Added new enemies animations and connected them with A* pathfinding

This commit is contained in:
Jakub Sztuba 2022-12-12 00:58:56 +01:00
parent f0edea12e1
commit eb6fb128f9
66 changed files with 5242 additions and 1679 deletions

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@ -155,6 +155,7 @@
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\IPanel.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\IPanel.cs" />
<Compile Include="Assets\Scripts\SaveSystem.cs" /> <Compile Include="Assets\Scripts\SaveSystem.cs" />
<Compile Include="Assets\Scripts\AnimatedDoorBehaviour.cs" /> <Compile Include="Assets\Scripts\AnimatedDoorBehaviour.cs" />
<Compile Include="Assets\Scripts\Door\TriggerDoor.cs" />
<Compile Include="Assets\Scripts\ProceduralGeneration\GraphNode.cs" /> <Compile Include="Assets\Scripts\ProceduralGeneration\GraphNode.cs" />
<Compile Include="Assets\Scripts\SceneManager\OnMapAppearanceMethod.cs" /> <Compile Include="Assets\Scripts\SceneManager\OnMapAppearanceMethod.cs" />
<Compile Include="Assets\Scripts\NPCs&apos; Scripts\NPCQuest.cs" /> <Compile Include="Assets\Scripts\NPCs&apos; Scripts\NPCQuest.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\EquipmentPanelController.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\EquipmentPanelController.cs" />
<Compile Include="Assets\ParticleDisable.cs" /> <Compile Include="Assets\ParticleDisable.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Shared\PrefabAssetModel.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Models\Shared\PrefabAssetModel.cs" />
<Compile Include="Assets\Scripts\Door\DetectionZone.cs" />
<Compile Include="Assets\NPCType.cs" /> <Compile Include="Assets\NPCType.cs" />
<Compile Include="Assets\Scripts\Enemies&apos; Scprits\FollowingEnemy.cs" /> <Compile Include="Assets\Scripts\Enemies&apos; Scprits\FollowingEnemy.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\EquipmentPanelSlotsTypeEnum.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\EquipmentPanelSlotsTypeEnum.cs" />
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<Compile Include="Assets\Scripts\NPCs&apos; Scripts\NPCDialogue.cs" /> <Compile Include="Assets\Scripts\NPCs&apos; Scripts\NPCDialogue.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\TaskPanelController.cs" /> <Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\TaskPanelController.cs" />
<Compile Include="Assets\Scripts\Player.cs" /> <Compile Include="Assets\Scripts\Player.cs" />
<Compile Include="Assets\Scripts\Door\DetectionZone.cs" /> <Compile Include="Assets\Scripts\NPCs&apos; Scripts\WizardScripts\Wizard.cs" />
<Compile Include="Assets\Scripts\Door\TriggerDoor.cs" />
<None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" /> <None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" />
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" /> <None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" />
<None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap.shader" /> <None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap.shader" />

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private NodeMap Map; private NodeMap Map;
private Pathfinding Pathfinder; private Pathfinding Pathfinder;
public Node currentPosition; public Node currentPosition;
public bool isChasing;
private Animator myAnim;
public List<Node> path; public List<Node> path;
// Start is called before the first frame update // Start is called before the first frame update
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public IEnumerator FollowPath() public IEnumerator FollowPath()
{ {
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myAnim.SetBool("left", false);
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if (path == null || path.Count == 0) if (path == null || path.Count == 0)
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isChasing = false;
myAnim.SetBool("isChasing", false);
yield break; yield break;
} }
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bool reachedPosition = targetIndex >= path.Count; bool reachedPosition = targetIndex >= path.Count;
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yield break; yield break;
} }
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Vector3 current = transform.position; Vector3 current = transform.position;
Vector3 target = currentWaypoint.worldPosition; Vector3 target = currentWaypoint.worldPosition;
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