Finished AI , fixed bugs
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|
||||
//Debug.Log("added " + enemies.Count);
|
||||
}
|
||||
|
||||
private void StopJoystick(ActionType arg1, CharacterState arg2)
|
||||
@ -67,55 +72,24 @@ public class AI_Input : MonoBehaviour
|
||||
{
|
||||
if (_currentFollowingPath.Count > 0)
|
||||
{
|
||||
leftInput = TileManagment.GetJoystickDirection(_playerState.currentTile, tile);
|
||||
leftInput = TileManagment.GetDirection(_playerState.currentTile, tile);
|
||||
}
|
||||
}
|
||||
|
||||
private void StartPatrolBehaviour()
|
||||
{
|
||||
_currentEnemy = null;
|
||||
botState = BotState.Patrol;
|
||||
TileInfo targetTile = TileManagment.GetRandomOtherTile(_playerState.ownerIndex);
|
||||
//Debug.Log("move to " + targetTile.name);
|
||||
var startTile = _playerState.currentTile;
|
||||
_currentFollowingPath = Pathfinding.FindPath(startTile, targetTile, TileManagment.levelTiles, TileManagment.tileOffset);
|
||||
Pathfinding.FindPath(_playerState.currentTile, TileManagment.GetTile(enemies[0].transform.position), TileManagment.levelTiles, TileManagment.tileOffset);
|
||||
if (_currentFollowingPath == null)
|
||||
{
|
||||
StartPatrolBehaviour();
|
||||
}
|
||||
MoveTo(_currentFollowingPath[1]);
|
||||
}
|
||||
|
||||
private IEnumerator CalmDown(float time)
|
||||
{
|
||||
yield return new WaitForSeconds(time);
|
||||
_currentEnemy = null;
|
||||
StartPatrolBehaviour();
|
||||
StopAllCoroutines();
|
||||
}
|
||||
|
||||
private IEnumerator TryToAttack(float attackCoolDown)
|
||||
{
|
||||
while (_currentEnemy)
|
||||
{
|
||||
_actionManager.AttackEnemyOnTile(_currentEnemy.currentTile);
|
||||
yield return new WaitForSeconds(attackCoolDown);
|
||||
}
|
||||
}
|
||||
|
||||
private void SetBehaviour(BotState state)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case BotState.Patrol:
|
||||
MoveToNextPoint();
|
||||
break;
|
||||
case BotState.Agressive:
|
||||
MoveToEnemy(_currentEnemy);
|
||||
break;
|
||||
case BotState.Attack:
|
||||
AttackEnemy(_currentEnemy);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void CheckState(ActionType newType, CharacterState newState)
|
||||
{
|
||||
foreach (PlayerState enemy in enemies)
|
||||
@ -151,13 +125,30 @@ public class AI_Input : MonoBehaviour
|
||||
SetBehaviour(botState);
|
||||
}
|
||||
|
||||
private void SetBehaviour(BotState state)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case BotState.Patrol:
|
||||
MoveToNextPoint();
|
||||
break;
|
||||
case BotState.Agressive:
|
||||
MoveToEnemy(_currentEnemy);
|
||||
break;
|
||||
case BotState.Attack:
|
||||
AttackEnemy(_currentEnemy);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void AttackEnemy(PlayerState currentEnemy)
|
||||
{
|
||||
Debug.Log("attacking");
|
||||
leftInput = Vector2.zero;
|
||||
_currentFollowingPath.Clear();
|
||||
//_actionManager.AttackEnemyOnTile(currentEnemy.currentTile);
|
||||
StartCoroutine(TryToAttack(0.2f));
|
||||
StartCoroutine(CalmDown(attackTime));
|
||||
//StartCoroutine(CalmDown(attackTime));
|
||||
}
|
||||
|
||||
private void MoveToEnemy(PlayerState currentEnemy)
|
||||
@ -173,7 +164,7 @@ public class AI_Input : MonoBehaviour
|
||||
}
|
||||
}
|
||||
TileInfo currentPos = TileManagment.GetTile(transform.position);
|
||||
Debug.Log(adjacentTarget);
|
||||
//Debug.Log(adjacentTarget);
|
||||
RecalculatePath(currentPos, adjacentTarget);
|
||||
if (_currentFollowingPath == null)
|
||||
{
|
||||
@ -210,9 +201,31 @@ public class AI_Input : MonoBehaviour
|
||||
_currentFollowingPath = Pathfinding.FindPath(currentTile, endTile, TileManagment.levelTiles, TileManagment.tileOffset);
|
||||
MoveTo(_currentFollowingPath[1]);
|
||||
}
|
||||
else
|
||||
{
|
||||
OnCurrentPathFinished?.Invoke();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private IEnumerator CalmDown(float time)
|
||||
{
|
||||
yield return new WaitForSeconds(time);
|
||||
_currentEnemy = null;
|
||||
StartPatrolBehaviour();
|
||||
StopAllCoroutines();
|
||||
}
|
||||
|
||||
private IEnumerator TryToAttack(float attackCoolDown)
|
||||
{
|
||||
while (_currentEnemy)
|
||||
{
|
||||
Debug.Log("try attack");
|
||||
_actionManager.AttackEnemyOnTile(_currentEnemy.currentTile);
|
||||
yield return new WaitForSeconds(attackCoolDown);
|
||||
}
|
||||
}
|
||||
|
||||
public enum BotState
|
||||
{
|
||||
Patrol,
|
@ -11,7 +11,7 @@ public class PlayerActionManager : MonoBehaviour
|
||||
public Action<ActionType, CharacterState> OnActionStart, OnActionEnd;
|
||||
|
||||
public Action<TileInfo, ActionType> OnFoundTarget;
|
||||
public Action OnLostTarget;
|
||||
public Action OnLostTarget, OnActionSuccess;
|
||||
|
||||
private PlayerState _playerState;
|
||||
private PlayerAction _currentAction;
|
||||
@ -103,6 +103,7 @@ public class PlayerActionManager : MonoBehaviour
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("failed attack");
|
||||
OnActionEnd?.Invoke(ActionType.Attack, _playerState.currentState);
|
||||
}
|
||||
}
|
||||
@ -139,6 +140,7 @@ public class PlayerActionManager : MonoBehaviour
|
||||
private void FinalActionOperations(PlayerAction action)
|
||||
{
|
||||
OnActionEnd?.Invoke(ActionType.Attack, CharacterState.Idle);
|
||||
OnActionSuccess?.Invoke();
|
||||
_target = null;
|
||||
Debug.Log(action.actionType + " ended");
|
||||
}
|
||||
|
@ -69,10 +69,12 @@ public class TileManagment : MonoBehaviour
|
||||
|
||||
public void ChangeTileOwner(TileInfo tile, TileOwner ownerIndex)
|
||||
{
|
||||
TileOwner oldOwner = tile.tileOwnerIndex;
|
||||
tile.tileOwnerIndex = ownerIndex;
|
||||
tile.GetComponent<Renderer>().material = tileMaterials[(int)tile.tileOwnerIndex];
|
||||
|
||||
charTiles[(int)ownerIndex].Add(tile);
|
||||
charTiles[(int)oldOwner].Remove(tile);
|
||||
|
||||
//Debug.Log(GetOtherTiles(tile).Count);
|
||||
CheckSurroundedTiles(levelTiles, ownerIndex, tile);
|
||||
@ -134,13 +136,13 @@ public class TileManagment : MonoBehaviour
|
||||
return otherTiles;
|
||||
}
|
||||
|
||||
public static Vector2 GetJoystickDirection(TileInfo currentTile, TileInfo adjacentTile)
|
||||
public static Vector2 GetDirection(TileInfo currentTile, TileInfo adjacentTile)
|
||||
{
|
||||
if (!currentTile || !adjacentTile)
|
||||
return Vector2.zero;
|
||||
Vector3 dir3 = adjacentTile.tilePosition - currentTile.tilePosition;
|
||||
Vector2 dir2 = new Vector2(dir3.x, dir3.z);
|
||||
return dir2;
|
||||
return dir2.normalized;
|
||||
}
|
||||
|
||||
public static List<TileInfo> GetAllAdjacentTiles(TileInfo currentTile)
|
||||
@ -159,6 +161,22 @@ public class TileManagment : MonoBehaviour
|
||||
return allTiles;
|
||||
}
|
||||
|
||||
public static List<TileInfo> GetAllAdjacentTiles(TileInfo currentTile, TileOwner ownerIndex)
|
||||
{
|
||||
List<TileInfo> allTiles = new List<TileInfo>();
|
||||
//int notMyTiles = 0;
|
||||
foreach (Vector3 dir in basicDirections)
|
||||
{
|
||||
var tile = GetTile(currentTile.tilePosition + dir * tileOffset);
|
||||
if (tile && ownerIndex == tile.tileOwnerIndex)
|
||||
{
|
||||
allTiles.Add(tile);
|
||||
}
|
||||
}
|
||||
//Debug.Log("We have " + notMyTiles + " not my tiles around " + currentTile.name);
|
||||
return allTiles;
|
||||
}
|
||||
|
||||
public static TileInfo GetRandomOtherTile(TileOwner owner)
|
||||
{
|
||||
int randomIndex = UnityEngine.Random.Range(0, levelTiles.Count - 1);
|
||||
|
@ -47,7 +47,9 @@ public class UI_ProgressBar : MonoBehaviour
|
||||
_captureController.OnCaptureFailed += OnCaptureFailed;
|
||||
|
||||
_playerActions.OnActionStart += OnActionStart;
|
||||
_playerActions.OnActionEnd += OnActionStop;
|
||||
_playerActions.OnActionSuccess += OnActionStop;
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
@ -55,11 +57,12 @@ public class UI_ProgressBar : MonoBehaviour
|
||||
{
|
||||
if (_isCaptureUIUpdating)
|
||||
{
|
||||
_isCaptureUIUpdating = false;
|
||||
StopUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnActionStop(ActionType action, CharacterState arg2)
|
||||
private void OnActionStop()
|
||||
{
|
||||
StopUpdate();
|
||||
}
|
||||
@ -96,8 +99,11 @@ public class UI_ProgressBar : MonoBehaviour
|
||||
private void OnStartUpdate()
|
||||
{
|
||||
_ui.gameObject.SetActive(true);
|
||||
_currentCoroutine = Updating(updateStepInSec);
|
||||
StartCoroutine(_currentCoroutine);
|
||||
if (_currentCoroutine == null)
|
||||
{
|
||||
_currentCoroutine = Updating(updateStepInSec);
|
||||
StartCoroutine(_currentCoroutine);
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator Updating(float timeInterval)
|
||||
|
File diff suppressed because one or more lines are too long
Loading…
x
Reference in New Issue
Block a user