2021-08-21 14:14:03 +03:00

281 lines
8.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class AI_Input : MonoBehaviour
{
public BotState botState = BotState.Patrol;
public Vector2 leftInput, rightInput;
public float agressiveTime = 5f;
public float attackTime = 2f;
public float updateBehaviourIn = 1f;
public float neutralCapDistance = 20f;
public float detectPlayerDistance = 4f;
public Action OnTouchDown, OnTouchUp;
public Action OnCurrentPathFinished, OnAttack;
public PlayerState _currentEnemy;
public List<TileInfo> _currentFollowingPath;
private PlayerState _playerState;
private TileMovement _tileMovement;
private PlayerActionManager _actionManager;
private Attack _attack;
private Vector3 _startBotPoint;
private void Awake()
{
_playerState = GetComponent<PlayerState>();
_tileMovement = GetComponent<TileMovement>();
_actionManager = GetComponent<PlayerActionManager>();
_attack = GetComponent<Attack>();
_actionManager.OnActionSuccess += StartPatrolBehaviour;
_actionManager.OnActionStart += OnActionStart;
_tileMovement.OnStartMovement += StopJoystick;
_playerState.OnInitializied += ActivateAI;
OnCurrentPathFinished += StartPatrolBehaviour;
_playerState.OnDeath += StopAllActions;
_attack.OnEnergyLow += StartPatrolBehaviour;
_startBotPoint = transform.position;
}
private void StopAllActions()
{
botState = BotState.Patrol;
StopAllCoroutines();
}
private IEnumerator CheckBotState(float updateTime)
{
yield return new WaitForSeconds(UnityEngine.Random.Range(0.5f, 1f));
while (true)
{
CheckState();
yield return new WaitForSeconds(updateTime);
}
}
/*private void OnEnable()
{
Debug.Log("enable");
//StartPatrolBehaviour();
StartCoroutine(CheckBotState(updateBehaviourIn));
} */
private void OnActionStart(ActionType arg1, CharacterState arg2)
{
_currentEnemy = null;
}
private void ActivateAI()
{
Debug.Log("back to patrol");
StartPatrolBehaviour();
StartCoroutine(CheckBotState(updateBehaviourIn));
}
private void StopJoystick(ActionType arg1, CharacterState arg2)
{
leftInput = Vector2.zero;
}
private void MoveToNearTile(TileInfo tile)
{
if (_currentFollowingPath.Count > 0)
{
leftInput = TileManagment.GetDirection(_playerState.currentTile, tile);
}
}
private void StartPatrolBehaviour()
{
//Debug.Log("start Patrol");
_currentEnemy = null;
botState = BotState.Patrol;
TileInfo targetTile = TileManagment.GetNearestOtherTile(_playerState.currentTile, _playerState.ownerIndex, neutralCapDistance, _startBotPoint);
var startTile = _playerState.currentTile;
_currentFollowingPath = Pathfinding.FindPath(startTile, targetTile, TileManagment.levelTiles, TileManagment.tileOffset);
if (_currentFollowingPath == null)
{
StartPatrolBehaviour();
return;
}
}
private void CheckState()
{
Debug.Log("Check state");
if (botState != BotState.Attack && _attack.IsReady())
{
foreach (PlayerState enemy in _playerState.enemies)
{
if (!enemy.gameObject.activeSelf)
{
continue;
}
if (Vector3.Distance(enemy.transform.position, transform.position) <= TileManagment.tileOffset * 1.1f)
{
//Debug.Log("attack state");
botState = BotState.Attack;
_currentEnemy = enemy;
break;
}
}
}
if (botState == BotState.Patrol && _attack.IsReady())
{
foreach (PlayerState enemy in _playerState.enemies)
{
if (!enemy.gameObject.activeSelf)
{
continue;
}
foreach (TileInfo tile in TileManagment.charTiles[(int)_playerState.ownerIndex])
{
if ((enemy.transform.position - tile.tilePosition).magnitude < Mathf.Epsilon)
{
botState = BotState.Agressive;
_currentEnemy = enemy;
StartCoroutine(CalmDown(agressiveTime));
//Debug.Log("aggressive state");
}
else if ((enemy.transform.position - transform.position).magnitude < detectPlayerDistance)
{
botState = BotState.Agressive;
_currentEnemy = enemy;
StartCoroutine(CalmDown(agressiveTime));
//Debug.Log("aggressive state");
}
}
if (_currentEnemy != null)
{
//Debug.Log("found enemy");
break;
}
}
}
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)
{
if (currentEnemy && Vector3.Distance(currentEnemy.transform.position, transform.position) < 1.1f * TileManagment.tileOffset)
{
//Debug.Log("startAttack");
leftInput = Vector2.zero;
_currentFollowingPath.Clear();
_actionManager.AttackEnemyOnTile(_currentEnemy.currentTile);
}
}
private void MoveToEnemy(PlayerState currentEnemy)
{
List<TileInfo> allAdjacentTilesToTarget = TileManagment.GetAllAdjacentTiles(currentEnemy.currentTile);
TileInfo adjacentTarget = allAdjacentTilesToTarget[0];
foreach (var tile in allAdjacentTilesToTarget)
{
if (tile.canMove)
{
adjacentTarget = tile;
break;
}
}
TileInfo currentPos = TileManagment.GetTile(transform.position);
RecalculatePath(currentPos, adjacentTarget);
if (_currentFollowingPath == null)
{
StartPatrolBehaviour();
return;
}
MoveToNextPoint();
}
private void RecalculatePath(TileInfo curentPos, TileInfo target)
{
_currentFollowingPath.Clear();
_currentFollowingPath = Pathfinding.FindPath(curentPos, target, TileManagment.levelTiles, TileManagment.tileOffset);
}
private void MoveToNextPoint()
{
//Debug.Log("try to move next point");
if (_currentFollowingPath != null) //when stop movement, calculating path that begins from target tile
{
if (_playerState.currentTile.tileOwnerIndex == _playerState.ownerIndex)
{
if (_playerState.currentTile == _currentFollowingPath[_currentFollowingPath.Count - 1])
{
OnCurrentPathFinished?.Invoke();
return;
}
var endTile = _currentFollowingPath[_currentFollowingPath.Count - 1];
if (!endTile.canMove)
{
endTile = TileManagment.GetNearestOtherTile(_playerState.currentTile, _playerState.ownerIndex, neutralCapDistance, _startBotPoint);
}
var currentTile = _playerState.currentTile;
_currentFollowingPath.Clear();
_currentFollowingPath = Pathfinding.FindPath(currentTile, endTile, TileManagment.levelTiles, TileManagment.tileOffset);
MoveToNearTile(_currentFollowingPath[1]);
}
}
else if (_playerState.currentTile.tileOwnerIndex == _playerState.ownerIndex)
{
OnCurrentPathFinished?.Invoke();
}
}
private IEnumerator CalmDown(float time)
{
yield return new WaitForSeconds(time);
_currentEnemy = null;
StartPatrolBehaviour();
//StopAllCoroutines();
}
public enum BotState
{
Patrol,
Agressive,
Attack,
Dead
}
}