Added assets from old repo

This commit is contained in:
weedmjac000
2026-01-21 10:30:32 -07:00
parent 44117ec414
commit fc5efd89bf
713 changed files with 148036 additions and 1 deletions

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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<GameObject> SuitablePositions;
public List<GameObject> AllPositions;
float DistanceFromPlayer;
Vector2 StartPosition;
public List<GameObject> 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<Seeker>();
rb = GetComponent<Rigidbody2D>();
transform.Find("PursuingIndicator").GetComponent<SpriteRenderer>().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<TestEnemyAIGroundRanged>());
Destroy(GameObject.Find(DeadBody.name).GetComponent<Seeker>());
foreach (Transform child in DeadBody.transform) {
GameObject.Destroy(child.gameObject);
}
Destroy(gameObject);
}
//ICONS
if (targetingPlayer && gameObject.GetComponent<SpriteRenderer>().color.a == 1)
{
transform.Find("PursuingIndicator").GetComponent<SpriteRenderer>().enabled = true;
}
else
{
transform.Find("PursuingIndicator").GetComponent<SpriteRenderer>().enabled = false;
gameObject.GetComponent<SpriteRenderer>().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<SpriteRenderer>().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<GroundCheck>().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<GameData>().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;
}
}
}