Thugs - behaviour fix

Use pathfinding algorithm
This commit is contained in:
kabix09 2023-01-04 21:23:02 +01:00
parent 7be4e6556f
commit 35ed59b247
24 changed files with 817 additions and 68 deletions

View File

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@ -52,8 +52,8 @@ public class BossThug : MonoBehaviour
void Update()
{
if (
(npc1.GetComponent<FollowingEnemy>().health <= 0 && npc1.GetComponent<FollowingEnemy>().isKilled == 1) &&
(npc2.GetComponent<FollowingEnemy>().health <= 0 && npc2.GetComponent<FollowingEnemy>().isKilled == 1) &&
(npc1.GetComponent<Enemy>().health <= 0 && npc1.GetComponent<Enemy>().isKilled == 1) &&
(npc2.GetComponent<Enemy>().health <= 0 && npc2.GetComponent<Enemy>().isKilled == 1) &&
state == BossThugEnum.Pending)
{
state = BossThugEnum.Talking; // UZUPELNIC DIALOG

View File

@ -10,6 +10,8 @@ public class Enemy : MonoBehaviour
public float health;
public float baseAttack;
public int isKilled;
public string MinionName; // var used for multiplied name - for mission poroggress (kill condition)
private void Awake()
@ -33,4 +35,10 @@ public class Enemy : MonoBehaviour
}
}
public void SaveCheckpoint()
{
PlayerPrefs.SetInt(enemyName + "-S", isKilled);
PlayerPrefs.SetFloat(enemyName + "-S.health", health);
}
}

View File

@ -35,7 +35,6 @@ public class FollowingEnemy : Enemy
public float thrust;
public float knockTime;
public int isKilled;
//isKilled = 0 - mob ALIVE
//isKilled = 1 - mob DEAD
@ -191,6 +190,8 @@ public class FollowingEnemy : Enemy
if (collision.tag == "AttackHitbox")
{
Debug.Log("Hit in - TriggerEnter2D");
hit = true;
}
}
@ -250,10 +251,4 @@ public class FollowingEnemy : Enemy
enemy.isKinematic = true;
}
}
public void SaveCheckpoint()
{
PlayerPrefs.SetInt(enemyName + "-S", isKilled);
PlayerPrefs.SetFloat(enemyName + "-S.health", health);
}
}

View File

@ -34,7 +34,6 @@ public class FollowingPatrollingEnemy : Enemy
public float thrust;
public float knockTime;
public int isKilled;
//isKilled = 0 - mob ALIVE
//isKilled = 1 - mob DEAD
@ -146,7 +145,6 @@ public class FollowingPatrollingEnemy : Enemy
}
else
{
Debug.Log("Change");
changeGoal();
}
}
@ -229,14 +227,8 @@ public class FollowingPatrollingEnemy : Enemy
}
}
public void SaveCheckpoint()
{
PlayerPrefs.SetInt(enemyName + "-S", isKilled);
}
private void changeGoal()
{
Debug.Log("changeGoal Goal");
if (currentPoint == path.Length - 1)
{
currentPoint = 0;
@ -247,6 +239,5 @@ public class FollowingPatrollingEnemy : Enemy
currentPoint++;
currentGoal = path[currentPoint];
}
Debug.Log(currentPoint);
}
}

View File

@ -142,6 +142,10 @@ public class NPCFollowing : MonoBehaviour
{
break;
}
case NPCStateEnum.Attacking:
{
break;
}
default:
{
Debug.Log("fancy text nie wiem co zrobic");

View File

@ -160,12 +160,12 @@ public class Player : MonoBehaviour
defensePoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS);
Debug.Log($"Minion Damage: {damage}; \nDefense: {PlayerPrefs.GetFloat("defenseValue")}");
Debug.Log($"Minion Damage: {damage}; \n\tDefense: {PlayerPrefs.GetFloat("defenseValue")}");
damage = damage - PlayerPrefs.GetFloat("defenseValue");
damage = damage < 0 ? 0 : damage;
Debug.Log($"RealDamage: {damage}");
Debug.Log($"\tRealDamage: {damage}");
currentHealth = PlayerPrefs.GetFloat("health");
currentHealth = currentHealth - damage;

View File

@ -83,11 +83,11 @@ public class ChestPanelController : WarehousePanelController
base.BuildPanelContent(elements);
Debug.Log("Build content");
foreach (IndexValuePair<int, EquippableItem> element in elements)
/* Debug.Log("Build content");
*/ foreach (IndexValuePair<int, EquippableItem> element in elements)
{
Debug.Log($"key: {element.Key} - value: {element.Value} - type: {element.Value.EquipmentType}");
ChildBoxList[element.Key].SetItem(new EquippableItem(element.Value));
/* Debug.Log($"key: {element.Key} - value: {element.Value} - type: {element.Value.EquipmentType}");
*/ ChildBoxList[element.Key].SetItem(new EquippableItem(element.Value));
}
}
}

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@ -0,0 +1,367 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
[RequireComponent(typeof(NPC))]
[RequireComponent(typeof(Enemy))]
public class ThugNPCFollowing : MonoBehaviour
{
public const string ACTION_KEY = "ATTACKING";
private Rigidbody2D myRigidbody;
public Animator anim;
private Vector2 movement;
public bool shouldRotate;
public Vector3 dir;
[Header("Following Logic")]
public Vector3 homePosition;
public Transform targetPosition;
public AStarPathfindingAgent agent;
public bool isDuringFollowing = false; // var is setted by trigger range
//public GameObject player;
[Header("Core Logic")]
public bool approaching = false;
public bool isAfterAction = false;
public float chasingRadius = 6f; // radious where Npc start attacking ! ! !
[Header("Attacking Logic")] // TRASH - dupplicated from Following Enemy - move params to Enemy
public float attackingRadius = 1.5f; // radious where Npc start attacking ! ! !
public bool hit = false;
public bool firstAttack = false;
public float timerDmg = 0f;
public float waitTime = 1.0f;
public float timerHit = 0f;
public float hitWaitTime = 0.55f;
public float expValue;
public float thrust;
public float knockTime;
//public int isKilled; - movet do Enemy
//isKilled = 0 - mob ALIVE
//isKilled = 1 - mob DEAD
public int isKilled2;
public bool isPanelEnabled = true;
void Awake()
{
agent = GetComponent<AStarPathfindingAgent>();
homePosition = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, gameObject.transform.position.z);
}
// Start is called before the first frame update
void Start()
{
targetPosition = GameObject.FindWithTag("Player").transform;
//Copy from Eollwoing
if (OnMapAppearanceMethod.IsNewGame())
{
gameObject.GetComponent<Enemy>().isKilled = 0;
}
if (gameObject.GetComponent<Enemy>().health <= 0)
gameObject.GetComponent<Enemy>().isKilled = 1;
else // Else read saved value
gameObject.GetComponent<Enemy>().isKilled = PlayerPrefs.GetInt(gameObject.GetComponent<Enemy>().enemyName + "-S");
if (gameObject.GetComponent<Enemy>().isKilled == 1)
{
gameObject.SetActive(false);
gameObject.GetComponent<Enemy>().isKilled = 0;
}
myRigidbody = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
}
// Update is called once per frame
public void Update()
{
// 0 Cofigure Animator
if (Vector2.Distance(targetPosition.position, transform.position) <= chasingRadius)
{
Debug.Log("Chase");
dir = targetPosition.position - transform.position;
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
dir.Normalize();
movement = dir;
anim.SetBool("isRunning", movement != Vector2.zero);
Debug.Log(shouldRotate);
if (shouldRotate)
{
anim.SetFloat("Xinfo", dir.x);
anim.SetFloat("Yinfo", dir.y);
}
}
// 1. Check range and decide which action do
// Following player detection
if (IsInChassingRadious())
{
// 2'nd state alow us to brak going to hom,e action to follow player again
if (gameObject.GetComponent<NPC>().State == NPCStateEnum.Pending || gameObject.GetComponent<NPC>().State == NPCStateEnum.Walking)
{
approaching = true;
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
}
} else
{
// Turn around and go to home position
if (approaching)
{
approaching = false;
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
}
}
// 2.Take action based on conditions around
HandleState();
// 3.
// COPIED FROM Following Enemy scripts
// Taking hit logic
timerHit += Time.deltaTime;
if (hit == true)
{
if (timerHit >= hitWaitTime)
{
TakeDamage(PlayerPrefs.GetFloat("attackValue"));
hit = false;
timerHit = 0f;
TakeKnockback();
}
}
// Detecting "is alive" logic
if (gameObject.active == false)
{
gameObject.GetComponent<Enemy>().isKilled = 1;
PlayerPrefs.SetInt(gameObject.GetComponent<Enemy>().enemyName, gameObject.GetComponent<Enemy>().isKilled);
}
}
public void CheckDistance()
{
StopAllCoroutines();
// isDuringFollowing - avr is setted by trigger range
if (approaching && !IsInActionRadious())
{
agent.FindPath();
StartCoroutine(agent.FollowPath());
}
else if (approaching)
{
// in this script we set attacking mode
SetActionAfterMetConditions();
agent.path.Clear(); // if we are able to talgk we dont want go go further player
}
else if (!approaching)
{
if (Vector2.Distance(transform.position, homePosition) > 0.8f) // cont vale - path finding stop moving them before reachin position well..
{
agent.point = homePosition;
agent.FindPoint();
StartCoroutine(agent.FollowPath());
}
else
{
gameObject.GetComponent<NPC>().State = NPCStateEnum.Pending;
}
}
}
#region Taking damage from Player detection
public void OnTriggerEnter2D(Collider2D collision)
{
// Hit logic
if (collision.gameObject.tag == "AttackHitbox" || collision.gameObject.tag == "PickaxeHitbox")
{
hit = true;
}
}
public void OnTriggerExit2D(Collider2D other)
{
// Hit logic
if (other.tag == "AttackHitbox" || other.tag == "PickaxeHitbox")
{
timerDmg = 0f;
hit = false;
}
}
#endregion
public void HandleState()
{
switch (gameObject.GetComponent<NPC>().State)
{
case NPCStateEnum.Walking:
{
CheckDistance();
break;
}
case NPCStateEnum.Talking:
{
TalkingAction();
break;
}
case NPCStateEnum.Pending:
{
break;
}
case NPCStateEnum.Attacking:
{
AttackingAction();
break;
}
default:
{
Debug.Log("Nieopisane zachowanie NPC ! ! !");
break;
}
}
}
public bool IsInChassingRadious()
{
if (Vector2.Distance(targetPosition.position, transform.position) >= chasingRadius)
return false;
return true;
}
public bool IsInActionRadious()
{
if (Vector2.Distance(targetPosition.position, transform.position) >= attackingRadius)
return false;
return true;
}
public void SetActionAfterMetConditions()
{
gameObject.GetComponent<NPC>().State = NPCStateEnum.Attacking;
}
public void TalkingAction()
{
// Not required in this script
}
public void AttackingAction()
{
// if during Attacking mode player GO OUT of the attacking radious
if(!IsInActionRadious())
{
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
return;
}
// Attacking logic
if (firstAttack == false)
{
if (timerDmg >= 0.15f)
{
firstAttack = true;
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().TakeDamage(
gameObject.GetComponent<Enemy>().baseAttack,
isPanelEnabled
);
timerDmg = 0f;
}
}
if (timerDmg >= waitTime)
{
timerDmg = 0f;
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().TakeDamage(
gameObject.GetComponent<Enemy>().baseAttack,
isPanelEnabled
);
}
timerDmg += Time.deltaTime;
}
#region dupplicated from Following :)
public void TakeDamage(float damage)
{
Debug.Log("TakeDamage");
gameObject.GetComponent<Enemy>().health -= damage;
if (gameObject.GetComponent<Enemy>().health <= 0)
{
gameObject.SetActive(false);
gameObject.GetComponent<Enemy>().isKilled = 1;
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().GetExp(expValue);
// pass info about killing assigned enemy to mission manager listener
// pass enemy name from script NOT object name (thats allow to have many different objects variantsa with this same aggregate key (private name - not preffab name) )
ConditionManager.Instance.UpdateKillCondition(gameObject.GetComponent<Enemy>().MinionName);
}
}
public void TakeKnockback()
{
Rigidbody2D enemy = gameObject.GetComponent<Rigidbody2D>();
Rigidbody2D player = GameObject.FindGameObjectWithTag("Player").GetComponent<Rigidbody2D>();
if (enemy != null)
{
enemy.isKinematic = false;
Vector2 difference = enemy.transform.position - player.transform.position;
difference = difference.normalized * thrust;
enemy.AddForce(difference, ForceMode2D.Impulse);
//StartCoroutine(KnockCo(enemy));
}
}
#endregion
public void AfterAction()
{
approaching = false;
isAfterAction = true;
//isDuringConversation = false;
//PlayerPrefs.SetInt(gameObject.name + ".FirstDialogue", System.Convert.ToInt32(isAfterAction));
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
}
}

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@ -64,12 +64,16 @@ public class NPCManager : MonoBehaviour
//Debug.Log("Thug Name: " + ThugClone.name + " Positions: " + ThugClone.transform.position.x + " + " + ThugClone.transform.position.y + " + " + ThugClone.transform.position.z);
//Debug.Log("Thug Name: " + ThugClone.name + " Local Positions: " + ThugClone.transform.localPosition.x + " + " + ThugClone.transform.localPosition.y + " + " + ThugClone.transform.localPosition.z);
ThugClone.GetComponent<FollowingEnemy>().enemyName = thug.name; //delete and set in the controller todo?
ThugClone.GetComponent<FollowingEnemy>().isKilled = PlayerPrefs.HasKey(thug.name + "-S") ? PlayerPrefs.GetInt(thug.name + "-S") : 0;
ThugClone.GetComponent<NPC>().Name = thug.name;
ThugClone.GetComponent<Enemy>().enemyName = thug.name; //delete and set in the controller todo?
ThugClone.GetComponent<Enemy>().MinionName = "Thug";
ThugClone.GetComponent<Enemy>().isKilled = PlayerPrefs.HasKey(thug.name + "-S") ? PlayerPrefs.GetInt(thug.name + "-S") : 0;
if (PlayerPrefs.HasKey(thug.name + "-S.health"))
{
ThugClone.GetComponent<FollowingEnemy>().health = PlayerPrefs.GetFloat(thug.name + "-S.health");
ThugClone.GetComponent<Enemy>().health = PlayerPrefs.GetFloat(thug.name + "-S.health");
}
// Dont set up it manually, let allow logic in Following Enemy scriptmanage avaible itself
@ -85,7 +89,11 @@ public class NPCManager : MonoBehaviour
BossThugClone.name = bossThug.name;
BossThugClone.transform.SetParent(NPCCollection.transform);
BossThugClone.GetComponent<NPC>().Name = bossThug.name;
BossThugClone.GetComponent<FollowingEnemy>().enemyName = bossThug.name; //delete and set in the controller todo?
BossThugClone.GetComponent<FollowingEnemy>().MinionName = "Thug";
BossThugClone.SetActive(PlayerPrefs.HasKey(bossThug.name + "-S") ? !Convert.ToBoolean(PlayerPrefs.GetInt(bossThug.name + "-S")) : true);

View File

@ -58,7 +58,7 @@ public class SaveDynamicObjects : MonoBehaviour
if (ThugFromScene != null)
{
ThugFromScene.GetComponent<FollowingEnemy>().SaveCheckpoint();
ThugFromScene.GetComponent<Enemy>().SaveCheckpoint();
}
else
{
@ -79,7 +79,7 @@ public class SaveDynamicObjects : MonoBehaviour
if (BossThugFromScene != null)
{
BossThugFromScene.GetComponent<FollowingEnemy>().SaveCheckpoint();
BossThugFromScene.GetComponent<Enemy>().SaveCheckpoint();
}
else
{