolDistance, PatrolDistance)), (StartPosition.y + UnityEngine.Random.Range(-1 * PatrolDistance, PatrolDistance))); + await Task.Delay(PatrolStallTime + UnityEngine.Random.Range((PatrolStallTime * -1), PatrolStallTime)); + + currentlyMovingToNextPatrolTarget = false; + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } + + // Partof the pursue cycle + void ComputeClosestPositionToPlayer() + { + canMove = true; + // find a target in the air a set radius away from the player + if (DetermineLineOfSight(player, gameObject)) + { + target.transform.position = new Vector2((player.transform.position.x + UnityEngine.Random.Range(-MinumumDistance, MinumumDistance)), (player.transform.position.y + MinumumDistance + UnityEngine.Random.Range(-5, 0))); + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAIAirRanged.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAIAirRanged.cs.meta new file mode 100644 index 0000000..a781996 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAIAirRanged.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ba7d100626939a34a940695ac9a80a8c \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAIDroneRanged.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAIDroneRanged.cs new file mode 100644 index 0000000..e66100e --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAIDroneRanged.cs @@ -0,0 +1,484 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//V 0.0.1 +//DO NOT USE ON ANY ENEMIES + +public class TestEnemyAIDroneRanged : MonoBehaviour +{ + //MISC + GameObject target; + float nextWaypointDistance = 5; + Path path; + int currentWaypoint = 0; + bool reachedEndOfPath = false; + GameObject projectile; + GameObject player; + GameObject barrel; + public List AllPositions; + float DistanceFromPlayer; + Vector2 StartPosition; + GameObject LastKnownPlayerLocation; + Transform DroneBayLocation; + + //CONDITIONS/GENERAL INFORMATION + public bool canMove = false; + public bool canPursue = false; + public bool canFire = true; + public bool currentlyReloading = false; + public bool currentlyInDroneBay = true; + public float DesiredDistance; + public float MinumumDistance = 10f; + public bool targetingPlayer = false; + public bool inFiringCycle = false; + public int WeaponCurrentMagazineAmmount; + public int NumberOfHitsPerMag = 0; + public int CurrentBatteryCapacity; + public bool currentlyTravelingToDroneBay = false; + public bool currentlyRecharging = false; + public float angle; + + //ENEMY STATS (Changeable) + public float Speed = 0.7f; // In relation to player's walking speed + public float Health = 100; + public int PlayerDetectionRange = 25; + public int MaxBatteryCapacity = 30; // Depletes one every second it is out of the bay + public int RechargeTime = 6000; //ms + + //WEAPON STATS (CHANGEABLE) + public int WeaponDamage = 5; // Damage per hit + public int WeaponFireRate = 100; // Delay in time between attacks both melee and ranged + public float WeaponRandomSpread = 5f; // Random direction of lanched projectiles (DOES NOT APPLY TO MELEE ATTACKS) + public int WeaponRange = 30; // Maximum range of the projectile before it drops off (DOES NOT APPLY TO MELEE ATTACKS) + public float WeaponProjectileSpeed = 30f; // Speed of launched projectiles (DOES NOT APPLY TO MELEE WEAPONS) + public int WeaponMagazineSize = 50; // Number of shots the enemy will take before having to reload + public int WeaponReloadTime = 5000; // Time it takes to reload the magazine + + + Seeker seeker; + Rigidbody2D rb; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + seeker = GetComponent(); + rb = GetComponent(); + + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + transform.Find("PursuingIndicator").GetComponent().enabled = false; + transform.Find("BatteryIndicator").GetComponent().enabled = false; + + StartPosition = transform.position; + AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList(); + + target = Instantiate(GameObject.Find("FlyingTarget"), transform.position, Quaternion.identity); + + projectile = GameObject.Find("EnemyProjectile"); + player = GameObject.FindGameObjectWithTag("Player"); + barrel = transform.Find("Barrel").gameObject; + LastKnownPlayerLocation = null; + DroneBayLocation = transform.parent.transform; + + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + DesiredDistance = WeaponRange - 5; + CurrentBatteryCapacity = MaxBatteryCapacity; + + InvokeRepeating("UpdatePath", 0f, 0.1f); + InvokeRepeating("PathfindingTimeout", 0f, 30); + InvokeRepeating("BatteryDrain", 0f, 1); + + Recharge(); + } + + // When enemy has reached the next node + void OnPathComplete(Path p) + { + if (!p.error) + { + path = p; + currentWaypoint = 0; + } + } + + // Select next node + void UpdatePath() + { + if (seeker.IsDone()) + { + seeker.StartPath(rb.position, target.transform.position, OnPathComplete); + } + } + + // Pathfiniding Timeout + void PathfindingTimeout() + { + if (Vector2.Distance(transform.position, target.transform.position) > 0.5) + { + //target = gameObject; + targetingPlayer = false; + LastKnownPlayerLocation = null; + //ReturnToDroneBay(); + } + } + + // Battery Drain + void BatteryDrain() + { + if (currentlyInDroneBay == false) + { + CurrentBatteryCapacity -= 1; + } + } + +// MAIN LOGIC + void FixedUpdate() + { +//DEATH + if (CurrentBatteryCapacity == 0) + { + Health = 0; + } + + if (Health <= 0) + { + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + DeadBody.GetComponent().gravityScale = 3; + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) + { + GameObject.Destroy(child.gameObject); + } + + Destroy(gameObject); + } + +//Battery + // Low battery return + if (CurrentBatteryCapacity <= MaxBatteryCapacity / 10) + { + ReturnToDroneBay(); + } + + // Recharge battery & bay detection + if (Vector2.Distance(transform.position, DroneBayLocation.position) <= 0.5) + { + currentlyInDroneBay = true; + currentlyTravelingToDroneBay = false; + if (currentlyRecharging == false && CurrentBatteryCapacity < MaxBatteryCapacity / 10) + { + Recharge(); + } + else + { + canMove = false; + } + } + else + { + //canMove = true; + currentlyInDroneBay = false; + } + + // See where the enemy wants to go (DEBUGGING ONLY) + /* + if (target != null) + { + foreach (GameObject pos in AllPositions) + { + pos.GetComponent().enabled = false; + } + target.GetComponent().enabled = true; + } + */ + +//CHANGE ICONS + if (targetingPlayer) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + + if (currentlyReloading) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + } + + if (CurrentBatteryCapacity <= MaxBatteryCapacity / 10) + { + transform.Find("BatteryIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("BatteryIndicator").GetComponent().enabled = false; + } + + if (currentlyInDroneBay == false) + { + seeker.enabled = true; + } + +//MISC PATHFINDING + if (path == null) + return; + + if (target == null) + return; + if (currentWaypoint >= path.vectorPath.Count) + { + reachedEndOfPath = true; + return; + } + else + { + reachedEndOfPath = false; + } + +//RANGED ATTACK + // Check if enemy has line of sight on the player & if they are in the acceptable range + + if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false && currentlyInDroneBay == false) + { + if (DetermineLineOfSight(gameObject, player) == true && inFiringCycle == false && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange && Vector2.Distance(transform.position, player.transform.position) <= DesiredDistance) + { + UseWeapon(); + } + } + else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false) + { + ReloadWeapon(); + } + +//MOVEMENT + if (canMove == true) + { + Vector2 direction = ((Vector2)path.vectorPath[currentWaypoint] - rb.position).normalized; + Vector2 force = direction * Speed * 20; + + rb.AddForce(force); + + // A* logic + float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); + + if (distance < nextWaypointDistance) + { + currentWaypoint++; + } + } + +//DETECTION + // Enemy detects player + if (DetermineLineOfSight(transform.parent.gameObject, player) && Vector2.Distance(DroneBayLocation.position, player.transform.position) <= PlayerDetectionRange && currentlyRecharging == false) + { + if (currentlyInDroneBay == true) + { + rb.linearVelocity = transform.parent.transform.up * 10; + } + canMove = true; + targetingPlayer = true; + canPursue = true; + + // Angle barrel towards player + angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg; + + } + else if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange) + { + targetingPlayer = true; + canPursue = true; + // Get the last know player location by finding which of the positions is closest to the player + if (LastKnownPlayerLocation == null) + { + LastKnownPlayerLocation = gameObject; + } + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position)) + { + LastKnownPlayerLocation = pos; + } + } + + // Reset barrel rotation + angle = -90f; + } + // Player has broken line of sight and the enemy will attempt to move to the last known location + else if (LastKnownPlayerLocation != null) + { + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5) + { + canPursue = false; + target.transform.position = LastKnownPlayerLocation.transform.position; + } + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false) + { + targetingPlayer = false; + LastKnownPlayerLocation = null; + } + + // Reset barrel rotation + angle = -90f; + } + // Go back to drone bay + else + { + LastKnownPlayerLocation = null; + ReturnToDroneBay(); + targetingPlayer = false; + + // Reset barrel rotation + angle = -90f; + } + + // Rotate barrel towards player + Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle)); + barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 100 * Time.deltaTime); + + + if (currentlyTravelingToDroneBay == false) + { + //TARGET DETERMINATION + + // If enemy is at the target position + if (Vector2.Distance(target.transform.position, transform.position) < 1.5) + { + ComputeClosestPositionToPlayer(); + } + + // If the player moves away (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) > DesiredDistance) + { + ComputeClosestPositionToPlayer(); + } + + //If the player is too close to the target (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) < MinumumDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is not within line of sight of the desired position (CHANGE TARGET) + if (DetermineLineOfSight(target, player) == false) + { + ComputeClosestPositionToPlayer(); + } + + // If the enemy reaches the target + if (Vector2.Distance(target.transform.position, transform.position) <= 1) + { + if (DetermineLineOfSight(gameObject, player) == false) // If the enemy has LOS on the player + { + ComputeClosestPositionToPlayer(); + } + } + } + } + +//MISC METHODS + // Use Ranged Weapon + async Task UseWeapon() // Weapon for projectile based enemy + { + inFiringCycle = true; + + // Create Projectile + GameObject BulletInstance; + BulletInstance = Instantiate(projectile, transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); + BulletInstance.transform.parent = transform; + + // Send it on it's way + BulletInstance.GetComponent().linearVelocity = BulletInstance.transform.forward * -1 * WeaponProjectileSpeed; + BulletInstance.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, BulletInstance.transform.forward) - 90)); + WeaponCurrentMagazineAmmount--; + + await Task.Delay(WeaponFireRate); + + inFiringCycle = false; + } + + // Reload Weapon + async Task ReloadWeapon() + { + canFire = false; + + //play reload animation + currentlyReloading = true; + await Task.Delay(WeaponReloadTime); + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + currentlyReloading = false; + + NumberOfHitsPerMag = 0; + + canFire = true; + } + + // Return To Drone Bay + async Task ReturnToDroneBay() + { + if (currentlyTravelingToDroneBay == false && currentlyInDroneBay == false) + { + currentlyTravelingToDroneBay = true; + target.transform.position = DroneBayLocation.position; + } + } + + // Recharge + async Task Recharge() + { + currentlyRecharging = true; + canMove = false; + canFire = false; + seeker.enabled = false; + transform.position = DroneBayLocation.position; + rb.linearVelocity = Vector3.zero; + currentlyTravelingToDroneBay = false; + await Task.Delay(RechargeTime); + CurrentBatteryCapacity = MaxBatteryCapacity; + currentlyRecharging = false; + canFire = true; + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } + + // Part of the pursue cycle + void ComputeClosestPositionToPlayer() + { + // find a target in the air a set radius away from the player + if (DetermineLineOfSight(player, gameObject)) + { + canMove = true; + target.transform.position = new Vector2((player.transform.position.x + UnityEngine.Random.Range(-MinumumDistance, MinumumDistance)), (player.transform.position.y + MinumumDistance + UnityEngine.Random.Range(-5, 0))); + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAIDroneRanged.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAIDroneRanged.cs.meta new file mode 100644 index 0000000..898ebc6 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAIDroneRanged.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7c73bec38592c574d813f6e649bfab1c \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAIGroundRanged.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAIGroundRanged.cs new file mode 100644 index 0000000..d48f321 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAIGroundRanged.cs @@ -0,0 +1,492 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//V 0.0.6 +//DO NOT USE THIS ON ANY ENEMIES + +public class TestEnemyAIGroundRanged : MonoBehaviour +{ + +//MISC + public GameObject target; + public float nextWaypointDistance = 5; + Path path; + int currentWaypoint = 0; + bool reachedEndOfPath = false; + GameObject projectile; + GameObject player; + GameObject barrel; + public List SuitablePositions; + public List AllPositions; + public float DistanceFromPlayer; + Vector2 StartPosition; + public List PatrolPositions; + public GameObject LastKnownPlayerLocation; + +//CONDITIONS/GENERAL INFORMATION + public bool canJump = true; // + public bool canMove = true; // Prevent all movement + public bool canPursue = false; // Follow player + public bool canFire = false; + public bool currentlyReloading = false; + public bool currentlyPatrolling; + public bool currentlyMovingToNextPatrolTarget = false; + public float DesiredDistance; + public float MinumumDistance = 5f; + public bool targetingPlayer = false; + public bool inFiringCycle = false; + public int WeaponCurrentMagazineAmmount; + public int NumberOfHitsPerMag = 0; + public float angle; + +//ENEMY STATS (Changeable) + public float Speed = 0.7f; // In relation to player's walking speed + public float JumpHeight = 1; // In relation to player's regular jump height + public float Health = 100; + public float PatrolDistance = 10; + public int PatrolStallTime = 2000; //ms + public int PlayerDetectionRange = 25; + +//WEAPON STATS (CHANGEABLE) + public int WeaponDamage = 15; // Damage per hit + public int WeaponFireRate = 250; // Delay in time between attacks both melee and ranged + public float WeaponRandomSpread = 5f; // Random direction of lanched projectiles + public int WeaponRange = 20; // Maximum range of the projectile before it drops off + public float WeaponProjectileSpeed = 30f; // Speed of launched projectiles + public int WeaponMagazineSize = 20; // Number of shots the enemy will take before having to reload + public int WeaponReloadTime = 5000; // Time it takes to reload the magazine + +//REFERENCES + Seeker seeker; + Rigidbody2D rb; + +//ONCE THE GAME STARTS + void Start() + { + seeker = GetComponent(); + rb = GetComponent(); + + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + transform.Find("PursuingIndicator").GetComponent().enabled = false; + + StartPosition = transform.position; + AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList(); + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(pos.transform.position, StartPosition) <= PatrolDistance) + { + PatrolPositions.Add(pos); + } + } + target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + + projectile = GameObject.Find("EnemyProjectile"); + player = GameObject.FindGameObjectWithTag("Player"); + barrel = transform.Find("Barrel").gameObject; + LastKnownPlayerLocation = null; + + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + DesiredDistance = WeaponRange - 5; + + InvokeRepeating("UpdatePath", 0f, 0.1f); + InvokeRepeating("PathfindingTimeout", 0f, 10); + + } + + // When enemy has reached the next node + void OnPathComplete(Path p) + { + if (!p.error) + { + path = p; + currentWaypoint = 0; + } + } + + // Select next node + void UpdatePath() + { + if (seeker.IsDone() && target != null) + { + seeker.StartPath(rb.position, target.transform.position, OnPathComplete); + } + } + + // Pathfiniding Timeout + void PathfindingTimeout() + { + if (Vector2.Distance(transform.position, target.transform.position) > 0.5) + { + target = gameObject; + MoveNextPatrol(); + } + } + +//MAIN LOGIC + void FixedUpdate() + { +//DEATH + if (Health <= 0) + { + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) { + GameObject.Destroy(child.gameObject); + } + Destroy(gameObject); + } + + // See where the enemy wants to go (DEBUGGING ONLY) + if (target != null) + { + foreach (GameObject pos in AllPositions) + { + pos.GetComponent().enabled = false; + } + target.GetComponent().enabled = true; + } + +//ICONS + if (targetingPlayer) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + + if (currentlyReloading) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + } + + //if (90 <= angle || angle <= 270) + //{ + // barrel.transform.localScale = new Vector2(-barrel.transform.localScale.x, barrel.transform.localScale.y); + //} + +//MISC PATHFINDING + if (path == null) + return; + + if (target == null) + return; + if (currentWaypoint >= path.vectorPath.Count) + { + reachedEndOfPath = true; + return; + } + else + { + reachedEndOfPath = false; + } + +//RANGED ATTACK + // Check if enemy has line of sight on the player & if they are in the acceptable range + if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false && currentlyPatrolling == false) + { + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange && Vector2.Distance(transform.position, player.transform.position) <= DesiredDistance) + { + UseWeapon(); + } + } + else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false) + { + ReloadWeapon(); + } + +//MOVEMENT + if (canMove == true) + { + canFire = false; + + Vector2 direction = (Vector2)path.vectorPath[currentWaypoint] - rb.position; + //float xDirection = target.transform.position.x - transform.position.x; + + if (direction.x > 0) // Move right + { + rb.AddForce(new Vector2(Speed * 20, rb.linearVelocity.y)); + } + + if (direction.x < 0) // Move left + { + rb.AddForce(new Vector2(-1 * Speed * 20, rb.linearVelocity.y)); + } + + if (direction.y > 1f) // Wants to jump + { + JumpMethod(); + } + + // A* logic + float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); + + if (distance < nextWaypointDistance) + { + currentWaypoint++; + } + } + +//GROUND DETECTION + //Detecting if the enemy has reached the ground + if (GetComponentInChildren().isGrounded == true && rb.linearVelocity.y == 0) + { + canJump = true; + if (inFiringCycle == false) + { + canFire = true; + } + } + else + { + canJump = false; + canFire = false; + } + +//PATROL & DETECTION + // Enemy detects player + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange) + { + currentlyPatrolling = false; + targetingPlayer = true; + canPursue = true; + // Get the last know player location by finding which of the positions is closest to the player + if (LastKnownPlayerLocation == null) + { + LastKnownPlayerLocation = gameObject; + } + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position)) + { + LastKnownPlayerLocation = pos; + } + } + + // Angle barrel towards player + angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg; + + } + // Player has broken line of sight and the enemy will attempt to move to the last known location + else if (LastKnownPlayerLocation != null) + { + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5) + { + canPursue = false; + target = LastKnownPlayerLocation; + } + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false) + { + targetingPlayer = false; + LastKnownPlayerLocation = null; + } + + // Reset barrel rotation + angle = 0f; + + } + // Go back to patrol move + else + { + currentlyPatrolling = true; + targetingPlayer = false; + if (canMove == true && currentlyMovingToNextPatrolTarget == false) + { + MoveNextPatrol(); + } + + // Reset barrel rotation + angle = 0f; + } + + // Rotate barrel towards player + Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle)); + barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 100 * Time.deltaTime); + +//TARGET DETERMINATION + if (canPursue == true) + { + // Catch desired distance error + if (DesiredDistance <= MinumumDistance) + { + DesiredDistance = MinumumDistance + 1; + } + + // If the player moves away (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) > DesiredDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is too close to the target (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) < MinumumDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the target is on the other side of the player (CHANGE TARGET) + if (Vector2.Distance(transform.position, player.transform.position) < Vector2.Distance(target.transform.position, player.transform.position)) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is not within line of sight of the desired position (CHANGE TARGET) + if (DetermineLineOfSight(target, player) == false) + { + ComputeClosestPositionToPlayer(); + } + + // If the enemy reaches the target + if (Vector2.Distance(target.transform.position, transform.position) <= 1 && DetermineLineOfSight(gameObject, player)) + { + if (canFire == false && inFiringCycle == false) + { + canFire = true; + } + } + } + } + +//MISC METHODS + // Perform jump + async Task JumpMethod() + { + if (canJump == true) + { + rb.linearVelocity = new Vector2(rb.linearVelocity.x, JumpHeight * 12); + canJump = false; + await Task.Delay(500); + } + } + // Use Ranged Weapon + async Task UseWeapon() + { + canFire = false; + canMove = false; + inFiringCycle = true; + + // Create Projectile + GameObject BulletInstance; + BulletInstance = Instantiate(projectile, transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); + BulletInstance.transform.parent = transform; + + // Send it on it's way + BulletInstance.GetComponent().linearVelocity = BulletInstance.transform.forward * -1 * WeaponProjectileSpeed; + BulletInstance.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, BulletInstance.transform.forward) - 90)); + WeaponCurrentMagazineAmmount--; + + await Task.Delay(WeaponFireRate); + + canFire = true; + canMove = true; + inFiringCycle = false; + } + + // Reload Weapon + async Task ReloadWeapon() + { + canFire = false; + canMove = false; + //play reload animation + currentlyReloading = true; + await Task.Delay(WeaponReloadTime); + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + currentlyReloading = false; + + if (NumberOfHitsPerMag / WeaponMagazineSize < 0.5) + { + DesiredDistance -= 5; + } + NumberOfHitsPerMag = 0; + + canFire = true; + canMove = true; + } + + // Part of the patrol cycle + async Task MoveNextPatrol() + { + LastKnownPlayerLocation = null; + DesiredDistance = WeaponRange - 5; + + canPursue = false; + currentlyMovingToNextPatrolTarget = true; + + //Find Random Position nearby + if (Vector2.Distance(transform.position, target.transform.position) <= 0.5 || PatrolPositions.Contains(target) == false) + { + target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + await Task.Delay(PatrolStallTime + UnityEngine.Random.Range((PatrolStallTime * -1), PatrolStallTime)); + } + + currentlyMovingToNextPatrolTarget = false; + + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } + + // Part of the pursue cycle + void ComputeClosestPositionToPlayer() + { + canFire = false; + canMove = true; + + SuitablePositions.Clear(); + foreach (GameObject query in AllPositions) + { + // Check the distance of the position + if (Vector2.Distance(query.transform.position, player.transform.position) < DesiredDistance && Vector2.Distance(query.transform.position, player.transform.position) >= MinumumDistance) + { + // Check line of sight of the position + if (DetermineLineOfSight(query, player)) + { + SuitablePositions.Add(query); + } + } + } + + if (SuitablePositions.Count > 0) + { + target = SuitablePositions[UnityEngine.Random.Range(0, SuitablePositions.Count)]; + foreach (GameObject pos in SuitablePositions) + { + //Find the point that is closest to the enemy + if (Vector2.Distance(transform.position, pos.transform.position) < Vector2.Distance(transform.position, target.transform.position)) + { + target = pos; + } + } + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAIGroundRanged.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAIGroundRanged.cs.meta new file mode 100644 index 0000000..b2d34c0 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAIGroundRanged.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 80fa5955b49f1ca43afa1e8e6ac2eb39 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAITurret.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAITurret.cs new file mode 100644 index 0000000..537e180 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAITurret.cs @@ -0,0 +1,189 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//V 0.0.1 +//DO NOT USE THIS ON ANY ENEMIES + +public class TestEnemyAITurret : MonoBehaviour +{ + +//MISC + GameObject projectile; + GameObject player; + GameObject barrel; + public float DistanceFromPlayer; + Vector2 StartPosition; + +//CONDITIONS/GENERAL INFORMATION + public bool canFire = true; + public bool currentlyReloading = false; + public bool targetingPlayer = false; + public bool inFiringCycle = false; + public int WeaponCurrentMagazineAmmount; + public float angle; + +//ENEMY STATS (Changeable) + public float Health = 100; + public int PlayerDetectionRange = 25; + +//WEAPON STATS (CHANGEABLE) + public int WeaponDamage = 15; // Damage per hit + public int WeaponFireRate = 250; // Delay in time between attacks both melee and ranged + public float WeaponRandomSpread = 5f; // Random direction of lanched projectiles + public int WeaponRange = 20; // Maximum range of the projectile before it drops off + public float WeaponProjectileSpeed = 30f; // Speed of launched projectiles + public int WeaponMagazineSize = 20; // Number of shots the enemy will take before having to reload + public int WeaponReloadTime = 5000; // Time it takes to reload the magazine + +//ONCE THE GAME STARTS + void Start() + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + transform.Find("PursuingIndicator").GetComponent().enabled = false; + + projectile = GameObject.Find("EnemyProjectile"); + player = GameObject.FindGameObjectWithTag("Player"); + barrel = transform.Find("Barrel").gameObject; + + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + + canFire = true; + } + +//MAIN LOGIC + void FixedUpdate() + { + DistanceFromPlayer = Vector2.Distance(transform.position, player.transform.position); + +// Death + if (Health <= 0) + { + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) { + GameObject.Destroy(child.gameObject); + } + Destroy(gameObject); + } + + +//ICONS + if (targetingPlayer) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + + if (currentlyReloading) + { + transform.Find("ReloadingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("ReloadingIndicator").GetComponent().enabled = false; + } + +//RANGED ATTACK + // Check if enemy has line of sight on the player & if they are in the acceptable range + if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false) + { + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange) + { + UseWeapon(); + } + } + else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false) + { + ReloadWeapon(); + } + +//PLAYER TARGETING + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange + 10) + { + targetingPlayer = true; + + // Set angle to player + angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg; + + } + else + { + // Reset barrel rotation + angle = 90f; + } + + // Rotate barrel towards player + Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle)); + barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 100 * Time.deltaTime); + + } + + + + //MISC METHODS + // Use Ranged Weapon + async Task UseWeapon() + { + canFire = false; + inFiringCycle = true; + + // Create Projectile + GameObject BulletInstance; + BulletInstance = Instantiate(projectile, transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0))); + BulletInstance.transform.parent = transform; + + // Send it on it's way + BulletInstance.GetComponent().linearVelocity = BulletInstance.transform.forward * -1 * WeaponProjectileSpeed; + BulletInstance.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, BulletInstance.transform.forward) - 90)); + WeaponCurrentMagazineAmmount--; + + await Task.Delay(WeaponFireRate); + + canFire = true; + inFiringCycle = false; + } + + // Reload Weapon + async Task ReloadWeapon() + { + canFire = false; + //play reload animation + currentlyReloading = true; + await Task.Delay(WeaponReloadTime); + WeaponCurrentMagazineAmmount = WeaponMagazineSize; + currentlyReloading = false; + + canFire = true; + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAITurret.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAITurret.cs.meta new file mode 100644 index 0000000..dd698d7 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/TestEnemyAITurret.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 94c55f3189ba7ee4399dc3c6f10550ce \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/WarperAI.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/WarperAI.cs new file mode 100644 index 0000000..0471161 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/WarperAI.cs @@ -0,0 +1,440 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Pathfinding; +using System.Threading.Tasks; +using System; +using System.Linq; +using System.Text; + +//Designed by Jacob Weedman +//Use on warper type enemies + +public class WarperAI : MonoBehaviour +{ + +//MISC + GameObject target; + float nextWaypointDistance = 5; + Path path; + int currentWaypoint = 0; + bool reachedEndOfPath = false; + GameObject projectile; + GameObject player; + public List SuitablePositions; + public List AllPositions; + float DistanceFromPlayer; + Vector2 StartPosition; + public List PatrolPositions; + GameObject LastKnownPlayerLocation; + +//CONDITIONS/GENERAL INFORMATION + bool canJump = true; + bool canMove = true; // Prevent all movement + bool canPursue = false; // Follow player + bool canFire = false; + bool currentlyPatrolling; + bool currentlyMovingToNextPatrolTarget = false; + float DesiredDistance; + float MinumumDistance = 15f; + bool targetingPlayer = false; + bool inFiringCycle = false; + int NumberOfHitsPerMag = 0; + bool canTeleport = true; + +//ENEMY STATS (Changeable) + public float Speed = 0.7f; // In relation to player's walking speed + public float JumpHeight = 0.7f; // In relation to player's regular jump height + public float Health = 100; + public float PatrolDistance = 10; + public int PatrolStallTime = 2000; //ms + public int PlayerDetectionRange = 25; + public int TeleportCooldown = 500; //ms + + //WEAPON STATS (CHANGEABLE) + public int WeaponRange = 30; // Maximum range of the projectile before it drops off + public int WeaponFireRate = 5000; // ms + public int WeaponDamage = 1; + +//REFERENCES + Seeker seeker; + Rigidbody2D rb; + +//ONCE THE GAME STARTS + void Start() + { + seeker = GetComponent(); + rb = GetComponent(); + + transform.Find("PursuingIndicator").GetComponent().enabled = false; + + StartPosition = transform.position; + AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList(); + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(pos.transform.position, StartPosition) <= PatrolDistance) + { + PatrolPositions.Add(pos); + } + } + target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + + projectile = GameObject.Find("EnemyProjectile"); + player = GameObject.FindGameObjectWithTag("Player"); + LastKnownPlayerLocation = null; + + DesiredDistance = WeaponRange - 5; + + InvokeRepeating("UpdatePath", 0f, 0.1f); + InvokeRepeating("PathfindingTimeout", 0f, 30); + + } + + // When enemy has reached the next node + void OnPathComplete(Path p) + { + if (!p.error) + { + path = p; + currentWaypoint = 0; + } + } + + // Select next node + void UpdatePath() + { + if (seeker.IsDone() && target != null) + { + seeker.StartPath(rb.position, target.transform.position, OnPathComplete); + } + } + + // Pathfiniding Timeout + void PathfindingTimeout() + { + if (Vector2.Distance(transform.position, target.transform.position) > 0.5) + { + if (targetingPlayer == false) + { + target = gameObject; + MoveNextPatrol(); + Teleport(); + } + else + { + Teleport(); + } + } + } + +//MAIN LOGIC + void FixedUpdate() + { +//DEATH + if (Health <= 0) + { + GameObject DeadBody; + DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + Destroy(GameObject.Find(DeadBody.name).GetComponent()); + + foreach (Transform child in DeadBody.transform) { + GameObject.Destroy(child.gameObject); + } + Destroy(gameObject); + } + +//ICONS + if (targetingPlayer) + { + transform.Find("PursuingIndicator").GetComponent().enabled = true; + } + else + { + transform.Find("PursuingIndicator").GetComponent().enabled = false; + } + +//MISC PATHFINDING + if (path == null) + return; + + if (target == null) + return; + if (currentWaypoint >= path.vectorPath.Count) + { + reachedEndOfPath = true; + return; + } + else + { + reachedEndOfPath = false; + } + +//RANGED ATTACK + // Check if enemy has line of sight on the player & if they are in the acceptable range + if ( canFire == true && currentlyPatrolling == false) + { + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange && Vector2.Distance(transform.position, player.transform.position) <= DesiredDistance) + { + UseWeapon(); + } + } + +//MOVEMENT + if (canMove == true) + { + canFire = false; + + Vector2 direction = (Vector2)path.vectorPath[currentWaypoint] - rb.position; + //float xDirection = target.transform.position.x - transform.position.x; + + if (direction.x > 0) // Move right + { + rb.AddForce(new Vector2(Speed * 20, rb.linearVelocity.y)); + } + + if (direction.x < 0) // Move left + { + rb.AddForce(new Vector2(-1 * Speed * 20, rb.linearVelocity.y)); + } + + if (direction.y > 1f && targetingPlayer == false) // Wants to jump + { + JumpMethod(); + } + + // A* logic + float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); + + if (distance < nextWaypointDistance) + { + currentWaypoint++; + } + } + +//GROUND DETECTION + //Detecting if the enemy has reached the ground + if (GetComponentInChildren().isGrounded == true && rb.linearVelocity.y == 0) + { + canJump = true; + if (inFiringCycle == false) + { + canFire = true; + } + } + else + { + canJump = false; + canFire = false; + } + +//PATROL & DETECTION + // Enemy detects player + if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange) + { + currentlyPatrolling = false; + targetingPlayer = true; + canPursue = true; + // Get the last know player location by finding which of the positions is closest to the player + if (LastKnownPlayerLocation == null) + { + LastKnownPlayerLocation = gameObject; + } + foreach (GameObject pos in AllPositions) + { + if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position)) + { + LastKnownPlayerLocation = pos; + } + } + + } + // Player has broken line of sight and the enemy will attempt to move to the last known location + else if (LastKnownPlayerLocation != null) + { + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5) + { + canPursue = false; + target = LastKnownPlayerLocation; + Teleport(); + } + if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false) + { + targetingPlayer = false; + LastKnownPlayerLocation = null; + } + + } + // Go back to patrol move + else + { + currentlyPatrolling = true; + targetingPlayer = false; + if (canMove == true && currentlyMovingToNextPatrolTarget == false) + { + MoveNextPatrol(); + } + + } + +//TARGET DETERMINATION + if (canPursue == true) + { + // If enemy is at the target position (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, transform.position) < 1.5 && canTeleport) + { + ComputeClosestPositionToPlayer(); + } + + // If the player moves away (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) > DesiredDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is too close to the target (CHANGE TARGET) + if (Vector2.Distance(target.transform.position, player.transform.position) < MinumumDistance) + { + ComputeClosestPositionToPlayer(); + } + + // If the target is on the other side of the player (CHANGE TARGET) + if (Vector2.Distance(transform.position, player.transform.position) < Vector2.Distance(target.transform.position, player.transform.position)) + { + ComputeClosestPositionToPlayer(); + } + + // If the player is not within line of sight of the desired position (CHANGE TARGET) + if (DetermineLineOfSight(target, player) == false) + { + ComputeClosestPositionToPlayer(); + } + + // Teleport enemy + if (canTeleport) + { + if (Vector2.Distance(transform.position, target.transform.position) > 0.5) + { + Teleport(); + } + } + + // If the enemy reaches the target + if (Vector2.Distance(target.transform.position, transform.position) <= 1 && DetermineLineOfSight(gameObject, player)) + { + if (canFire == false && inFiringCycle == false) + { + canFire = true; + } + } + } + } + +//MISC METHODS + // Perform jump + async Task JumpMethod() + { + rb.linearVelocity = new Vector2(rb.linearVelocity.x, JumpHeight * 12); + canJump = false; + await Task.Delay(500); + } + // Use Weapon + async Task UseWeapon() + { + canFire = false; + canMove = false; + inFiringCycle = true; + + GameObject EvilAura; + EvilAura = Instantiate(GameObject.Find("EvilAura"), new Vector3(transform.position.x + UnityEngine.Random.Range(-0.5f, 0.5f), transform.position.y + UnityEngine.Random.Range(-0.5f, 0.5f), GameObject.Find("EvilAura").transform.position.z), Quaternion.identity); + EvilAura.transform.rotation = Quaternion.Euler(Vector3.forward * UnityEngine.Random.Range(-90, 90)); + + // Send it on its way + EvilAura.GetComponent().linearVelocity = new Vector2(transform.position.x - player.transform.position.x, transform.position.y - player.transform.position.y).normalized * WeaponRange * -1; + + //Set Variables + EvilAura.GetComponent().destroy = true; + EvilAura.GetComponent().opacity = true; + EvilAura.GetComponent().rotate = true; + EvilAura.GetComponent().damageAmmount = WeaponDamage; + + await Task.Delay(WeaponFireRate); + + canFire = true; + canMove = true; + inFiringCycle = false; + } + + // Part of the patrol cycle + async Task MoveNextPatrol() + { + LastKnownPlayerLocation = null; + DesiredDistance = WeaponRange - 5; + + canPursue = false; + currentlyMovingToNextPatrolTarget = true; + + //Find Random Position nearby + if (Vector2.Distance(transform.position, target.transform.position) <= 0.5 || PatrolPositions.Contains(target) == false) + { + target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)]; + await Task.Delay(PatrolStallTime + UnityEngine.Random.Range((PatrolStallTime * -1), PatrolStallTime)); + } + + currentlyMovingToNextPatrolTarget = false; + + } + + // General Utility + bool DetermineLineOfSight(GameObject object1, GameObject object2) + { + Vector3 RaycastStart = object1.transform.position; + Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized; + float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position); + + if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false) + { + Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance); + return true; + } + else + { + return false; + } + } + + // Teleport + async Task Teleport() + { + canTeleport = false; + transform.position = target.transform.position; + await Task.Delay(TeleportCooldown + UnityEngine.Random.Range(0, TeleportCooldown / 2)); + canTeleport = true; + } + + // Part of the pursue cycle + void ComputeClosestPositionToPlayer() + { + canFire = false; + canMove = true; + + SuitablePositions.Clear(); + foreach (GameObject query in AllPositions) + { + // Check the distance of the position + if (Vector2.Distance(query.transform.position, player.transform.position) < 30 && Vector2.Distance(query.transform.position, player.transform.position) >= 10) + { + // Check line of sight of the position + if (DetermineLineOfSight(query, player)) + { + SuitablePositions.Add(query); + } + } + } + + if (SuitablePositions.Count > 0) + { + target = SuitablePositions[UnityEngine.Random.Range(0, SuitablePositions.Count)]; + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/WarperAI.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/WarperAI.cs.meta new file mode 100644 index 0000000..df9fb81 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/WarperAI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8326ce0bf6190774b8982a52045b38e2 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/playerMovement.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/playerMovement.cs new file mode 100644 index 0000000..3b7d107 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/playerMovement.cs @@ -0,0 +1,124 @@ +using JetBrains.Annotations; +using System; +using UnityEngine; +using static UnityEngine.Rendering.DebugUI; + +public class playerMovement : MonoBehaviour +{ + + private GroundCheck groundCheck; //Allows Use Of GroundCheck Script Variables + + private Rigidbody2D body; + private BoxCollider2D hBox; + + private bool allowedToMove = true, allowedToJump = true, doubleJumpUnlocked = true; //Unlocking & Locking Abilities + private bool isGrounded, canJumpAgain; //Physics Checks + private float CoyoteTimer, BufferTimer, airjumpTurnTimer, turnaround; //Timers & Calculation Variables + private float moveSpeed = 10f, groundJumpSpeed = 18f, airJumpSpeed = 14f, turnResponsiveness = 4f; //Physics Values + private float coyoteTimeAmount = .1f, airjumpTurnaroundTimeAmount = 1.5f, jumpBufferAmount = .2f; //Leniency Velues + + private KeyCode hop = KeyCode.W, crouch = KeyCode.S, left = KeyCode.A, right = KeyCode.D; //Controls + + + void Start() + { + body = GetComponent(); + hBox = transform.GetComponent(); + body.gravityScale = 4; + } + + void Update() + { + + + TimerHandler(); + + GroundCheck(); + + Movement(); + + + } + + + + + + void GroundCheck() { + + groundCheck = GetComponentInChildren(); // Ground Check + isGrounded = groundCheck.isGrounded; + + if (doubleJumpUnlocked && isGrounded) canJumpAgain = true; //Realoading Double Jump + + } //Ground & Double Jump Checks + + void TimerHandler() + { + if (isGrounded && !(body.linearVelocity.y > 0)) CoyoteTimer = coyoteTimeAmount; //Coyote Time + else CoyoteTimer -= Time.deltaTime; + + if (Input.GetKeyDown(hop)) BufferTimer = jumpBufferAmount; //Jump Buffering + if (BufferTimer > 0) BufferTimer -= Time.deltaTime; + + if (airjumpTurnTimer > 0) airjumpTurnTimer -= Time.deltaTime; //Double Jump Physics + } //Input Leniency & Special Input Time Windows + + void Movement() { + + if (allowedToMove) + { + if (!(Input.GetKey(left) && Input.GetKey(right))) + { + + if (!isGrounded) turnaround = turnResponsiveness * .75f; + else turnaround = turnResponsiveness; + + if (Input.GetKey(left)) + { + body.linearVelocity += new Vector2(-moveSpeed * turnaround * Time.deltaTime, 0); + body.linearVelocity = new Vector2(Mathf.Clamp(body.linearVelocity.x, -moveSpeed, moveSpeed), body.linearVelocity.y); + } + + if (Input.GetKey(right)) + { + body.linearVelocity += new Vector2(moveSpeed * turnaround * Time.deltaTime, 0); + body.linearVelocity = new Vector2(Mathf.Clamp(body.linearVelocity.x, -moveSpeed, moveSpeed), body.linearVelocity.y); + } + } //Walking + + if ( !(Input.GetKey(left) || Input.GetKey(right)) || (Input.GetKey(left) && Input.GetKey(right))) + { + body.linearVelocity = new Vector2(body.linearVelocity.x * .985f, body.linearVelocity.y); + } //Custom friction + } //Horizontal Movement & Physics + + + if (allowedToJump) + { + if ((CoyoteTimer > 0 && BufferTimer > 0)) + { + body.linearVelocity = new Vector2(body.linearVelocity.x, groundJumpSpeed); + BufferTimer = 0; + CoyoteTimer = 0; + } //Normal jump is performed + + + else if (canJumpAgain && Input.GetKeyDown(hop)) + { + body.linearVelocity = new Vector2(body.linearVelocity.x, airJumpSpeed); + canJumpAgain = false; + + airjumpTurnTimer = airjumpTurnaroundTimeAmount; + } //Air jump is performed + + + if (!Input.GetKey(hop) && body.linearVelocity.y > 0) + { + body.linearVelocity = new Vector2(body.linearVelocity.x, body.linearVelocity.y * .92f); + } //Jump Released + + } //Vertical Movement & Physics + + } //Check Player Input +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/playerMovement.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/playerMovement.cs.meta new file mode 100644 index 0000000..4804431 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/playerMovement.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2627a91a1f5308c41a35eeeea160fda1 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts.meta new file mode 100644 index 0000000..d805ee7 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4f73010c3b7b6934a8c5a6eebda73fd2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/CameraMovement.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/CameraMovement.cs new file mode 100644 index 0000000..4365c8a --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/CameraMovement.cs @@ -0,0 +1,211 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using System.Text; + + +//Designed by Jacob Weedman +//Component of the "MainCamera" game object + +public class CameraMovement : MonoBehaviour +{ + + GameObject target; + GameObject player; + GameObject TempPos; + GameObject query; + public bool TargetingPlayer = true; + + float CameraTweenAmmount = 0.005f; + float CameraTweenRateX; + float CameraTweenRateY; + float MaxCameraTweenRate = 50f; + float MinCameraTweenRate = 0.01f; + public float MaxCameraDistance = 15f; + public List InitialPanDestinations; + Vector3 StartLocation; + public float shakeDuration; + public float shakeAmount; + public float shakeInterval = 0.01f; //sec + public float currentShakeInterval = 0.01f; // sec + + public float MinZoom = 10; + public float MaxZoom = 7; + public float PlayerVelocity; + public float ZoomAmmount; + public float TargetZoom; + + + void Start() + { + InitialPanDestinations = GameObject.FindGameObjectsWithTag("PanDestinations").ToList(); + + target = GameObject.Find("CameraTarget"); + player = GameObject.FindWithTag("Player"); + + transform.position = new Vector3(target.transform.position.x, target.transform.position.y, -10); + + float distance = 1000000; + foreach (GameObject query in InitialPanDestinations) + { + if (Vector2.Distance(query.transform.position, target.transform.position) < distance) + { + distance = Vector2.Distance(query.transform.position, target.transform.position); + TempPos = query; + } + } + + if (TempPos == null) + { + TempPos = target; + } + + target.transform.position = TempPos.transform.position; + TargetZoom = 0; + } + + void Update() + { + // Zoom based on player velocity + if (GameObject.Find("Player")) + { + if (ZoomAmmount < TargetZoom) + { + TargetZoom -= Time.deltaTime * 2; + } + if (ZoomAmmount > TargetZoom) + { + TargetZoom += Time.deltaTime * 2; + } + + PlayerVelocity = Math.Abs(GameObject.Find("Player").GetComponent().linearVelocity.x + GameObject.Find("Player").GetComponent().linearVelocity.y); + ZoomAmmount = MinZoom - PlayerVelocity / 10; + if (ZoomAmmount > MinZoom) + { + ZoomAmmount = MinZoom; + } + + // Fix this later + //gameObject.GetComponent().assetsPPU = DOTween.To(()=> gameObject.GetComponent().assetsPPU, CameraTweenRateX=> gameObject.GetComponent().assetsPPU = CameraTweenRateX, Mathf.RoundToInt(TargetZoom)); + } + + // Difference between camera and target; abs() + CameraTweenRateX = (Math.Abs(target.transform.position.x - transform.position.x)); + CameraTweenRateY = (Math.Abs(target.transform.position.y - transform.position.y)); + + // Ensure the Tween Rate stays between the Max and Min values + if (CameraTweenRateX > MaxCameraTweenRate) + { + CameraTweenRateX = MaxCameraTweenRate; + } + if (CameraTweenRateX < MinCameraTweenRate) + { + transform.position = new Vector3(target.transform.position.x, transform.position.y, transform.position.z); + } + if (CameraTweenRateY > MaxCameraTweenRate) + { + CameraTweenRateY = MaxCameraTweenRate; + } + if (CameraTweenRateY < MinCameraTweenRate) + { + transform.position = new Vector3(transform.position.x, target.transform.position.y, transform.position.z); + } + + // Camera Shake + if (shakeDuration > 0) { + if (currentShakeInterval <= 0) + { + currentShakeInterval = shakeInterval; + + transform.localPosition = new Vector3(UnityEngine.Random.Range(-shakeAmount, shakeAmount) + StartLocation.x, UnityEngine.Random.Range(-shakeAmount, shakeAmount) + StartLocation.y, -10); + } + else + { + currentShakeInterval -= Time.deltaTime; + } + shakeInterval += 0.15f * Time.deltaTime; + shakeAmount -= 0.15f * Time.deltaTime; + shakeDuration -= Time.deltaTime; + + } + else + { + StartLocation = transform.position; + + shakeDuration = 0.0f; + shakeAmount= 0.0f; + shakeInterval = 0.01f; + + // Move Camera + transform.position = Vector3.MoveTowards(transform.position, new Vector3(target.transform.position.x, target.transform.position.y, -10), Vector2.Distance(transform.position, target.transform.position) / 100); + } + + //Initial Pan + if (InitialPanDestinations.Count > 0) + { + // Lock player movement + if (Vector2.Distance(transform.position, TempPos.transform.position) < 0.5) // Camera at destination + { + InitialPanDestinations.Remove(TempPos); + TempPos = player; + float distance = 1000000; + foreach (GameObject query in InitialPanDestinations) + { + if (Vector2.Distance(query.transform.position, target.transform.position) < distance) + { + distance = Vector2.Distance(query.transform.position, target.transform.position); + TempPos = query; + } + + } + target.transform.position = TempPos.transform.position; + } + else + { + target.transform.position = TempPos.transform.position; + } + } + else + { + // Hide Level Start UI + if (GameObject.Find("LevelName")) + { + Destroy(GameObject.Find("LevelName")); + } + if (GameObject.Find("BEGIN!")) + { + GameObject.Find("BEGIN!").transform.localScale = new Vector3(1, 1, 1); + } + if (Vector2.Distance(target.transform.position, transform.position) <= 0.5) + { + Destroy(GameObject.Find("BEGIN!")); + } + // Unlock player movement + // Look ahead feature based on right click + if (TargetingPlayer == true && Input.GetMouseButton(1) == true) + { + Vector3 pointer; + int speed = 10; + + pointer = Camera.main.ScreenToWorldPoint(Input.mousePosition); + pointer.z = transform.position.z; + target.transform.position = Vector3.MoveTowards(new Vector2(player.transform.position.x, player.transform.position.y + 5), pointer, MaxCameraDistance); + } + // Reset target to player position + else if (TargetingPlayer == true && Input.GetMouseButton(1) == false) + { + target.transform.position = new Vector2(player.transform.position.x, player.transform.position.y + 5); + } + } + } + + public void shakeCamera(float duration, float intensity) + { + shakeDuration = duration; + shakeAmount = intensity; + shakeInterval = 0.01f; + } + +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/CameraMovement.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/CameraMovement.cs.meta new file mode 100644 index 0000000..6fca3ad --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/CameraMovement.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2bdbfad5ec190e4488be58c471118030 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/CurrentSector.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/CurrentSector.cs new file mode 100644 index 0000000..ec1d6eb --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/CurrentSector.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +//Designed by Jacob Weedman +//Belongs to the "CurrentSector" GameObject in the "LevelSelector" scene +//V 0.0.1 + +public class CurrentSector : MonoBehaviour +{ + void Update() + { + if (GameObject.Find("GameData").GetComponent().CurrentSector != "0") + { + tag = GameObject.Find("GameData").GetComponent().CurrentSector; + } + } +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/CurrentSector.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/CurrentSector.cs.meta new file mode 100644 index 0000000..8a5ebb4 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/CurrentSector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7b9028922fb64154ca926e86537eac14 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/GenericDamager.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/GenericDamager.cs new file mode 100644 index 0000000..52156c0 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/GenericDamager.cs @@ -0,0 +1,69 @@ +using UnityEngine; + +public class GenericDamager : MonoBehaviour +{ + // Designed by Jacob Weedman + // Attatch to any game object you want to damage something + + public bool DamagePlayer = true; + public bool DamageEnemy; + public float Damage = 10; + public float InitialDamageInterval = 0.5f; // sec + public float DamageInterval; + public bool CurrentlyColliding = false; + public bool CanDamage = true; + + public bool LockDamage = false; + + // Update is called once per frame + void FixedUpdate() + { + if (CurrentlyColliding) + { + if (DamageInterval >= InitialDamageInterval) + { + CanDamage = true; + DamageInterval = 0; + } + else + { + DamageInterval += Time.deltaTime; + } + } + } + + void OnTriggerStay2D(Collider2D collision) + { + if (CanDamage == true && LockDamage == false) + { + if (collision.GetComponent() && DamageEnemy == true) + { + CanDamage = false; + collision.GetComponent().Health -= Damage; + } + if (collision.gameObject.tag == "Player" && DamagePlayer == true) + { + CanDamage = false; + GameObject.Find("GameData").GetComponent().CurrentHealth -= Damage; + } + } + } + + void OnTriggerEnter2D(Collider2D collision) + { + if (collision.GetComponent() && DamageEnemy == true || collision.gameObject.tag == "Player" && DamagePlayer == true) + { + CurrentlyColliding = true; + } + } + + void OnTriggerExit2D(Collider2D collision) + { + if (collision.GetComponent() && DamageEnemy == true || collision.gameObject.tag == "Player" && DamagePlayer == true) + { + CurrentlyColliding = false; + DamageInterval = 0; + CanDamage = true; + } + } +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/GenericDamager.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/GenericDamager.cs.meta new file mode 100644 index 0000000..7d1cec6 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/GenericDamager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 36e33107b86d6a6409607ac152ef21a3 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/GenericDestructable.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/GenericDestructable.cs new file mode 100644 index 0000000..63ac661 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/GenericDestructable.cs @@ -0,0 +1,31 @@ +using UnityEngine; + +public class GenericDestructable : MonoBehaviour +{ + + // Designed by Jacob Weedman + + public string mode = "DESTROY"; // "DESTROY". "DISABLE" + public bool AttackableByPlayer = true; + public float Health = 100; + + // Update is called once per frame + void Update() + { + if (Health <= 0) + { + switch (mode) + { + case "DESTROY": + Destroy(gameObject); + break; + case "DISABLE": + gameObject.tag = "Destroyed"; + GetComponent().enabled = false; + break; + default: + break; + } + } + } +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/GenericDestructable.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/GenericDestructable.cs.meta new file mode 100644 index 0000000..f5b6b88 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/GenericDestructable.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0b7225176776f6e42846d398232f7ea0 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/HealthBarManager.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/HealthBarManager.cs new file mode 100644 index 0000000..54bb452 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/HealthBarManager.cs @@ -0,0 +1,77 @@ +using UnityEngine; +using UnityEngine.UI; + +public class HealthBarManager : MonoBehaviour +{ + + private float playerHealth; + public float sliderValue = 100.0f; + public GameObject centerBar; + private Transform centerBarTransform; + public GameObject rightBar; + private Transform rightBarTransform; + + public Image centerBarSprite; + public Image rightBarSprite; + // public Image leftBarSprite; + private float shownHealth; + public Image skullSprite; + private Transform centerBarPosition; + + private float centerBarOriginalHeight; + private float centerBarOriginalWidth; + private Vector2 originalSizeDelta; + + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Awake() + { + centerBarOriginalWidth = centerBarSprite.sprite.rect.width; + centerBarOriginalHeight = centerBarSprite.sprite.rect.height; + + skullSprite.enabled = false; + + originalSizeDelta = centerBarSprite.rectTransform.sizeDelta; + } + + // Update is called once per frame + void FixedUpdate() + { + playerHealth = GameObject.Find("GameData").GetComponent().CurrentHealth; + if (playerHealth > 0) + { + centerBarSprite.enabled = true; + rightBarSprite.enabled = true; + // leftBarSprite.enabled = true; + skullSprite.enabled = false; + + shownHealth = playerHealth; + } + else + { + shownHealth = 0; + + centerBarSprite.enabled = false; + rightBarSprite.enabled = false; + // leftBarSprite.enabled = false; + skullSprite.enabled = true; + } + + // add lerp function for health + float healthIncrement = (shownHealth - sliderValue) * 0.1f; + + sliderValue += healthIncrement; + + + centerBarSprite.rectTransform.sizeDelta = new Vector2(originalSizeDelta.x * sliderValue / 100.0f, originalSizeDelta.y); + + + // centerBarPosition = centerBar.GetComponent(); + + + centerBarTransform = centerBar.GetComponent(); + centerBarTransform.position += Vector3.right * healthIncrement * 1.1f; + rightBarTransform = rightBar.GetComponent(); + rightBarTransform.position += Vector3.right * healthIncrement * 2f * 1.1f; + } +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/HealthBarManager.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/HealthBarManager.cs.meta new file mode 100644 index 0000000..9a3fe21 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/HealthBarManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 4f40028be8d216449b6baf8d5a30f7f7 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/Paralax.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/Paralax.cs new file mode 100644 index 0000000..2780735 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/Paralax.cs @@ -0,0 +1,58 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +//Designed by Jacob Weedman +//Place this script on any of the background elements you want paralax to apply to + +public class Background : MonoBehaviour +{ + + float length; + float startposX; + float startposY; + GameObject camera; + float LAYER_MODULATOR; + float ParalaxStrength = 0.3f; + float yOffset = 1f; + public bool FixedOnCamera = false; + public bool looping = false; + + void Awake() + { + startposX = transform.position.x; + startposY = transform.position.y; + + length = GetComponentInChildren().bounds.size.x; + LAYER_MODULATOR = transform.position.z; + camera = GameObject.FindWithTag("MainCamera"); + } + + void Update() + { + float temp = (camera.transform.position.x * (1 - (LAYER_MODULATOR * ParalaxStrength * 0.1f))); + float distanceX = (camera.transform.position.x * ParalaxStrength) / LAYER_MODULATOR; + //float distanceY = (camera.transform.position.y * LAYER_MODULATOR * ParalaxStrength * 0.1f); + + if (FixedOnCamera) + { + transform.position = new Vector3(camera.transform.position.x, camera.transform.position.y, transform.position.z); + } + else + { + transform.position = new Vector3((startposX + distanceX), transform.position.y, transform.position.z); + } + + if (looping == true) + { + if (temp > startposX + length) + { + startposX += length; + } + else if (temp < startposX - length) + { + startposX -= length; + } + } + } +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/Paralax.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/Paralax.cs.meta new file mode 100644 index 0000000..cffef11 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/Paralax.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e4faa9b2b0de0ac43932ea144c9308a6 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/Teleporter.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/Teleporter.cs new file mode 100644 index 0000000..2181aff --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/Teleporter.cs @@ -0,0 +1,19 @@ +using UnityEngine; + +public class Teleporter : MonoBehaviour +{ + public GameObject destination; + + void Awake() + { + destination = transform.Find("B").gameObject; + } + + private void OnTriggerEnter2D(Collider2D other) + { + if (other.gameObject.tag == "Player"); + { + other.transform.position=destination.transform.position; + } + } +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/Teleporter.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/Teleporter.cs.meta new file mode 100644 index 0000000..534d06f --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/Teleporter.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 67796b86bed7a104985247a66c8effc9 \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/UpdateLevelInformation.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/UpdateLevelInformation.cs new file mode 100644 index 0000000..eef10ab --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/UpdateLevelInformation.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +//Designed by Jacob Weedman +//Belongs to "UpdateLevelInformation" GameObject within every single level +//V 0.0.1 + +public class UpdateLevelInformation : MonoBehaviour +{ + public string SectorThisBelongsTo; //Change this in unity + public string LevelThisBelongsTo; //Change this in unity + void Start() + { + GameObject.Find("GameData").GetComponent().CurrentSector = SectorThisBelongsTo; + GameObject.Find("GameData").GetComponent().CurrentLevel = LevelThisBelongsTo; + } +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/UpdateLevelInformation.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/UpdateLevelInformation.cs.meta new file mode 100644 index 0000000..983d58f --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/UpdateLevelInformation.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 62f266dddc0a75a4b875623f4cd07c13 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/WorldManager.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/WorldManager.cs new file mode 100644 index 0000000..5546e18 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/WorldManager.cs @@ -0,0 +1,46 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +//Designed by Jacob Weedman +//Belongs to the "WorldManager" GameObject in the "LevelSelector" scene +//V 0.0.1 + +public class WorldManager : MonoBehaviour +{ + + string[] LevelsCompleted; + string levelChosen; + public string currentSector; + void Update() + { + if (GameObject.Find("GameData").GetComponent().CurrentSector == "0") + { + GameObject.Find("GameData").GetComponent().CurrentSector = "1"; + } + + currentSector = GameObject.Find("CurrentSector").tag; + levelChosen = tag; + + if ((currentSector != "Untagged") && (levelChosen != "Untagged")) + { + ChangeLevel(); + } + } + + void ChangeLevel() + { + if (levelChosen == "test") // Remove later when levels are put in place + { + //SceneManager.LoadScene("WorkingPathfindingTest"); + //SceneManager.LoadScene("Sector1Boss"); + SceneManager.LoadScene("BossFightSelector"); + } + else + { + SceneManager.LoadScene("Sector" + currentSector + "Level" + levelChosen); + } + } + +} \ No newline at end of file diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/WorldManager.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/WorldManager.cs.meta new file mode 100644 index 0000000..1b6b1b6 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/WorldScripts/WorldManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8ad668246b028344280a2f169a7ab4a0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/playerController.cs b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/playerController.cs new file mode 100644 index 0000000..d58482e --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/playerController.cs @@ -0,0 +1,319 @@ +using System; +using UnityEngine; + +public class playerC0ntroller : MonoBehaviour +{ + + private Rigidbody2D body; + private BoxCollider2D hbox; + private String SelectedPlayer; + + bool isJumping; + + Vector2 awayFromWall; + bool gravityLockActive; + bool isFacingRight = true; + float playerHealth; + + //Input Variables + private KeyCode hop, up, down, left, right, dash, forward; + private String currentDirection; + private Vector2 directionHeld; + private bool inputLock; + + //Wall Friction + float wallStallTimer, wallFricTimer, wallFricStrength = 4; + + //Timers + float coyoteTime, wallCoyoteTime, jumpBufferTimer, inputLockTimer, dashCooldown, dashActiveTimer, turnaroundWindow; + + //Upgrade Stats + public float vitalityLevel, healthModifier, regenerationRate, armorModifier; + public float powerLevel, damageModifier, unloadSpeedModifier; + public float agilityLevel, movementSpeedModifier, jumpPowerModifier, jumpChargeCap; + + //Method Variables + float jumpPower = 30f; + float dashCharges, jumpCharges; + + private void Start() + { + body = GetComponent(); + hbox = GetComponent(); + + #region Character Archetype Controls + switch (SelectedPlayer) + { + case "Cade": + case "Sloane": + default: + hop = KeyCode.W; + up = KeyCode.W; + down = KeyCode.S; + left = KeyCode.A; + right = forward = KeyCode.D; + dash = KeyCode.LeftShift; + break; + + case "Leo": + case "Gamma": + hop = KeyCode.Space; + up = KeyCode.UpArrow; + down = KeyCode.DownArrow; + left = KeyCode.LeftArrow; + right = forward = KeyCode.RightArrow; + dash = KeyCode.LeftShift; + break; + } + #endregion + + } + + private void Update() + { + + ManageTimers(); + + playerHealth = GameObject.Find("GameData").GetComponent().CurrentHealth; + + if (playerHealth > 0) + { + + } + + + + } + + +//Methods Used By Other Methods + private bool isGrounded() + { + Vector2 groundCastOrigin = new Vector2(hbox.bounds.center.x, hbox.bounds.min.y); + Vector2 groundCastSize = new Vector2(hbox.bounds.size.x, 0.01f); + int checkLayers = (1 << 6) | (1 << 9); //Makes A Bitmask That Will Check For Collisions On Both Solid and Semiolid Ground Layers, Respectively + + RaycastHit2D groundHit = Physics2D.BoxCast(groundCastOrigin, groundCastSize, 0f, Vector2.down, .05f, checkLayers); + RaycastHit2D doubleCheck = Physics2D.BoxCast(groundCastOrigin, groundCastSize, 0f, Vector2.up, .05f, 1 << 9); //Check if Player is Inside a Semisolid Layer + + if (doubleCheck.collider != null) return false; + return groundHit.collider != null; + } + public bool isWallSlide() + { + if (directionHeld.x == -1 * directionAwayFromWall().x && body.linearVelocityY <= 0 && !isGrounded()) + { + + if (wallFricTimer >= 0 && body.linearVelocityY < 0) + { + body.linearVelocityY *= Mathf.Exp(-wallFricStrength * Time.deltaTime); //Friction On Wall Before Coming To A Stop + if (Math.Abs(body.linearVelocityY) < .25f) body.linearVelocityY = 0; + + wallStallTimer = .15f; + } + + wallCoyoteTime = .1f; + return true; + } + else + { + wallFricTimer = (body.linearVelocityY - 0.1f) / -20; //As Velocity Approaches -20 Timer Approaches 1 Sec, .1 Sec Buffer Stops It From Being 0 + return false; + } + } + private Vector2 directionAwayFromWall() + { + Vector2 wallCastOrigin = new Vector2(hbox.bounds.center.x, hbox.bounds.center.y); + Vector2 wallCastSize = new Vector2(hbox.bounds.size.x + .01f, hbox.bounds.size.y); + + Collider2D wallHit = Physics2D.OverlapBox(wallCastOrigin, wallCastSize, 0f, 1 << 6); //Check for collisions on layer 6 (solidGround) + + return (wallHit != null) ? wallHit.Distance(hbox).normal : default; + } + public void Flip() + { + transform.localScale = new Vector2(transform.localScale.x * -1, transform.localScale.y); + forward = (forward == left) ? right : left; + // ^if this is true^ ^then^ ^else^ + } + public void CountDown(ref float timer) + // ^ref^ makes this function modify the referenced timer instead of assigning the timer to a placeholder + { + if (timer > 0) timer -= Time.deltaTime; + } + + +//Methods Run Every Frame + public void ManageInputs() + { + inputLock = (inputLockTimer > 0 || dashActiveTimer > 0) ? false : true; + + if (!inputLock) + { + directionHeld.x = (Input.GetKey(right) ? 1 : 0) - (Input.GetKey(left) ? 1 : 0); + directionHeld.y = (Input.GetKey(up) ? 1 : 0) - (Input.GetKey(down) ? 1 : 0); + } + + if (directionHeld.y == 1) currentDirection = "up"; + else if (directionHeld.y == -1) currentDirection = "down"; + else if (directionHeld.x == -1 && left != forward || directionHeld.x == 1 && right != forward) currentDirection = "backward"; + else if (directionHeld.x == -1 && left == forward || directionHeld.x == 1 && right == forward) currentDirection = "forward"; + if (directionHeld == default) currentDirection = "neutral"; //"default" acts as a vector with values (0, 0) + + if (Input.GetKeyDown(hop)) jumpBufferTimer = .2f; + } + + + public void ManagePlayerOrientation() + { + + if (directionHeld.x != 0 && (directionHeld.x > 0) != isFacingRight && isGrounded()) Flip(); + + + } + + + public void ManageTimers() + { + CountDown(ref coyoteTime); + CountDown(ref wallCoyoteTime); + CountDown(ref jumpBufferTimer); + CountDown(ref inputLockTimer); + + if (isGrounded() || dashCooldown > .05f) CountDown(ref dashCooldown); + + CountDown(ref dashActiveTimer); + CountDown(ref turnaroundWindow); + CountDown(ref wallStallTimer); + CountDown(ref wallFricTimer); + } + + public void ManageSpeedCaps() + { + bool speedClampingActive = (dashActiveTimer > 0) ? false : true; + + if (speedClampingActive) + { + body.linearVelocityX = Mathf.Clamp(body.linearVelocity.x, -10 - movementSpeedModifier, 10 + movementSpeedModifier); //Clamp X Velocity + + float terminalVelocity; + if (directionHeld.y == -1) terminalVelocity = -30; + else if (isWallSlide()) terminalVelocity = -12; + else terminalVelocity = -20; + + body.linearVelocityY = Mathf.Clamp(body.linearVelocity.y, terminalVelocity, 10 + jumpPowerModifier); // Clamp Y Velocity + } + + + } + + public void ManageGravity() + { + body.gravityScale = dashActiveTimer > 0 || wallStallTimer > 0 && isWallSlide() ? 0 : body.gravityScale; + gravityLockActive = dashActiveTimer > 0 || wallStallTimer > 0 && isWallSlide(); + + if (!gravityLockActive) + { + if (directionHeld.y == -1) body.gravityScale = 8; + else if (isWallSlide()) body.gravityScale = 2; + else body.gravityScale = 6; + } + + } + + + + public void ManageGroundResetting() + { + if (isGrounded()) + { + jumpCharges = jumpChargeCap; + dashCharges = 1; + coyoteTime = .1f; + + } + + } + + + + public void InterpretInputs() + { + #region Walking & Friction + float turnAround = isGrounded() ? 8 : 6; + if (turnaroundWindow > 0) turnAround *= 5; + float moveSpeed = 10; + + body.linearVelocityX += moveSpeed * directionHeld.x * turnAround * Time.deltaTime; + + + if (directionHeld.x == 0) + { + float fric = (Math.Abs(body.linearVelocityX) > 3f) ? .97f : .94f; + body.linearVelocityX = body.linearVelocityX * fric; + + if (Math.Abs(body.linearVelocity.x) < .4f) body.linearVelocityX = 0; + } + #endregion + + + + + + #region Jumping + if (jumpBufferTimer > 0) { + + isJumping = true; + + //Normal Jump + if (coyoteTime > 0) body.linearVelocityY = jumpPower; + + //Wall Jump + else if (wallCoyoteTime > 0) + { + body.linearVelocity = new Vector2(moveSpeed * awayFromWall.x, 20f); + + directionHeld.x = (awayFromWall.x > 0) ? 1 : -1; + inputLockTimer = 0.15f; + } + + //Air Jump + else if (jumpCharges > 0) + { + body.linearVelocityY = jumpPower * .8f; + turnaroundWindow = .1f; + jumpCharges--; + } + + //Wrapping Up Logic + else isJumping = false; + if (isJumping) jumpBufferTimer = 0; + } + + //Jump Capping + if (!Input.GetKey(hop) && body.linearVelocityY > 0 && isJumping) body.linearVelocityY = body.linearVelocityY * .9f; + + //isJumping Update + if (isJumping && body.linearVelocityY <= 0) isJumping = false; + + #endregion + + #region Dashing + if (Input.GetKeyDown(dash) && dashCooldown <= 0 && dashCharges > 0) + { + dashCooldown = 1; + dashActiveTimer = .15f; + + float dashPower = (directionHeld.x * directionHeld.y != 0) ? 60 : 0.707f * 60; + + if (directionHeld == default) directionHeld.x = (forward == right) ? 1 : -1; + + body.linearVelocity = new Vector2(directionHeld.x * dashPower, directionHeld.y * 2 * dashPower); + } + + #endregion + } + + + +} diff --git a/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/playerController.cs.meta b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/playerController.cs.meta new file mode 100644 index 0000000..406db10 --- /dev/null +++ b/Assets/FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/playerController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: defee55f5fb6bdd49b7aaed361307067 \ No newline at end of file diff --git a/README.md b/README.md index d77f630..16de2a6 100644 --- a/README.md +++ b/README.md @@ -1 +1,29 @@ -#fracturepoint +# FRACTUREPOINT +Indie game made as part of a Highschool class with several other people. + +![image](/Assets/Art/PromotionalArt/TitleCardTMP.png) + +# Developers + +### Jacob Weedman +"Check my scripts"
+Enemies/Bosses Programming, Enemy Concepts, Misc Level Programing, Concept Artist, Promotional Artist, Team Lead + +### Jordan Knox +Story, Character/Enemy/NPC Concepts, Level Design, Level Artist, Social Media + +### Tyson Gardner +"I use Arch, btw"
+UI/Settings/Miscellaneous/Level Programming + +### Joshua Murphey +Character Weapons/Abilities Programming + +### Emma +Player Sprites, Enemy Sprites, Boss Sprites, Backgrounds + +# Project Info + +Made in Unity 6000.2.7f2
+Pathfinding curtosy of the A* project.
+2025-2026