Dungeon - escaping wizard

This commit is contained in:
kabix09 2023-01-08 14:08:12 +01:00
parent 8a16fd554d
commit ca4cf6fbb9
11 changed files with 693 additions and 189 deletions

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View File

@ -26,8 +26,6 @@ public class Graph
nodesPositions.Add(pos, node);
}
}
Debug.Log(graphNodes.Count);
Debug.Log(nodesPositions.Count);
for (int i = 0; i < map.size.x-1; i++)
{

View File

@ -127,7 +127,7 @@ public class TileMapGenerator : MonoBehaviour
int bound = availablePos.Count;
int randomVal;
randomVal = Random.Range(0, bound);
Debug.Log(availablePos[randomVal]);
return availablePos[randomVal];
}

View File

@ -22,6 +22,8 @@ public class DungeonManager : MonoBehaviour
public GameObject TeleportModel;
public GameObject Wizard;
public bool IsBuilded = false;
public void Awake()
@ -46,8 +48,9 @@ public class DungeonManager : MonoBehaviour
{
if (!IsBuilded)
{
Manage();
ManageTeleports();
BuildWizard();
IsBuilded = true;
}
}
@ -55,7 +58,7 @@ public class DungeonManager : MonoBehaviour
/// <summary>
/// Function to manage which teleport is currently required to build on scene
/// </summary>
public void Manage()
public void ManageTeleports()
{
switch (EntranceIndex)
{
@ -95,8 +98,7 @@ public class DungeonManager : MonoBehaviour
do {
teleportCoords = GameObject.FindObjectOfType<TileMapGenerator>().gameObject.GetComponent<TileMapGenerator>().randomCoordsForStanding();
} while (Vector2.Distance(teleportCoords, GameObject.FindGameObjectWithTag("Player").gameObject.transform.position) > 20);
} while (!(Vector2.Distance(teleportCoords, GameObject.FindGameObjectWithTag("Player").gameObject.transform.position) > 30));
// 2. Instantiate
var newTeleport = Instantiate(TeleportModel, teleportCoords, Quaternion.identity);
@ -125,4 +127,28 @@ public class DungeonManager : MonoBehaviour
SaveProggress(EntranceIndex);
}
public void BuildWizard()
{
Vector3 teleportCoords;
do
{
teleportCoords = GameObject.FindObjectOfType<TileMapGenerator>().gameObject.GetComponent<TileMapGenerator>().randomCoordsForStanding();
Debug.Log(Vector2.Distance(teleportCoords, GameObject.FindGameObjectWithTag("Player").gameObject.transform.position));
Debug.Log("player position: " + GameObject.FindGameObjectWithTag("Player").gameObject.transform.position);
} while (!(Vector2.Distance(teleportCoords, GameObject.FindGameObjectWithTag("Player").gameObject.transform.position) > 6 &&
Vector2.Distance(teleportCoords, GameObject.FindGameObjectWithTag("Player").gameObject.transform.position) < 9));
Debug.Log(teleportCoords);
Debug.Log(Vector2.Distance(teleportCoords, GameObject.FindGameObjectWithTag("Player").gameObject.transform.position));
var newWizard = Instantiate(Wizard, teleportCoords, Quaternion.identity);
//newWizard.transform.localPosition = teleportCoords;
newWizard.name = Wizard.name;
}
}

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@ -0,0 +1,94 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
[RequireComponent(typeof(NPC))]
class EscapingWizard : MonoBehaviour
{
private Rigidbody2D myRigidbody;
public Animator anim;
private Vector2 movement;
public bool shouldRotate;
public Vector3 dir;
[Header("Following Logic")]
public Transform targetPosition;
public AStarPathfindingAgent agent;
public bool isDuringEscaping = false; // var is setted by trigger range
public float escapingRadius = 6f; // radious where Wizard start escaping if player is in
public void Awake()
{
agent = GetComponent<AStarPathfindingAgent>();
}
private void Start()
{
}
private void Update()
{
if(targetPosition == null)
{
targetPosition = GameObject.FindGameObjectWithTag("SceneTransition")?.transform;
}
//StopAllCoroutines();
if (IsInEscapingRadious())
{
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
// Animation config
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);
if (shouldRotate)
{
anim.SetFloat("Xinfo", dir.x);
anim.SetFloat("Yinfo", dir.y);
}
agent.point = targetPosition.position;
agent.FindPoint();
StartCoroutine(agent.FollowPath());
} else
{
anim.SetBool("isRunning", false);
gameObject.GetComponent<NPC>().State = NPCStateEnum.Pending;
}
}
public bool IsInEscapingRadious()
{
if (Vector2.Distance(GameObject.FindGameObjectWithTag("Player").transform.position, transform.position) >= escapingRadius)
return false;
return true;
}
public void OnCollisionEnter2D(Collision2D collision)
{
if(collision.collider.tag == "SceneTransition")
{
Destroy(gameObject);
}
}
}

View File

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View File

@ -101,13 +101,12 @@ public class ThugNPCFollowing : MonoBehaviour
// 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);