From fdd1a9b2ce0a03d7c94667e8b0df2f0e6fff734d Mon Sep 17 00:00:00 2001 From: kabix09 Date: Tue, 10 Jan 2023 21:20:48 +0100 Subject: [PATCH] Final battle - battle in dungeons caves --- .../Resources/NPC/Dungeon/BattleWizard.prefab | 270 +++++++ .../NPC/Dungeon/BattleWizard.prefab.meta | 7 + Assets/Scenes/Catacombs.unity | 84 +++ Assets/Scenes/FirstLabirynthCave.unity | 707 +++++++++++++++++- Assets/Scenes/SecondLabirynthCave.unity | 645 ++++++++++++++++ Assets/Scripts/ChangeScene.cs | 6 + Assets/Scripts/DoorBehaviour.cs | 3 + .../TileData/Ground - FirstLabCave.asset | 20 + .../TileData/Ground - FirstLabCave.asset.meta | 8 + .../TileData/Ground - SecondLabCave.asset | 20 + .../Ground - SecondLabCave.asset.meta | 8 + .../Application/Tools/CounterRespowner.cs | 44 +- .../Application/Tools/MinionRespowner.cs | 58 ++ .../Application/Tools/MinionRespowner.cs.meta | 11 + .../Story/Dungeon/Wizard/BattleWizard.cs | 612 +++++++++++++++ .../Story/Dungeon/Wizard/BattleWizard.cs.meta | 11 + 16 files changed, 2469 insertions(+), 45 deletions(-) create mode 100644 Assets/Resources/NPC/Dungeon/BattleWizard.prefab create mode 100644 Assets/Resources/NPC/Dungeon/BattleWizard.prefab.meta create mode 100644 Assets/Scripts/Pathfinding/TileData/Ground - 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spowner = respownPoints - .ElementAt(UnityEngine.Random.Range(0, respownPoints.Count())) - .transform - .position - ; - // Change position - var newPosition = new Vector3( - spowner.x + UnityEngine.Random.Range(-3.8f, 3.8f), - spowner.y + UnityEngine.Random.Range(-3.8f, 3.8f), - 10 - ); + GameObject spownerObject = null; - BuildMinion(minion, newPosition); - } - - public void BuildMinion(GameObject minion, Vector3 coord) - { - var sceneGui = GameObject.FindGameObjectWithTag("EnemyCollection"); - - if (sceneGui == null) + do { - throw new Exception("GUI not found on scene!!!"); - return; - } - - var newMinion = Instantiate(minion, coord, Quaternion.identity, sceneGui.transform); - - newMinion.name = minion.name; - // newMinion.transform.SetParent(sceneGui.transform); - - newMinion.GetComponent().sortingOrder = 3; - - newMinion.AddComponent(); - newMinion.GetComponent().SetParentRespowner(gameObject); + spownerObject = respownPoints + .ElementAt(UnityEngine.Random.Range(0, respownPoints.Count())); + } while (spownerObject.GetComponent().Blocked == true); + // Spawn object + spownerObject.GetComponent().Respown(minion); } + } diff --git a/Assets/Scripts/REFACTORING/Application/Tools/MinionRespowner.cs b/Assets/Scripts/REFACTORING/Application/Tools/MinionRespowner.cs new file mode 100644 index 00000000..d117b437 --- /dev/null +++ b/Assets/Scripts/REFACTORING/Application/Tools/MinionRespowner.cs @@ -0,0 +1,58 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading.Tasks; +using UnityEngine; + +class MinionRespowner : MonoBehaviour +{ + /// + /// Function to determine if object nad respown object + /// + public bool Blocked = false; + + private void Start() + { + + } + + private void Update() + { + + } + + public void Respown(GameObject enemyModel) + { + // Change position + var newPosition = new Vector3( + gameObject.transform.position.x + UnityEngine.Random.Range(-3.8f, 3.8f), + gameObject.transform.position.y + UnityEngine.Random.Range(-3.8f, 3.8f), + 10 + ); + + BuildMinion(enemyModel, newPosition); + } + + public void BuildMinion(GameObject minion, Vector3 coord) + { + var sceneGui = GameObject.FindGameObjectWithTag("EnemyCollection"); + + if (sceneGui == null) + { + throw new Exception("GUI not found on scene!!!"); + return; + } + + var newMinion = Instantiate(minion, coord, Quaternion.identity, sceneGui.transform); + + newMinion.name = minion.name; + // newMinion.transform.SetParent(sceneGui.transform); + + newMinion.GetComponent().sortingOrder = 3; + + newMinion.AddComponent(); + newMinion.GetComponent().SetParentRespowner(GameObject.FindObjectOfType().gameObject); + + } +} diff --git a/Assets/Scripts/REFACTORING/Application/Tools/MinionRespowner.cs.meta b/Assets/Scripts/REFACTORING/Application/Tools/MinionRespowner.cs.meta new file mode 100644 index 00000000..e9ea16b9 --- /dev/null +++ b/Assets/Scripts/REFACTORING/Application/Tools/MinionRespowner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7571e86bbad71c34e82f55c1d83725fe +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/REFACTORING/Story/Dungeon/Wizard/BattleWizard.cs b/Assets/Scripts/REFACTORING/Story/Dungeon/Wizard/BattleWizard.cs new file mode 100644 index 00000000..843903f9 --- /dev/null +++ b/Assets/Scripts/REFACTORING/Story/Dungeon/Wizard/BattleWizard.cs @@ -0,0 +1,612 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading.Tasks; +using UnityEngine; +using UnityEngine.SceneManagement; + +/// +/// Załozenia na przyszłość +/// - player atakując powinien wysyłać informacje o akcji ataku z wartością obrażeń +/// enemy przymując ją powinien kalkulować szanse uniku / bloku (i odskakiwać w bokj lub do tyłu) albo przyjmować obrazenia +/// WSZĘDZIE ANIMACJA blokuąca inne akcje na czas odtwarzania efektu +/// +public enum WizardBattleStepsEnum +{ + First, // have 100% hp, lasts until the value will be reduced to 7%% + Second, // have 75%% hp, lasts until the value will be reduced to 50% + Third, // have 50%% hp, lasts until the value will be reduced to 25% + Last, + Summoning, // after reducing hp to 75, 50, 25 per cent wizard start to summon minions + Escaping // when player have 25% he starts escape - go to teleport +} + +[RequireComponent(typeof(NPC))] +[RequireComponent(typeof(AStarPathfindingAgent))] +class BattleWizard : MonoBehaviour +{ + public const string BATTLE_STATE = "BattleState"; + + public WizardBattleStepsEnum BattleState = WizardBattleStepsEnum.First; + + [Header("Health")] + public float defence = 0; + public int maxHealth = 100; + public float currentHealth; + + public bool canTakeDamage = true; + + public float attackValue = 5; + public float attackingRadius = 6; + + [Header("Summoned Minions")] + public GameObject MinionRespowner; + public int SummonedMinionsCounter = 3; + public int KilledMinionsCounter = 0; + public bool IsAfterSummoning = false; + + [Header("Step points")] + public bool approaching = false; // mean - we can go closer to Player + [Space] + public int CurrentPoint = 0; + public Transform[] Points; + public Vector3 TargetPosition; + + + [Space] + [Header("Attacking Logic")] + public bool hit = false; + + public bool firstAttack = false; + + public float timerDmg = 0f; + public float timeToWaitBeforeNextAttack = 1.0f; // time which npc must wait before he can atack player again + + public float timerHit = 0f; + public float timeToWaitBeforeNextHitFromPlayer = 0.55f; // should be moved to player script !!!! + + public bool isPanelEnabled = true; // flag about some panel status.... (probably youDied / respown) + + private void Start() + { + MinionRespowner.GetComponent().Respown = false; + MinionRespowner.GetComponent().Counter = 0; + + currentHealth = maxHealth; + + + if (HasProggress()) + { + BattleState = GetProggress(); + + switch(BattleState) + { + case WizardBattleStepsEnum.First: + { + // to do nothing to do here + break; + } + case WizardBattleStepsEnum.Second: + { + BattleState = WizardBattleStepsEnum.First; // go one stop earlier to propertly go throught Escaping and Summoning + + gameObject.transform.position = Points[0].position; + + currentHealth = maxHealth * 0.75f; + + SummonedMinionsCounter = 3; + + CurrentPoint = 1; + break; + } + case WizardBattleStepsEnum.Third: + { + BattleState = WizardBattleStepsEnum.Second; + + gameObject.transform.position = Points[1].position; + + currentHealth = maxHealth * 0.50f; + + SummonedMinionsCounter = 6; + + CurrentPoint = 2; + + break; + } + case WizardBattleStepsEnum.Last: + { + BattleState = WizardBattleStepsEnum.Third; + + gameObject.transform.position = Points[2].position; + + currentHealth = maxHealth * 0.25f; + + SummonedMinionsCounter = 12; + + CurrentPoint = 3; + + break; + } + } + } + else + { + gameObject.GetComponent().State = NPCStateEnum.None; + + BattleState = WizardBattleStepsEnum.First; + CurrentPoint = 0; + SummonedMinionsCounter = 3; // deffault value at start + } + + defecnceCalculate(); + speedCalculate(); + + // control battle proggress + ManageBehaviourScenario(); + } + + private void Update() + { + if (gameObject.GetComponent().State == NPCStateEnum.Walking) + { + var dir = TargetPosition - transform.position; + float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg; + dir.Normalize(); + + gameObject.GetComponent().SetBool("isRunning", new Vector2( dir.x, dir.y) != Vector2.zero); + } + + // taking demage by time logic + TakingDamageManagment(); + + // take action based on npc state + HandleState(); + + + // config battle depending on state + if (IsAfterSummoning) + { + //wait for killing minions by player + if (MinionRespowner.GetComponent().killedMinions >= SummonedMinionsCounter * 3/5f) + { + SummonedMinionsCounter *= 2; + + MinionRespowner.GetComponent().killedMinions = 0; + IsAfterSummoning = false; + + if ((WizardBattleStepsEnum)GetProggress() == WizardBattleStepsEnum.First) + BattleState = WizardBattleStepsEnum.Second; + else if ((WizardBattleStepsEnum)GetProggress() == WizardBattleStepsEnum.Second) + BattleState = WizardBattleStepsEnum.Third; + else if ((WizardBattleStepsEnum)GetProggress() == WizardBattleStepsEnum.Third) + BattleState = WizardBattleStepsEnum.Last; + + approaching = true; // flag whivh tell to go in player direction + canTakeDamage = true; + gameObject.GetComponent().State = NPCStateEnum.Walking; + + SaveProggress(BattleState); + } + + } + } + + public void OnTriggerEnter2D(Collider2D collision) + { + // after reaching teleport position remove component + if (collision.gameObject.tag == "SceneTransition") + { + collision.gameObject.GetComponent().isEnabled = true; + + SaveProggress(WizardBattleStepsEnum.First); + + Destroy(gameObject); + } + + // Hit logic + if (collision.gameObject.tag == "AttackHitbox" || collision.gameObject.tag == "PickaxeHitbox") + { + hit = true; + } + } + + + public void OnTriggerExit2D(Collider2D collision) + { + // Hit logic + if (collision.gameObject.tag == "AttackHitbox" || collision.gameObject.tag == "PickaxeHitbox") + { + timerDmg = 0f; + + hit = false; + } + } + + // script controlling battle scenario by listening on change, depending on: + // - Wizard life + // - Wizard state + // - battle state + public void ManageBehaviourScenario() + { + // at first + if (BattleState == WizardBattleStepsEnum.First && + gameObject.GetComponent().State == NPCStateEnum.None) + { + Debug.Log("First"); + approaching = true; + + gameObject.GetComponent().State = NPCStateEnum.Walking; // HandleState make rest - makes sure the wizard walks up to the player and cxhange state to attacking + } else + + + + // detect health status after each taked damage from player (invoked in TakeDamage) + if ((BattleState == WizardBattleStepsEnum.First || BattleState == WizardBattleStepsEnum.Second || BattleState == WizardBattleStepsEnum.Third) && + (gameObject.GetComponent().State & NPCStateEnum.Attacking) > 0) + { + if (IsAfterSummoning == true) + return; + + + } else + + + + // 1 Change state to pending & block damage taking & go to safe position + + if (BattleState == WizardBattleStepsEnum.Escaping) + { + gameObject.GetComponent().speed = 5f; + + canTakeDamage = false; + + approaching = false; + + + if (currentHealth <= maxHealth * 0.10f) // summon before + { + Debug.Log("Wizard HP critical"); + TargetPosition = Points[Points.Count() - 1].position; + SummonManagment(); + + } + else + { + TargetPosition = Points[CurrentPoint].position; + + CurrentPoint++; + } + + gameObject.GetComponent().State = NPCStateEnum.Walking; // go to newxt base point + } else + + if (BattleState == WizardBattleStepsEnum.Summoning) + { + if(!IsAfterSummoning) + { + speedCalculate(); + SummonManagment(); + } + } + } + + public void HandleState() + { + switch (gameObject.GetComponent().State) + { + case NPCStateEnum.Walking: // to player, to next point, to exit xd + { + WalkingManagment(); + break; + } + case NPCStateEnum.Attacking: + { + gameObject.GetComponent().SetBool("isRunning", false); + + AttackManagment(); + break; + } + case NPCStateEnum.Pending: + { + gameObject.GetComponent().SetBool("isRunning", false); + + BattleState = WizardBattleStepsEnum.Summoning; + + ManageBehaviourScenario(); + break; + } + default: + { + break; + } + } + } + + public void WalkingManagment() + { + StopAllCoroutines(); + + if(approaching) + { + // when we can go closer to player - we go closer and when we are close enought we start attacking + if (!IsInAttackRadious()) + { + gameObject.GetComponent().FindPath(); + StartCoroutine(gameObject.GetComponent().FollowPath()); + } + else + { + timeToWaitBeforeNextAttack = 0; // to allowa to first hit withot waiting + + // in this script we set attacking mode + gameObject.GetComponent().State = NPCStateEnum.Attacking; + + gameObject.GetComponent().path.Clear(); // if we are able to talgk we dont want go go further player + } + } + else + { + // we summon minions and go to next save point, else we escape + // IMPOSRANT make summoning and walking independent and unbinded in code + + // first focus on targetting next step from list + //Debug.Log(Vector2.Distance(transform.position, TargetPosition)); + if (Vector2.Distance(transform.position, TargetPosition) > 0.95f) // count value - path finding stop moving them before reachin position well.. + { + gameObject.GetComponent().point = TargetPosition; + + gameObject.GetComponent().FindPoint(); + + StartCoroutine(gameObject.GetComponent().FollowPath()); + } + else + { + // ------ anim.SetBool("isRunning", false); + + gameObject.GetComponent().SetBool("isRunning", false); + + // set next point for future + gameObject.GetComponent().State = NPCStateEnum.Pending; // decide what next + + } + } + + } + + public void SummonManagment() + { + + // 2. Spown minions (depending on iteration increase spowned amount + + BlockRespowners(); + + MinionRespowner.GetComponent().Counter = SummonedMinionsCounter; + MinionRespowner.GetComponent().Respown = true; + + IsAfterSummoning = true; + Debug.Log("After summoning"); + } + + #region damage managment + /// + /// Take damage only once in a time and only when IT IS ALLOWED + /// + public void TakingDamageManagment() + { + // COPIED FROM Following Enemy scripts + // Taking hit logic + timerHit += Time.deltaTime; + if (hit == true && canTakeDamage) + { + if (timerHit >= timeToWaitBeforeNextHitFromPlayer) + { + + TakeDamage(PlayerPrefs.GetFloat("attackValue")); + hit = false; + timerHit = 0f; + TakeKnockback(); + } + } + } + + private void TakeDamage(float damage) + { + var healthBeforeDamage = currentHealth; + + damage = damage - defence; + damage = damage < 0 ? 0 : damage; + Debug.Log("Gamage from player: " + damage + "(defence: " + defence + ")"); + currentHealth -= damage; + + /* if (gameObject.GetComponent().health <= 0) + { + gameObject.SetActive(false); + gameObject.GetComponent().isKilled = 1; + GameObject.FindGameObjectWithTag("Player").GetComponent().GetExp(30); + + // 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().MinionName); + }*/ + + if ( + (healthBeforeDamage > maxHealth * 0.75f && currentHealth <= maxHealth * 0.75f) || + (healthBeforeDamage > maxHealth * 0.50f && currentHealth <= maxHealth * 0.50f) || + (healthBeforeDamage > maxHealth * 0.25f && currentHealth <= maxHealth * 0.25f) || + (healthBeforeDamage > maxHealth * 0.10f && currentHealth <= maxHealth * 0.10f) + ){ + Debug.Log("escaping"); + BattleState = WizardBattleStepsEnum.Escaping; + Debug.Log(BattleState); + + // re-calculate after each damage + defecnceCalculate(); + speedCalculate(); + + ManageBehaviourScenario(); + } + } + + private void TakeKnockback() + { + Rigidbody2D enemy = gameObject.GetComponent(); + Rigidbody2D player = GameObject.FindGameObjectWithTag("Player").GetComponent(); + + if (enemy != null) + { + enemy.isKinematic = false; + Vector2 difference = enemy.transform.position - player.transform.position; + difference = difference.normalized * 5; // thrust + enemy.AddForce(difference, ForceMode2D.Impulse); + //StartCoroutine(KnockCo(enemy)); + } + } + #endregion + + #region attack managment + + public void AttackManagment() + { + // if during Attacking mode player GO OUT of the attacking radious + if (!IsInAttackRadious()) + { + gameObject.GetComponent().State = NPCStateEnum.Walking; + return; + } + + // Attack logic + if (timerDmg >= timeToWaitBeforeNextAttack) + { + timerDmg = 0f; + + GameObject.FindGameObjectWithTag("Player").GetComponent().TakeDamage( + attackValue, + isPanelEnabled + ); + } + speedCalculate(); // to restore property timeToWaitBeforeNextAttack walue + + timerDmg += Time.deltaTime; + } + + public bool IsInAttackRadious() + { + if (Vector2.Distance(GameObject.FindGameObjectWithTag("Player").transform.position, transform.position) >= attackingRadius) + return false; + + return true; + } + #endregion + + // jesli gracz ma "x" pkt siły + // Ze wzgledu na wyniki EXCEL'a zakładajac że + // - gracz ma 4/5 pkt sily (skile + bonus naszyjnika) + // obrona nie moze przekroczyc 3 - 3.2f + public void defecnceCalculate() + { + if (currentHealth > maxHealth * 0.75f) + { + defence = 1.5f; + }else if(currentHealth <= maxHealth * 0.75f && currentHealth > maxHealth * 0.50f) + { + defence = 2.5f; + } + else if (currentHealth <= maxHealth * 0.50f && currentHealth > maxHealth * 0.25f) + { + defence = 3.15f; + } else if (currentHealth <= maxHealth * 0.25f && currentHealth > maxHealth * 0.10f) + { + defence = 4f; // or higher ??? + } + } + + public void speedCalculate() + { + if (currentHealth > maxHealth * 0.75f) + { + gameObject.GetComponent().speed = 1f; + timeToWaitBeforeNextAttack = 1f; + } + else if (currentHealth <= maxHealth * 0.75f && currentHealth > maxHealth * 0.50f) + { + gameObject.GetComponent().speed = 1.15f; + timeToWaitBeforeNextAttack = 0.8f; + } + else if (currentHealth <= maxHealth * 0.50f && currentHealth > maxHealth * 0.25f) + { + gameObject.GetComponent().speed = 1.30f; + timeToWaitBeforeNextAttack = 0.7f; + + } + else if (currentHealth <= maxHealth * 0.25f && currentHealth > maxHealth * 0.10f) + { + gameObject.GetComponent().speed = 1.45f; + timeToWaitBeforeNextAttack = 0.6f; + } + } + + #region Respown minions managments + private void BlockRespowners() + { + ResetRespowners(); + + if (SummonedMinionsCounter == 3) // use only 1 + { + MinionRespowner.GetComponent().respownPoints.ElementAtOrDefault(1).GetComponent().Blocked = true; + MinionRespowner.GetComponent().respownPoints.ElementAtOrDefault(2).GetComponent().Blocked = true; + MinionRespowner.GetComponent().respownPoints.ElementAtOrDefault(3).GetComponent().Blocked = true; + MinionRespowner.GetComponent().respownPoints.ElementAtOrDefault(4).GetComponent().Blocked = true; + MinionRespowner.GetComponent().respownPoints.ElementAtOrDefault(5).GetComponent().Blocked = true; + } + if (SummonedMinionsCounter == 6) // use 2 & 3 + { + MinionRespowner.GetComponent().respownPoints.ElementAtOrDefault(0).GetComponent().Blocked = true; + MinionRespowner.GetComponent().respownPoints.ElementAtOrDefault(3).GetComponent().Blocked = true; + MinionRespowner.GetComponent().respownPoints.ElementAtOrDefault(4).GetComponent().Blocked = true; + MinionRespowner.GetComponent().respownPoints.ElementAtOrDefault(5).GetComponent().Blocked = true; + } + if (SummonedMinionsCounter == 12) // use 2 & 4 & 5 + { + MinionRespowner.GetComponent().respownPoints.ElementAtOrDefault(0).GetComponent().Blocked = true; + MinionRespowner.GetComponent().respownPoints.ElementAtOrDefault(1).GetComponent().Blocked = true; + MinionRespowner.GetComponent().respownPoints.ElementAtOrDefault(5).GetComponent().Blocked = true; + } + if (SummonedMinionsCounter > 12) // use 4 & 5 & 6 + { + SummonedMinionsCounter = 15; + + MinionRespowner.GetComponent().respownPoints.ElementAtOrDefault(0).GetComponent().Blocked = true; + MinionRespowner.GetComponent().respownPoints.ElementAtOrDefault(1).GetComponent().Blocked = true; + MinionRespowner.GetComponent().respownPoints.ElementAtOrDefault(2).GetComponent().Blocked = true; + } + } + + private void ResetRespowners() + { + foreach(var respownPointObject in MinionRespowner.GetComponent().respownPoints) + { + respownPointObject.GetComponent().Blocked = false; + } + } + #endregion + + #region proggress API + public void SaveProggress(WizardBattleStepsEnum status) + { + Debug.Log("Save: " + status); + + PlayerPrefs.SetInt(SceneManager.GetActiveScene().name + "." + BATTLE_STATE, (int)status); + } + + public WizardBattleStepsEnum GetProggress() + { + return (WizardBattleStepsEnum)PlayerPrefs.GetInt(SceneManager.GetActiveScene().name + "." + BATTLE_STATE); + } + + public bool HasProggress() + { + return PlayerPrefs.HasKey(SceneManager.GetActiveScene().name + "." + BATTLE_STATE); + } + #endregion +} diff --git a/Assets/Scripts/REFACTORING/Story/Dungeon/Wizard/BattleWizard.cs.meta b/Assets/Scripts/REFACTORING/Story/Dungeon/Wizard/BattleWizard.cs.meta new file mode 100644 index 00000000..2bc67430 --- /dev/null +++ b/Assets/Scripts/REFACTORING/Story/Dungeon/Wizard/BattleWizard.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 85ed5d06f443ff547aeb225e656c0e19 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: