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))); } } }