Modified build speed. Modified AI(distant attack, bonus collection)

This commit is contained in:
AlexMamontow 2021-09-16 22:12:34 +03:00
parent 7b413d4f54
commit 50db4f5e7c
43 changed files with 2218 additions and 98 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
using System;
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UpdateCamSize();
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{
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View File

@ -14,16 +14,21 @@ public class AI_BotController : MonoBehaviour
public float attackTime = 2f;
public float updateBehaviourIn = 1f;
public float neutralCapDistance = 6f;
public float detectPlayerDistance = 4f;
public float detectDistance = 4f;
public float bonusDetectDistance = 4f;
public float attackPlayerDistance = 4f;
public Action OnTouchDown, OnTouchUp;
public Action OnCurrentPathFinished, OnAttack;
public PlayerState _currentEnemy;
public TileInfo _currentTargetTile;
public List<TileInfo> _currentFollowingPath = new List<TileInfo>();
private List<TileInfo> _currentFollowingPath = new List<TileInfo>();
private PlayerState _playerState;
private AttackEnergyController _attackEnergyController;
private ActionTriggerSystem _actionTriggerSystem;
private PlayerBonusController _playerBonuses;
private BonusSpawner _bonusController;
//private PlayerActionManager _actionManager;
//private Attack _attack;
@ -39,7 +44,8 @@ public class AI_BotController : MonoBehaviour
_playerState = GetComponent<PlayerState>();
_attackEnergyController = GetComponent<AttackEnergyController>();
_actionTriggerSystem = GetComponent<ActionTriggerSystem>();
_playerBonuses = GetComponent<PlayerBonusController>();
_bonusController = FindObjectOfType<BonusSpawner>();
if (isAIActive)
{
@ -144,8 +150,12 @@ public class AI_BotController : MonoBehaviour
{
Debug.Log("CheckState");
BotState newBotState;
if (IsEnemyEnabledForAttack())
if (IsBonusDetected())
{
newBotState = BotState.CollectingBonus;
Debug.Log("CollectBonus");
}
else if(IsEnemyEnabledForAttack())
{
newBotState = BotState.Attack;
}
@ -162,6 +172,31 @@ public class AI_BotController : MonoBehaviour
SetBehaviour(newBotState);
}
private bool IsBonusDetected()
{
//Debug.Log("Detect bonus");
if (botState == BotState.CollectingBonus)
{
return false;
}
foreach (var bonusObj in _bonusController.activeBonuses)
{
if (!_playerBonuses.CanTakeBonus(bonusObj.bonus.bonusType) || bonusObj ==null)
{
//Debug.Log("Can`t take or bonus doesn`t exists");
continue;
}
if (Vector3.Distance(bonusObj.transform.position, _playerState.currentTile.tilePosition) < bonusDetectDistance)
{
//Debug.Log("All good");
_currentTargetTile = TileManagment.GetTile(bonusObj.transform.position);
return true;
}
}
return false;
}
private bool SetNewBotState(BotState newState)
{
if (botState != newState)
@ -176,6 +211,35 @@ public class AI_BotController : MonoBehaviour
}
private bool IsEnemyEnabledForAttack()
{
if (isAttackedOnce)
return false;
if (botState != BotState.Attack && _attackEnergyController.IsReady())
{
foreach (PlayerState enemy in _playerState.enemies)
{
if (!enemy.gameObject.activeSelf)
{
continue;
}
foreach (var dir in TileManagment.basicDirections)
{
for (int i = 1; i <= attackPlayerDistance; i++)
{
TileInfo checkTile = TileManagment.GetTile(_playerState.currentTile.tilePosition, dir, i);
if (enemy.currentTile == checkTile)
{
_currentEnemy = enemy;
return true;
}
}
}
}
}
return false;
}
/*private bool IsEnemyEnabledForAttack()
{
if (isAttackedOnce)
return false;
@ -196,7 +260,7 @@ public class AI_BotController : MonoBehaviour
}
}
return false;
}
}*/
private bool IsEnemyCloseOrRude()
{
@ -216,7 +280,7 @@ public class AI_BotController : MonoBehaviour
return true;
}
float distanceToEnemy = Vector3.Distance(enemy.currentTile.tilePosition, _playerState.currentTile.tilePosition);
if (distanceToEnemy < detectPlayerDistance) //if enemy is close enough to us we starting to chase him fo some time
if (distanceToEnemy < detectDistance) //if enemy is close enough to us we starting to chase him fo some time
{
_currentEnemy = enemy;
StartCoroutine(CalmDown(agressiveTime));
@ -241,9 +305,14 @@ public class AI_BotController : MonoBehaviour
case BotState.Attack:
AttackEnemy(_currentEnemy);
break;
case BotState.CollectingBonus:
MoveToBonus(_currentTargetTile);
break;
}
}
private void Move(TileInfo tile)
{
if (_currentFollowingPath.Count > 0 && tile!=null)
@ -254,11 +323,19 @@ public class AI_BotController : MonoBehaviour
}
}
private void MoveToBonus(TileInfo currentTarget)
{
bool isPathExists = RecalculatePath(_playerState.currentTile, currentTarget);
if (!isPathExists)
{
StartPatrolBehaviour();
}
MoveAlongPath();
}
private void AttackEnemy(PlayerState currentEnemy)
{
if (currentEnemy && Vector3.Distance(currentEnemy.transform.position, transform.position) < 1.1f * TileManagment.tileOffset)
/*if (currentEnemy && Vector3.Distance(currentEnemy.transform.position, transform.position) < 1.1f * TileManagment.tileOffset)
{
//Debug.Log("startAttack");
//isAttackedOnce = true;
@ -266,7 +343,12 @@ public class AI_BotController : MonoBehaviour
_currentFollowingPath.Clear();
_actionTriggerSystem.TriggerAction(currentEnemy.currentTile, _playerState.defaultAction);
StartPatrolBehaviour();
}
}*/
leftInput = Vector2.zero;
_currentFollowingPath.Clear();
_actionTriggerSystem.TriggerAction(currentEnemy.currentTile, _playerState.defaultAction);
StartPatrolBehaviour();
}
private void MoveToEnemy(PlayerState currentEnemy)
@ -356,5 +438,6 @@ public enum BotState
Patrol,
Agressive,
Attack,
CollectingBonus,
Dead
}

View File

@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class BonusObject : MonoBehaviour
{
@ -9,6 +10,8 @@ public class BonusObject : MonoBehaviour
public float aliveTime = 8f;
public Action<BonusObject> OnDestroy;
private float spawnTime;
private void Start()
@ -22,6 +25,7 @@ public class BonusObject : MonoBehaviour
{
var tile = TileManagment.GetTile(transform.position);
tile.canBuildHere = true;
OnDestroy?.Invoke(this);
Destroy(gameObject);
}
}

View File

@ -44,33 +44,22 @@ public class PlayerBonusController : MonoBehaviour
public bool AddBonusToPlayer(Bonus bonus)
{
if (bonus.bonusType == BonusType.Attack)
if (!CanTakeBonus(bonus.bonusType))
{
if (attackBonuses.Count < maxBonusCount)
{
return false;
}
switch (bonus.bonusType)
{
case BonusType.Attack:
attackBonuses.Add(bonus);
OnBonusesChanged?.Invoke();
return true;
}
else
{
return false;
}
}
else
{
if (protectBonuses.Count < maxBonusCount)
{
case BonusType.Defend:
protectBonuses.Add(bonus);
OnBonusesChanged?.Invoke();
return true;
}
else
{
return false;
}
}
return false;
}
public void RemoveBonus(Bonus bonus)
@ -102,4 +91,23 @@ public class PlayerBonusController : MonoBehaviour
_playerState.SetCurrentAction(currentSelectedBonus.bonusAction);
}
}
public bool CanTakeBonus(BonusType type)
{
if (type == BonusType.Attack)
{
if (attackBonuses.Count < maxBonusCount)
{
return true;
}
}
else
{
if (protectBonuses.Count < maxBonusCount)
{
return true;
}
}
return false;
}
}

View File

@ -6,10 +6,15 @@ public class BonusSpawner : MonoBehaviour
{
public float minBonusSpawnTime = 5f, maxBonusSpwnTime = 20f;
public Transform bonusParent;
public List<GameObject> bounsPrefs;
public List<BonusObject> activeBonuses = new List<BonusObject>();
private int _currentTries = 0, _maxTries = 15;
private IEnumerator SpawnRandomBonus()
{
while (true)
@ -30,13 +35,21 @@ public class BonusSpawner : MonoBehaviour
availableTile.canBuildHere = false;
int bonusIndex = Random.Range(0, bounsPrefs.Count);
GameObject chosenBonus = bounsPrefs[bonusIndex];
Instantiate(chosenBonus, availableTile.tilePosition, chosenBonus.transform.rotation);
BonusObject spawnedBonus = Instantiate(chosenBonus, availableTile.tilePosition, chosenBonus.transform.rotation, bonusParent).GetComponent<BonusObject>();
spawnedBonus.OnDestroy += RemoveBonus;
activeBonuses.Add(spawnedBonus);
}
//Debug.Log("spawned");
}
}
private void RemoveBonus(BonusObject sender)
{
sender.OnDestroy -= RemoveBonus;
activeBonuses.Remove(sender);
}
private void Start()
{
StartCoroutine(SpawnRandomBonus());

View File

@ -17,8 +17,9 @@ public class CustomInput : MonoBehaviour
[Header("Character Control Parameters")]
public CharControlType controlType = CharControlType.UI_Joysticks;
[SerializeField]
private FloatingJoystick leftJoystick, rightJoystick;
private DynamicJoystick leftJoystick;
[SerializeField]
private FloatingJoystick rightJoystick;
[SerializeField]
private FixedJoystick attackJoystick, defendJoystick;

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