Wizard A* escaping improvement

This commit is contained in:
Jakub Sztuba 2023-01-13 14:11:01 +01:00
parent 6c380faeab
commit f4c3020cfb
29 changed files with 2509 additions and 373 deletions

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View File

@ -9,14 +9,28 @@ public class Fire : MonoBehaviour
float maxFlickerIntensity = 1.0f;
float flickerSpeed = 4.9f;
private HardLight2D firelight;
private HardLight2D[] lights;
private GameObject fire;
private int randomizer = 0;
// Start is called before the first frame update
void Start()
{
firelight = FindObjectOfType<HardLight2D>();
fire = GameObject.Find("Fire");
lights = FindObjectsOfType<HardLight2D>();
List<HardLight2D> finalList = new List<HardLight2D>();
string nameToLookFor = "LightFire";
for(var i = 0; i < lights.Length; i++)
{
if(lights[i].name == nameToLookFor)
{
finalList.Add(lights[i]);
}
}
firelight = finalList[0];
//firelight = FindObjectOfType<HardLight2D>();
StartCoroutine( ChangeRange());
}

View File

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File diff suppressed because it is too large Load Diff

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@ -12,8 +12,8 @@ public class AStarPathfindingAgent : MonoBehaviour
public bool isChasing;
private Animator myAnim;
private float moveX;
private float moveY;
private float moveX, moveXWizard;
private float moveY, moveYWizard;
public Vector3 point;
@ -43,7 +43,7 @@ public class AStarPathfindingAgent : MonoBehaviour
public void FindPath()
{
var player = FindObjectOfType<Player>().gameObject;
Debug.Log("Findign Path");
point = player.transform.position;
FindPoint();
@ -53,6 +53,7 @@ public class AStarPathfindingAgent : MonoBehaviour
{
Pathfinder.FindPath(transform.position, point, this);
}
public void ControlAnim()
{
@ -109,8 +110,10 @@ public class AStarPathfindingAgent : MonoBehaviour
myAnim.SetBool("Left", false);
}
//moveX = path[targetIndex].worldPosition.x - current.x;
//moveY = path[targetIndex].worldPosition.y - current.y;
moveXWizard = path[targetIndex].worldPosition.x - current.x;
moveYWizard = path[targetIndex].worldPosition.y - current.y;
myAnim.SetFloat("moveYWizard", moveYWizard);
myAnim.SetFloat("moveXWizard", moveXWizard);
moveX = point.x - current.x;
moveY = point.y - current.y;
myAnim.SetFloat("Yinfo", moveY);

View File

@ -14,12 +14,6 @@ MonoBehaviour:
m_EditorClassIdentifier:
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View File

@ -32,7 +32,7 @@ public class TileMapGenerator : MonoBehaviour
List<FloodFill> fillers = new List<FloodFill>();
for (int i = 0; i < 70; i++)
for (int i = 0; i < 60; i++)
{
FloodFill filler = new FloodFill(map, 1, new Vector2Int(Random.Range(0, 70), Random.Range(0, 70)));
fillers.Add(filler);
@ -74,7 +74,7 @@ public class TileMapGenerator : MonoBehaviour
GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count));
Vector3 startPosOfPlayer = default;
Vector3 possiblePos = default;
foreach (var filler in fillers)
{
int id = filler.id;
@ -83,8 +83,8 @@ public class TileMapGenerator : MonoBehaviour
if (id == 1)
{
ground.SetTile(new Vector3Int(pos.x,pos.y,0), ground1);
startPosOfPlayer = new Vector3Int(pos.x, pos.y, 0);
availablePos.Add(startPosOfPlayer);
possiblePos = new Vector3Int(pos.x, pos.y, 0);
availablePos.Add(possiblePos);
}
else if (id == 2)
{
@ -112,7 +112,7 @@ public class TileMapGenerator : MonoBehaviour
GameObject Player = GameObject.FindWithTag("Player");
Player.transform.position = randomCoordsForStanding();
//randomCoordsForStanding();
return true;
@ -121,14 +121,14 @@ public class TileMapGenerator : MonoBehaviour
public Vector3 randomCoordsForStanding()
{
Tile test = new Tile();
//Tile test = new Tile();
while (true)
{
int bound = availablePos.Count;
int randomVal;
randomVal = Random.Range(0, bound);
return availablePos[randomVal];
return availablePos[randomVal] + new Vector3( 0.5f, 0.5f, 0f);
}

View File

@ -25,6 +25,13 @@ public class DungeonManager : MonoBehaviour
public GameObject Wizard;
public bool IsBuilded = false;
public static bool hasTeleported;
public static void SetTeleported()
{
hasTeleported = true;
}
public void Awake()
{
@ -41,7 +48,7 @@ public class DungeonManager : MonoBehaviour
public void Start()
{
hasTeleported = false;
}
public void Update()
@ -133,7 +140,7 @@ public class DungeonManager : MonoBehaviour
public void BuildWizard()
{
Vector3 teleportCoords;
Debug.Log("creating wizard!!!!!!!!!!!");
do
{
teleportCoords = GameObject.FindObjectOfType<TileMapGenerator>().gameObject.GetComponent<TileMapGenerator>().randomCoordsForStanding();

View File

@ -8,7 +8,8 @@ using UnityEngine;
[RequireComponent(typeof(NPC))]
class EscapingWizard : MonoBehaviour
{
private HardLight2D wizardlight;
private HardLight2D[] lights;
private Rigidbody2D myRigidbody;
public Animator anim;
@ -22,6 +23,7 @@ class EscapingWizard : MonoBehaviour
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
@ -33,7 +35,6 @@ class EscapingWizard : MonoBehaviour
private void Start()
{
}
private void Update()
@ -63,18 +64,29 @@ class EscapingWizard : MonoBehaviour
anim.SetFloat("Yinfo", dir.y);
}
agent.point = targetPosition.position;
agent.FindPoint();
agent.point = targetPosition.position;
StopAllCoroutines();
//Debug.Log("FOLLOWINGPATH STARTED");
agent.FindPoint();
//agent.FindPath();
StartCoroutine(agent.FollowPath());
} else
{
anim.SetBool("isRunning", false);
//anim.SetBool("isRunning", false);
gameObject.GetComponent<NPC>().State = NPCStateEnum.Pending;
}
}
private void OnDrawGizmos()
{
Gizmos.color = Color.magenta;
Gizmos.DrawWireSphere(transform.position,escapingRadius);
}
public bool IsInEscapingRadious()
{
if (Vector2.Distance(GameObject.FindGameObjectWithTag("Player").transform.position, transform.position) >= escapingRadius)
@ -87,6 +99,8 @@ class EscapingWizard : MonoBehaviour
{
if(collision.collider.tag == "SceneTransition")
{
DungeonManager.SetTeleported();
Destroy(gameObject);
}
}

View File

@ -58,7 +58,7 @@ AnimationClip:
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m_HasAdditiveReferencePose: 0
m_LoopTime: 1
m_LoopBlend: 0
m_LoopBlend: 1
m_LoopBlendOrientation: 0
m_LoopBlendPositionY: 0
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76
Assets/WizardLight.cs Normal file
View File

@ -0,0 +1,76 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Security.Cryptography;
using UnityEngine;
using Random = UnityEngine.Random;
public class WizardLight : MonoBehaviour
{
private float range = 0;
float minFlickerIntensity = 0.6f;
float maxFlickerIntensity = 0.8f;
float flickerSpeed = 0.05f;
private HardLight2D wizardlight;
private HardLight2D[] lights;
private GameObject fire;
private int randomizer = 0;
private Transform wizardTransform;
// Start is called before the first frame update
void Start()
{
lights = FindObjectsOfType<HardLight2D>();
List<HardLight2D> finalList = new List<HardLight2D>();
string nameToLookFor = "LightWizard";
for(var i = 0; i < lights.Length; i++)
{
if(lights[i].name == nameToLookFor)
{
finalList.Add(lights[i]);
}
}
wizardlight = finalList[0];
//firelight = FindObjectOfType<HardLight2D>();
StartCoroutine( ChangeRange());
wizardTransform = GameObject.FindGameObjectWithTag("NPC").transform;
}
private void Update()
{
StartCoroutine( ChangeRange());
wizardTransform = GameObject.FindGameObjectWithTag("NPC").transform;
if (DungeonManager.hasTeleported)
{
Destroy(gameObject);
wizardlight.enabled = false;
}
}
void LateUpdate()
{
// we store current camera's position here
Vector3 temp = transform.position;
temp.x = wizardTransform.position.x;
temp.y = wizardTransform.position.y-0.2f;
transform.position = temp;
}
IEnumerator ChangeRange()
{
if (randomizer == 0) {
wizardlight.Intensity = (Random.Range (minFlickerIntensity, maxFlickerIntensity));
}
else wizardlight.Intensity = (Random.Range (minFlickerIntensity, maxFlickerIntensity));
randomizer = Random.Range (0, 1);
yield return new WaitForSeconds(flickerSpeed);
}
}

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36
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@ -19,6 +19,13 @@ TagManager:
- Test
- ChestCollection
- Manager
- HitboxTop
- HitboxRight
- HitboxBottom
- HitboxLeft
- ItemCollection
- WizardLight
- Fire
layers:
- Default
- TransparentFX

View File

@ -1,9 +1,9 @@

Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{e0f48af5-6d3e-b154-523d-8f755dc8e665}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{7627C07C-5359-F002-1D58-E2F51D95C564}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{7cc02776-5953-02f0-1d58-e2f51d95c564}"
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Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
@ -11,14 +11,14 @@ Global
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EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Debug|Any CPU.Build.0 = Debug|Any CPU
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Release|Any CPU.ActiveCfg = Release|Any CPU
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Release|Any CPU.Build.0 = Release|Any CPU
{7627C07C-5359-F002-1D58-E2F51D95C564}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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@ -6,34 +6,34 @@ EditorUserSettings:
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