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

View File

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@ -27,8 +30,9 @@
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<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
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View File

@ -9,14 +9,28 @@ public class Fire : MonoBehaviour
float maxFlickerIntensity = 1.0f; float maxFlickerIntensity = 1.0f;
float flickerSpeed = 4.9f; float flickerSpeed = 4.9f;
private HardLight2D firelight; private HardLight2D firelight;
private HardLight2D[] lights;
private GameObject fire; private GameObject fire;
private int randomizer = 0; private int randomizer = 0;
// Start is called before the first frame update // Start is called before the first frame update
void Start() 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()); StartCoroutine( ChangeRange());
} }

View File

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@ -0,0 +1,8 @@
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@ -33,7 +33,6 @@ Transform:
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m_LocalPosition: {x: -1.9412931, y: -2.068871, z: 133.20683} m_LocalPosition: {x: -1.9412931, y: -2.068871, z: 133.20683}
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- {fileID: 1699783724360580876} - {fileID: 1699783724360580876}
m_Father: {fileID: 0} m_Father: {fileID: 0}
@ -50,7 +49,6 @@ SpriteRenderer:
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m_ReceiveShadows: 0 m_ReceiveShadows: 0
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m_StaticShadowCaster: 0
m_MotionVectors: 1 m_MotionVectors: 1
m_LightProbeUsage: 1 m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1 m_ReflectionProbeUsage: 1
@ -130,7 +128,7 @@ CircleCollider2D:
m_Radius: 1.5 m_Radius: 1.5
--- !u!95 &1190203389089447339 --- !u!95 &1190203389089447339
Animator: Animator:
serializedVersion: 4 serializedVersion: 3
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0} m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
@ -138,12 +136,11 @@ Animator:
m_GameObject: {fileID: 4759712171538235754} m_GameObject: {fileID: 4759712171538235754}
m_Enabled: 1 m_Enabled: 1
m_Avatar: {fileID: 0} m_Avatar: {fileID: 0}
m_Controller: {fileID: 9100000, guid: 7d09ffbc6c0aa7c409b8da27c69433bd, type: 2} m_Controller: {fileID: 9100000, guid: 297686d7f5022ff47b3adda4dfdc1386, type: 2}
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m_UpdateMode: 0 m_UpdateMode: 0
m_ApplyRootMotion: 0 m_ApplyRootMotion: 0
m_LinearVelocityBlending: 0 m_LinearVelocityBlending: 0
m_StabilizeFeet: 0
m_WarningMessage: m_WarningMessage:
m_HasTransformHierarchy: 1 m_HasTransformHierarchy: 1
m_AllowConstantClipSamplingOptimization: 1 m_AllowConstantClipSamplingOptimization: 1
@ -174,7 +171,7 @@ MonoBehaviour:
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m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
speed: 1 speed: 4
currentPosition: currentPosition:
GCost: 0 GCost: 0
hCost: 0 hCost: 0
@ -230,7 +227,6 @@ Transform:
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m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
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@ -13,6 +13,8 @@ GameObject:
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m_Name: Door m_Name: Door
m_TagString: SceneTransition m_TagString: SceneTransition
@ -30,7 +32,6 @@ Transform:
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@ -51,10 +52,10 @@ BoxCollider2D:
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pivot: {x: 0, y: 0} pivot: {x: 0.5526358, y: 0.50556314}
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adaptiveTiling: 0 adaptiveTiling: 0
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@ -113,3 +114,74 @@ MonoBehaviour:
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File diff suppressed because it is too large Load Diff

View File

@ -12,8 +12,8 @@ public class AStarPathfindingAgent : MonoBehaviour
public bool isChasing; public bool isChasing;
private Animator myAnim; private Animator myAnim;
private float moveX; private float moveX, moveXWizard;
private float moveY; private float moveY, moveYWizard;
public Vector3 point; public Vector3 point;
@ -43,7 +43,7 @@ public class AStarPathfindingAgent : MonoBehaviour
public void FindPath() public void FindPath()
{ {
var player = FindObjectOfType<Player>().gameObject; var player = FindObjectOfType<Player>().gameObject;
Debug.Log("Findign Path");
point = player.transform.position; point = player.transform.position;
FindPoint(); FindPoint();
@ -54,6 +54,7 @@ public class AStarPathfindingAgent : MonoBehaviour
Pathfinder.FindPath(transform.position, point, this); Pathfinder.FindPath(transform.position, point, this);
} }
public void ControlAnim() public void ControlAnim()
{ {
moveX = point.x - transform.position.x; moveX = point.x - transform.position.x;
@ -109,8 +110,10 @@ public class AStarPathfindingAgent : MonoBehaviour
myAnim.SetBool("Left", false); myAnim.SetBool("Left", false);
} }
//moveX = path[targetIndex].worldPosition.x - current.x; moveXWizard = path[targetIndex].worldPosition.x - current.x;
//moveY = path[targetIndex].worldPosition.y - current.y; moveYWizard = path[targetIndex].worldPosition.y - current.y;
myAnim.SetFloat("moveYWizard", moveYWizard);
myAnim.SetFloat("moveXWizard", moveXWizard);
moveX = point.x - current.x; moveX = point.x - current.x;
moveY = point.y - current.y; moveY = point.y - current.y;
myAnim.SetFloat("Yinfo", moveY); myAnim.SetFloat("Yinfo", moveY);

View File

@ -14,12 +14,6 @@ MonoBehaviour:
m_EditorClassIdentifier: m_EditorClassIdentifier:
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@ -32,7 +32,7 @@ public class TileMapGenerator : MonoBehaviour
List<FloodFill> fillers = new List<FloodFill>(); 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))); FloodFill filler = new FloodFill(map, 1, new Vector2Int(Random.Range(0, 70), Random.Range(0, 70)));
fillers.Add(filler); fillers.Add(filler);
@ -74,7 +74,7 @@ public class TileMapGenerator : MonoBehaviour
GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)]; GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count)); Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count));
Vector3 startPosOfPlayer = default; Vector3 possiblePos = default;
foreach (var filler in fillers) foreach (var filler in fillers)
{ {
int id = filler.id; int id = filler.id;
@ -83,8 +83,8 @@ public class TileMapGenerator : MonoBehaviour
if (id == 1) if (id == 1)
{ {
ground.SetTile(new Vector3Int(pos.x,pos.y,0), ground1); ground.SetTile(new Vector3Int(pos.x,pos.y,0), ground1);
startPosOfPlayer = new Vector3Int(pos.x, pos.y, 0); possiblePos = new Vector3Int(pos.x, pos.y, 0);
availablePos.Add(startPosOfPlayer); availablePos.Add(possiblePos);
} }
else if (id == 2) else if (id == 2)
{ {
@ -121,14 +121,14 @@ public class TileMapGenerator : MonoBehaviour
public Vector3 randomCoordsForStanding() public Vector3 randomCoordsForStanding()
{ {
Tile test = new Tile(); //Tile test = new Tile();
while (true) while (true)
{ {
int bound = availablePos.Count; int bound = availablePos.Count;
int randomVal; int randomVal;
randomVal = Random.Range(0, bound); randomVal = Random.Range(0, bound);
return availablePos[randomVal]; return availablePos[randomVal] + new Vector3( 0.5f, 0.5f, 0f);
} }

View File

@ -26,6 +26,13 @@ public class DungeonManager : MonoBehaviour
public bool IsBuilded = false; public bool IsBuilded = false;
public static bool hasTeleported;
public static void SetTeleported()
{
hasTeleported = true;
}
public void Awake() public void Awake()
{ {
if (PlayerPrefs.HasKey(NAME)) if (PlayerPrefs.HasKey(NAME))
@ -41,7 +48,7 @@ public class DungeonManager : MonoBehaviour
public void Start() public void Start()
{ {
hasTeleported = false;
} }
public void Update() public void Update()
@ -133,7 +140,7 @@ public class DungeonManager : MonoBehaviour
public void BuildWizard() public void BuildWizard()
{ {
Vector3 teleportCoords; Vector3 teleportCoords;
Debug.Log("creating wizard!!!!!!!!!!!");
do do
{ {
teleportCoords = GameObject.FindObjectOfType<TileMapGenerator>().gameObject.GetComponent<TileMapGenerator>().randomCoordsForStanding(); teleportCoords = GameObject.FindObjectOfType<TileMapGenerator>().gameObject.GetComponent<TileMapGenerator>().randomCoordsForStanding();

View File

@ -8,7 +8,8 @@ using UnityEngine;
[RequireComponent(typeof(NPC))] [RequireComponent(typeof(NPC))]
class EscapingWizard : MonoBehaviour class EscapingWizard : MonoBehaviour
{ {
private HardLight2D wizardlight;
private HardLight2D[] lights;
private Rigidbody2D myRigidbody; private Rigidbody2D myRigidbody;
public Animator anim; public Animator anim;
@ -23,6 +24,7 @@ class EscapingWizard : MonoBehaviour
public bool isDuringEscaping = false; // var is setted by trigger range public bool isDuringEscaping = false; // var is setted by trigger range
public float escapingRadius = 6f; // radious where Wizard start escaping if player is in 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 Start()
{ {
} }
private void Update() private void Update()
@ -63,18 +64,29 @@ class EscapingWizard : MonoBehaviour
anim.SetFloat("Yinfo", dir.y); 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()); StartCoroutine(agent.FollowPath());
} else } else
{ {
anim.SetBool("isRunning", false); //anim.SetBool("isRunning", false);
gameObject.GetComponent<NPC>().State = NPCStateEnum.Pending; gameObject.GetComponent<NPC>().State = NPCStateEnum.Pending;
} }
} }
private void OnDrawGizmos()
{
Gizmos.color = Color.magenta;
Gizmos.DrawWireSphere(transform.position,escapingRadius);
}
public bool IsInEscapingRadious() public bool IsInEscapingRadious()
{ {
if (Vector2.Distance(GameObject.FindGameObjectWithTag("Player").transform.position, transform.position) >= escapingRadius) if (Vector2.Distance(GameObject.FindGameObjectWithTag("Player").transform.position, transform.position) >= escapingRadius)
@ -87,6 +99,8 @@ class EscapingWizard : MonoBehaviour
{ {
if(collision.collider.tag == "SceneTransition") if(collision.collider.tag == "SceneTransition")
{ {
DungeonManager.SetTeleported();
Destroy(gameObject); Destroy(gameObject);
} }
} }

View File

@ -58,7 +58,7 @@ AnimationClip:
m_CycleOffset: 0 m_CycleOffset: 0
m_HasAdditiveReferencePose: 0 m_HasAdditiveReferencePose: 0
m_LoopTime: 1 m_LoopTime: 1
m_LoopBlend: 0 m_LoopBlend: 1
m_LoopBlendOrientation: 0 m_LoopBlendOrientation: 0
m_LoopBlendPositionY: 0 m_LoopBlendPositionY: 0
m_LoopBlendPositionXZ: 0 m_LoopBlendPositionXZ: 0

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);
}
}

View File

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36
Assets/world_173.asset Normal file
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@ -19,6 +19,13 @@ TagManager:
- Test - Test
- ChestCollection - ChestCollection
- Manager - Manager
- HitboxTop
- HitboxRight
- HitboxBottom
- HitboxLeft
- ItemCollection
- WizardLight
- Fire
layers: layers:
- Default - Default
- TransparentFX - TransparentFX

View File

@ -1,9 +1,9 @@
 
Microsoft Visual Studio Solution File, Format Version 11.00 Microsoft Visual Studio Solution File, Format Version 11.00
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EndProject 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}"
EndProject EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Release|Any CPU = Release|Any CPU Release|Any CPU = Release|Any CPU
EndGlobalSection EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution GlobalSection(ProjectConfigurationPlatforms) = postSolution
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