2019-08-04 15:44:44 +02:00
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using UnityEngine;
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2019-08-14 16:17:48 +02:00
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using Saltosion.OneWeapon.Enemies;
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2019-08-04 15:44:44 +02:00
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namespace Saltosion.OneWeapon.AI.Behaviours {
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[RequireComponent(typeof(Enemy))]
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public class Wander : AIBehaviour {
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public float MaxWalkingDistance;
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public float MinWalkingDistance;
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public float SubjectRadius;
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public float StopLength;
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private Enemy Enemy;
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private Vector2 Target;
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private float StopTime;
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private bool Stopped = true;
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private void Start() {
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Enemy = GetComponent<Enemy>();
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StopTime = Time.time;
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}
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public override bool CanBehave() {
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return true;
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}
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public override void Execute() {
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Vector2 SubjectPosition = (Vector2)Enemy.transform.position;
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if ((Target - SubjectPosition).magnitude > SubjectRadius) {
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Enemy.StartMovingTo(Target);
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CurrentStatus = "Move";
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Stopped = false;
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return;
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} else if (!Stopped) {
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Stopped = true;
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StopTime = Time.time;
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Target = SubjectPosition;
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} else if (Time.time - StopTime > StopLength) {
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// The AI is near the target, and has waited for StopTime.
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// Now we pick a new target.
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CurrentStatus = "Search";
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int i = 0;
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while ((Target - SubjectPosition).magnitude <= SubjectRadius) {
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i++;
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if (i > 100) {
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Debug.LogWarning($"Wander behaviour took over 100 tries to find a wander position, '{Enemy.name}' is stuck!");
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break;
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}
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float Distance = MinWalkingDistance + (MaxWalkingDistance - MinWalkingDistance) * Random.value;
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float Direction = Random.value * Mathf.PI * 2f;
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Vector2 Delta = new Vector2(Mathf.Cos(Direction), Mathf.Sin(Direction)) * Distance;
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RaycastHit2D Hit = Physics2D.Raycast(SubjectPosition + Delta.normalized * SubjectRadius, Delta.normalized, Distance);
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if (Hit.rigidbody == null) {
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Target = SubjectPosition + Delta;
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}
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}
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} else {
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CurrentStatus = "Stop";
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}
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Enemy.StopMoving();
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}
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}
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}
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