Fixed bugs, fixed AI
This commit is contained in:
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0eef64947d
commit
0a5f964099
@ -8587,7 +8587,7 @@ MonoBehaviour:
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--- !u!114 &1186423015
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MonoBehaviour:
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@ -15399,8 +15399,11 @@ MonoBehaviour:
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rightInput: {x: 0, y: 0}
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agressiveTime: 5
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attackTime: 2
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updateBehaviourIn: 1
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updateBehaviourIn: 0.6
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neutralCapDistance: 10
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detectPlayerDistance: 4
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_currentEnemy: {fileID: 0}
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_currentFollowingPath: []
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--- !u!114 &1186423016
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@ -23589,8 +23592,8 @@ Transform:
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--- !u!114 &1801060023
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MonoBehaviour:
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@ -24040,8 +24043,8 @@ Transform:
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--- !u!114 &1819395263
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MonoBehaviour:
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@ -24164,8 +24167,11 @@ MonoBehaviour:
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rightInput: {x: 0, y: 0}
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agressiveTime: 5
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attackTime: 2
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updateBehaviourIn: 1
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updateBehaviourIn: 0.6
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neutralCapDistance: 10
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detectPlayerDistance: 4
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_currentEnemy: {fileID: 0}
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_currentFollowingPath: []
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--- !u!1 &1826148571 stripped
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GameObject:
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m_CorrespondingSourceObject: {fileID: 4991598031878838981, guid: fa5ecf8ffbe22c7459c44494cee176d9,
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@ -25409,12 +25415,9 @@ Transform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 1801060022}
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- {fileID: 1819395262}
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- {fileID: 1186423014}
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m_Children: []
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m_RootOrder: 25
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m_RootOrder: 28
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--- !u!1001 &1911590196
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PrefabInstance:
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@ -11,21 +11,29 @@ public class AI_Input : MonoBehaviour
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public float agressiveTime = 5f;
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public float attackTime = 2f;
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public float updateBehaviourIn = 1f;
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public float neutralCapDistance = 20f;
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public float detectPlayerDistance = 4f;
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public Action OnTouchDown, OnTouchUp;
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public Action OnCurrentPathFinished, OnAttack;
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public PlayerState _currentEnemy;
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private List<TileInfo> _currentFollowingPath;
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public List<TileInfo> _currentFollowingPath;
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private PlayerState _playerState;
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private TileMovement _tileMovement;
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private PlayerActionManager _actionManager;
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private PlayerActionManager _actionManager;
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private CaptureController _captureController;
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private IEnumerator _attackCoroutine;
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private Vector3 _startBotPoint;
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private void Awake()
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{
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_playerState = GetComponent<PlayerState>();
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_tileMovement = GetComponent<TileMovement>();
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_actionManager = GetComponent<PlayerActionManager>();
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_captureController = GetComponent<CaptureController>();
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_actionManager.OnActionSuccess += BackToPatrol;
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_actionManager.OnActionStart += OnActionStart;
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@ -36,21 +44,47 @@ public class AI_Input : MonoBehaviour
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OnCurrentPathFinished += StartPatrolBehaviour;
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PlayerDeathController.OnPlayerDeath += StopAllActions;
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_playerState.OnDeath += StopAllActions;
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//_captureController.OnCaptureEnd += SetNewTarget;
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_startBotPoint = transform.position;
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//Debug.Log(_startBotPoint);
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}
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private void StopAllActions(PlayerState player)
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/*private void SetNewTarget(TileInfo tile, float capTime)
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{
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if (player.name == gameObject.name)
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{
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StopAllCoroutines();
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}
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StartPatrolBehaviour();
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}*/
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private void StopAllActions()
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{
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StopAllCoroutines();
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CancelInvoke();
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}
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private void Start()
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{
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InvokeRepeating("CheckState", UnityEngine.Random.Range(0.5f, 1f), updateBehaviourIn); //to make not the same start
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}
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private IEnumerator CheckBotState(float updateTime)
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{
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yield return new WaitForSeconds(UnityEngine.Random.Range(0.5f, 1f));
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while (true)
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{
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CheckState();
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yield return new WaitForSeconds(updateTime);
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}
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}
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private void OnEnable()
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{
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//Debug.Log("bot " + gameObject.name + " started");
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//InvokeRepeating("CheckState", UnityEngine.Random.Range(0.5f, 1f), updateBehaviourIn); //to make not the same start
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StartCoroutine(CheckBotState(updateBehaviourIn));
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}
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private void OnActionStart(ActionType arg1, CharacterState arg2)
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@ -61,8 +95,9 @@ public class AI_Input : MonoBehaviour
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private void BackToPatrol()
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{
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Debug.Log("attack ended");
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StopAllCoroutines();
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StopCoroutine(_attackCoroutine);
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StartPatrolBehaviour();
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//StartCoroutine(CheckBotState(updateBehaviourIn));
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}
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@ -84,7 +119,7 @@ public class AI_Input : MonoBehaviour
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_currentEnemy = null;
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botState = BotState.Patrol;
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//TileInfo targetTile = TileManagment.GetRandomOtherTile(_playerState.ownerIndex);
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TileInfo targetTile = TileManagment.GetNearestNeutralTile(_playerState.currentTile, _playerState.ownerIndex);
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TileInfo targetTile = TileManagment.GetNearestOtherTile(_playerState.currentTile, _playerState.ownerIndex, neutralCapDistance, _startBotPoint);
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var startTile = _playerState.currentTile;
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_currentFollowingPath = Pathfinding.FindPath(startTile, targetTile, TileManagment.levelTiles, TileManagment.tileOffset);
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if (_currentFollowingPath == null)
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@ -92,18 +127,20 @@ public class AI_Input : MonoBehaviour
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StartPatrolBehaviour();
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return;
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}
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MoveTo(_currentFollowingPath[1]);
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//MoveTo(_currentFollowingPath[1]);
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}
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private void CheckState(/*ActionType newType, CharacterState newState*/)
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{
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//Debug.Log("Check state");
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if (_playerState.currentState == CharacterState.Dead)
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return;
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foreach (PlayerState enemy in _playerState.enemies)
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{
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//Debug.Log("Check near enemy");
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if (Vector3.Distance(enemy.transform.position, transform.position) <= TileManagment.tileOffset*1.1f)
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{
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//Debug.Log("attack state");
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botState = BotState.Attack;
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_currentEnemy = enemy;
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break;
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@ -119,8 +156,16 @@ public class AI_Input : MonoBehaviour
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{
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botState = BotState.Agressive;
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_currentEnemy = enemy;
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StartCoroutine(CalmDown(agressiveTime));
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}
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StartCoroutine(CalmDown(agressiveTime));
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//Debug.Log("aggressive state");
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}
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else if ((enemy.transform.position - transform.position).magnitude < detectPlayerDistance)
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{
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botState = BotState.Agressive;
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_currentEnemy = enemy;
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StartCoroutine(CalmDown(agressiveTime));
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//Debug.Log("aggressive state");
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}
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}
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if (_currentEnemy != null)
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{
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@ -154,9 +199,8 @@ public class AI_Input : MonoBehaviour
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//Debug.Log("attacking");
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leftInput = Vector2.zero;
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_currentFollowingPath.Clear();
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//_actionManager.AttackEnemyOnTile(currentEnemy.currentTile);
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StartCoroutine(TryToAttack(0.2f));
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//StartCoroutine(CalmDown(attackTime));
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_attackCoroutine = TryToAttack(0.2f);
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StartCoroutine(_attackCoroutine);
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}
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private void MoveToEnemy(PlayerState currentEnemy)
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@ -190,31 +234,37 @@ public class AI_Input : MonoBehaviour
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private void MoveToNextPoint()
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{
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if (_currentFollowingPath.Count > 0) //when stop movement, calculating path that begins from target tile
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Debug.Log("try to move next point");
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if (_currentFollowingPath != null) //when stop movement, calculating path that begins from target tile
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{
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if (_playerState.currentTile == _currentFollowingPath[_currentFollowingPath.Count - 1])
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if (_playerState.currentTile.tileOwnerIndex == _playerState.ownerIndex)
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{
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OnCurrentPathFinished?.Invoke();
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return;
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if (_playerState.currentTile == _currentFollowingPath[_currentFollowingPath.Count - 1])
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{
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OnCurrentPathFinished?.Invoke();
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return;
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}
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var endTile = _currentFollowingPath[_currentFollowingPath.Count - 1];
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if (!endTile.canMove)
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{
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endTile = TileManagment.GetNearestOtherTile(_playerState.currentTile, _playerState.ownerIndex, neutralCapDistance, _startBotPoint);
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//endTile = TileManagment.GetRandomOtherTile(_playerState.ownerIndex);
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//Debug.Log("changed target");
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}
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var currentTile = _playerState.currentTile;
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_currentFollowingPath.Clear();
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_currentFollowingPath = Pathfinding.FindPath(currentTile, endTile, TileManagment.levelTiles, TileManagment.tileOffset);
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MoveTo(_currentFollowingPath[1]);
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Debug.Log("moving");
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}
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var endTile = _currentFollowingPath[_currentFollowingPath.Count - 1];
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if (!endTile.canMove)
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{
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endTile = TileManagment.GetNearestNeutralTile(_playerState.currentTile, _playerState.ownerIndex);
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//endTile = TileManagment.GetRandomOtherTile(_playerState.ownerIndex);
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//Debug.Log("changed target");
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}
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var currentTile = _playerState.currentTile;
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_currentFollowingPath.Clear();
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_currentFollowingPath = Pathfinding.FindPath(currentTile, endTile, TileManagment.levelTiles, TileManagment.tileOffset);
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MoveTo(_currentFollowingPath[1]);
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}
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else
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else if (_playerState.currentTile.tileOwnerIndex == _playerState.ownerIndex)
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{
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OnCurrentPathFinished?.Invoke();
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}
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}
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private IEnumerator CalmDown(float time)
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@ -222,7 +272,7 @@ public class AI_Input : MonoBehaviour
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yield return new WaitForSeconds(time);
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_currentEnemy = null;
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StartPatrolBehaviour();
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StopAllCoroutines();
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//StopAllCoroutines();
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}
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private IEnumerator TryToAttack(float attackCoolDown)
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@ -237,7 +287,7 @@ public class AI_Input : MonoBehaviour
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}
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}
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BackToPatrol();
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StopAllCoroutines();
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//StopAllCoroutines();
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}
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public enum BotState
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@ -18,7 +18,7 @@ public class PlayerDeathController : MonoBehaviour
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private float updateTime = 1f;
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private int spawnSafezone = 1;
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public static Action<PlayerState> OnPlayerDeath;
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//public static Action<PlayerState> OnPlayerDeath;
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private void Awake()
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{
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@ -48,24 +48,22 @@ public class PlayerDeathController : MonoBehaviour
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foreach (var player in alivePlayers)
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{
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var playerTile = TileManagment.GetTile(player.transform.position);
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var adjacentTiles = TileManagment.GetAllAdjacentTiles(playerTile);
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var myAdjacentTiles = TileManagment.GetAllAdjacentTiles(playerTile, player.ownerIndex);
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if (playerTile.tileOwnerIndex != player.ownerIndex)
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{
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int otherTileCounter = 0;
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int cantStandTilesCounter = 0;
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int tileCounter = 0;
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foreach (var tile in adjacentTiles)
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foreach (var tile in myAdjacentTiles)
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{
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if (tile)
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tileCounter++;
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if (!tile.canMove)
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{
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tileCounter++;
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if (tile.tileOwnerIndex != player.ownerIndex || !tile.canMove)
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{
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otherTileCounter++;
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}
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cantStandTilesCounter++;
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}
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}
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if (otherTileCounter >= adjacentTiles.Count)
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if (cantStandTilesCounter >= myAdjacentTiles.Count)
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{
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thisIterationDeadPlayers.Add(player);
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}
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@ -85,7 +83,7 @@ public class PlayerDeathController : MonoBehaviour
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alivePlayers.Remove(player);
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deadPlayers.Add(player);
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OnPlayerDeath.Invoke(player);
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//OnPlayerDeath?.Invoke(player);
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PlayerDeadActions(player);
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}
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@ -93,7 +91,7 @@ public class PlayerDeathController : MonoBehaviour
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{
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List<PlayerState> needResPlayers = new List<PlayerState>();
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foreach (var player in deadPlayers)
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foreach (PlayerState player in deadPlayers)
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{
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int playerIndex = players.IndexOf(player);
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if (Time.time > resurrectTime + lastDeadTime[playerIndex])
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@ -101,7 +99,7 @@ public class PlayerDeathController : MonoBehaviour
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needResPlayers.Add(player);
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}
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}
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foreach (var player in needResPlayers)
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foreach (PlayerState player in needResPlayers)
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{
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ResPlayer(player);
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}
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@ -123,7 +121,8 @@ public class PlayerDeathController : MonoBehaviour
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Instantiate(deathParticles, player.transform.position, deathParticles.transform.rotation);
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}
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player.SetNewState(ActionType.Attack, CharacterState.Dead);
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//player.SetNewState(ActionType.Attack, CharacterState.Dead);
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player.OnDeathActions();
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List<TileInfo> playerTiles = TileManagment.charTiles[(int)player.ownerIndex];
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TileInfo currentTile = TileManagment.GetTile(player.transform.position);
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currentTile.canMove = true;
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@ -141,20 +140,21 @@ public class PlayerDeathController : MonoBehaviour
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private void PlayerResActions(PlayerState player)
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{
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List<TileInfo> playerTiles = TileManagment.charTiles[(int)player.ownerIndex];
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foreach (TileInfo tile in playerTiles)
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{
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tile.easyCaptureFor.Clear();
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}
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player.transform.position = GetAvailableResPos(player, playerTiles);
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TileInfo currentTile = TileManagment.GetTile(player.transform.position);
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currentTile.canMove = false;
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player.gameObject.SetActive(true);
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player.SetStartParams();
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//player.SetNewState(ActionType.Attack, CharacterState.Idle);
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player.currentTile = GetAvailableResPos(player, playerTiles);
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player.transform.position = player.currentTile.tilePosition;
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player.currentTile.canMove = false;
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//player.transform.position = TileManagment.GetRandomOtherTile(player.ownerIndex).tilePosition;
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//player.SetStartParams();
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Debug.Log("player " + player.name + " res");
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if (resParticles)
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@ -163,7 +163,7 @@ public class PlayerDeathController : MonoBehaviour
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}
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}
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private Vector3 GetAvailableResPos(PlayerState player, List<TileInfo> playerTiles)
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private TileInfo GetAvailableResPos(PlayerState player, List<TileInfo> playerTiles)
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{
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foreach (TileInfo tile in playerTiles)
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{
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@ -172,12 +172,12 @@ public class PlayerDeathController : MonoBehaviour
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var myNeighbourTiles = TileManagment.GetAllAdjacentTiles(tile, player.ownerIndex);
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if (myNeighbourTiles.Count >= spawnSafezone)
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{
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return tile.tilePosition;
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return tile;
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}
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}
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}
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Debug.Log("nowhere to spawn");
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return Vector3.zero;
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return null;
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}
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public void OnKillBtnClick(int playerIndex)
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@ -13,7 +13,7 @@ public class PlayerState : MonoBehaviour
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public ControlType controlType = ControlType.Player;
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public TileInfo currentTile;
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public TileInfo currentTile;
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[SerializeField]
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private BuildingSelectionTool _selectionTool;
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@ -75,7 +75,7 @@ public class PlayerState : MonoBehaviour
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}
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}
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public void SetNewState(ActionType actionType, CharacterState newState)
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public void SetNewState(ActionType newAction, CharacterState newState)
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{
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if (currentState != newState)
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{
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@ -86,18 +86,18 @@ public class PlayerState : MonoBehaviour
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else
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{
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CaptureState(false);
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if (newState == CharacterState.Dead)
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/*if (newState == CharacterState.Dead)
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{
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OnDeath?.Invoke();
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}
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}*/
|
||||
}
|
||||
currentState = newState;
|
||||
OnCharStateChanged?.Invoke(newState, actionType);
|
||||
OnCharStateChanged?.Invoke(newState, newAction);
|
||||
}
|
||||
if (currentAction != actionType )
|
||||
if (currentAction != newAction )
|
||||
{
|
||||
currentAction = actionType;
|
||||
OnActionChanged?.Invoke(actionType);
|
||||
currentAction = newAction;
|
||||
OnActionChanged?.Invoke(newAction);
|
||||
}
|
||||
|
||||
}
|
||||
@ -116,6 +116,11 @@ public class PlayerState : MonoBehaviour
|
||||
{
|
||||
return (currentTile.tileOwnerIndex == ownerIndex) && (currentState == CharacterState.Idle);
|
||||
}
|
||||
|
||||
public void OnDeathActions()
|
||||
{
|
||||
OnDeath?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
public enum CharacterState
|
||||
|
@ -191,25 +191,32 @@ public class TileManagment : MonoBehaviour
|
||||
return otherTile;
|
||||
}
|
||||
|
||||
public static TileInfo GetNearestNeutralTile(TileInfo currentTile, TileOwner owner)
|
||||
public static TileInfo GetNearestOtherTile(TileInfo currentTile, TileOwner owner, float capRadius, Vector3 startPoint)
|
||||
{
|
||||
var neutralTiles = charTiles[(int)TileOwner.Neutral];
|
||||
Debug.Log("neutral tiles " + neutralTiles.Count);
|
||||
var neutralTiles = charTiles[(int)TileOwner.Neutral];
|
||||
//Debug.Log("neutral tiles " + neutralTiles.Count);
|
||||
TileInfo closestTile = GetRandomOtherTile(owner);
|
||||
/*foreach (TileInfo tile in neutralTiles)
|
||||
foreach (TileInfo tile in levelTiles)
|
||||
{
|
||||
if (tile)
|
||||
if (tile.canMove && tile!=currentTile && tile.tileOwnerIndex!=owner)
|
||||
{
|
||||
float distOld = Vector3.Distance(currentTile.tilePosition, closestTile.tilePosition);
|
||||
float distNew = Vector3.Distance(currentTile.tilePosition, tile.tilePosition);
|
||||
if (distNew < distOld && tile.canMove)
|
||||
float distOld = Vector3.Distance(startPoint, closestTile.tilePosition);
|
||||
|
||||
float distNew = Vector3.Distance(startPoint, tile.tilePosition);
|
||||
|
||||
//Debug.Log("new distance " + distNew);
|
||||
|
||||
if ((distNew < distOld) && (distNew < capRadius))
|
||||
{
|
||||
closestTile = tile;
|
||||
closestTile = tile;
|
||||
}
|
||||
}
|
||||
|
||||
}*/
|
||||
|
||||
}
|
||||
//float dist = Vector3.Distance(startPoint, closestTile.tilePosition);
|
||||
//Debug.Log(startPoint);
|
||||
//Debug.Log(closestTile);
|
||||
//Debug.Log("start point " + startPoint);
|
||||
return closestTile;
|
||||
}
|
||||
|
||||
|
@ -88,7 +88,7 @@ public class TileMovement : MonoBehaviour
|
||||
private void FinishMovementActions( TileInfo currentTile)
|
||||
{
|
||||
_playerState.currentTile = currentTile;
|
||||
//_playerState.currentTile.canMove = false;
|
||||
_playerState.currentTile.canMove = false;
|
||||
OnFinishMovement?.Invoke(ActionType.Attack, CharacterState.Idle);
|
||||
}
|
||||
}
|
||||
|
File diff suppressed because one or more lines are too long
Loading…
x
Reference in New Issue
Block a user