From 163e09d58abaed56116a67c363a02a056df6b794 Mon Sep 17 00:00:00 2001 From: Jens Pitkanen Date: Sun, 18 Aug 2019 21:32:07 +0300 Subject: [PATCH] Add ranged enemy --- Assets/Prefabs/Bullets/EnemyBullet.prefab | 9694 +++++++++++++++++ .../Prefabs/Bullets/EnemyBullet.prefab.meta | 7 + Assets/Prefabs/Enemies/Enemy (Crab).prefab | 4 +- .../Enemies/Enemy (Ranged - Name TBD).prefab | 456 + .../Enemy (Ranged - Name TBD).prefab.meta | 7 + Assets/Scripts/AI/Behaviours/Follow.cs | 18 +- .../AI/Behaviours/RangedAttackFollowed.cs | 53 + .../Behaviours/RangedAttackFollowed.cs.meta | 11 + Assets/Scripts/AI/Behaviours/Wander.cs | 4 +- Assets/Scripts/Enemies/Enemy.cs | 6 +- Assets/Scripts/Enemies/RangedNameTBD.cs | 54 + Assets/Scripts/Enemies/RangedNameTBD.cs.meta | 11 + Assets/Scripts/Guns/EnemyBullet.cs | 71 + Assets/Scripts/Guns/EnemyBullet.cs.meta | 11 + 14 files changed, 10395 insertions(+), 12 deletions(-) create mode 100644 Assets/Prefabs/Bullets/EnemyBullet.prefab create mode 100644 Assets/Prefabs/Bullets/EnemyBullet.prefab.meta create mode 100644 Assets/Prefabs/Enemies/Enemy (Ranged - Name TBD).prefab create mode 100644 Assets/Prefabs/Enemies/Enemy (Ranged - Name TBD).prefab.meta create mode 100644 Assets/Scripts/AI/Behaviours/RangedAttackFollowed.cs create mode 100644 Assets/Scripts/AI/Behaviours/RangedAttackFollowed.cs.meta create mode 100644 Assets/Scripts/Enemies/RangedNameTBD.cs create mode 100644 Assets/Scripts/Enemies/RangedNameTBD.cs.meta create mode 100644 Assets/Scripts/Guns/EnemyBullet.cs create mode 100644 Assets/Scripts/Guns/EnemyBullet.cs.meta diff --git a/Assets/Prefabs/Bullets/EnemyBullet.prefab b/Assets/Prefabs/Bullets/EnemyBullet.prefab new file mode 100644 index 0000000..a95d999 --- /dev/null +++ b/Assets/Prefabs/Bullets/EnemyBullet.prefab @@ -0,0 +1,9694 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &416371493261094597 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 12470849399218118} + - 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private Vector2 TargetDirection; private float TargetPositionUpdateCooldown; private void Start() { @@ -32,6 +33,10 @@ namespace Saltosion.OneWeapon.AI.Behaviours { TargetPositionUpdateCooldown = Mathf.Min(TargetPositionUpdateCooldown, 1.0f / freq); } + public float GetDistance() { + return Target == null ? -1.0f : (Target.position - Enemy.transform.position).magnitude; + } + public override bool CanBehave() { bool TargetExists = Target != null; if (!TargetExists) { @@ -43,10 +48,8 @@ namespace Saltosion.OneWeapon.AI.Behaviours { public override void Execute() { if (Target != null) { - Vector2 position = Enemy.transform.position; - Vector2 delta = (Vector2)Target.position - position; - if (delta.magnitude > CloseEnoughRadius) { - Enemy.StartMovingTo(position + TargetDirection); + if (GetDistance() > CloseEnoughRadius) { + Enemy.StartMovingTo((Vector2)Enemy.transform.position + TargetDirection); CurrentStatus = "Approach"; } else { Enemy.StopMoving(); @@ -54,5 +57,10 @@ namespace Saltosion.OneWeapon.AI.Behaviours { } } } + + private void OnDrawGizmosSelected() { + Gizmos.color = Color.yellow; + Gizmos.DrawWireSphere(transform.position, CloseEnoughRadius); + } } } diff --git a/Assets/Scripts/AI/Behaviours/RangedAttackFollowed.cs b/Assets/Scripts/AI/Behaviours/RangedAttackFollowed.cs new file mode 100644 index 0000000..1e96c2a --- /dev/null +++ b/Assets/Scripts/AI/Behaviours/RangedAttackFollowed.cs @@ -0,0 +1,53 @@ +using UnityEngine; +using Saltosion.OneWeapon.Guns; + +namespace Saltosion.OneWeapon.AI.Behaviours { + [RequireComponent(typeof(Follow))] + public class RangedAttackFollowed : AIBehaviour { + public GameObject BulletPrefab; + public float Range; + public float Cooldown; + + public bool Attacking { get { return CanBehave(); } } + + private Follow Follow; + + private float CurrentCooldown; + + private void Start() { + Follow = GetComponent(); + } + + private void Update() { + if (CurrentCooldown > 0) { + CurrentCooldown -= Time.deltaTime; + } + } + + public override bool CanBehave() { + return Follow.Target != null && Follow.GetDistance() <= Range; + } + + public override void Execute() { + CurrentStatus = "PewPew"; + if (CurrentCooldown <= 0) { + Shoot(); + CurrentCooldown = Cooldown; + CurrentStatus = "PEW"; // A joke that lasts for a frame + } + } + + private void Shoot() { + Vector2 Direction = Follow.TargetDirection; + GameObject ShotBulletObj = Instantiate(BulletPrefab, transform.position + (Vector3)Direction, new Quaternion()); + Bullet ShotBullet = ShotBulletObj.GetComponent(); + ShotBullet.Direction = Direction.normalized; + ShotBullet.InitialRotation = Mathf.Atan2(Direction.y, Direction.x); + } + + private void OnDrawGizmosSelected() { + Gizmos.color = Color.red; + Gizmos.DrawWireSphere(transform.position, Range); + } + } +} diff --git a/Assets/Scripts/AI/Behaviours/RangedAttackFollowed.cs.meta b/Assets/Scripts/AI/Behaviours/RangedAttackFollowed.cs.meta new file mode 100644 index 0000000..eecddc0 --- /dev/null +++ b/Assets/Scripts/AI/Behaviours/RangedAttackFollowed.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ecf1d55e7bc41504da01517c13e40873 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/AI/Behaviours/Wander.cs b/Assets/Scripts/AI/Behaviours/Wander.cs index d89f875..6c70c79 100644 --- a/Assets/Scripts/AI/Behaviours/Wander.cs +++ b/Assets/Scripts/AI/Behaviours/Wander.cs @@ -4,7 +4,7 @@ using Saltosion.OneWeapon.Enemies; namespace Saltosion.OneWeapon.AI.Behaviours { [RequireComponent(typeof(Enemy))] public class Wander : AIBehaviour { - public float WalkingDistance; + public float MaxWalkingDistance; public float MinWalkingDistance; public float SubjectRadius; public float StopLength; @@ -45,7 +45,7 @@ namespace Saltosion.OneWeapon.AI.Behaviours { Debug.LogWarning($"Wander behaviour took over 100 tries to find a wander position, '{Enemy.name}' is stuck!"); break; } - float Distance = MinWalkingDistance + (WalkingDistance - MinWalkingDistance) * Random.value; + float Distance = MinWalkingDistance + (MaxWalkingDistance - MinWalkingDistance) * Random.value; float Direction = Random.value * Mathf.PI * 2f; Vector2 Delta = new Vector2(Mathf.Cos(Direction), Mathf.Sin(Direction)) * Distance; RaycastHit2D Hit = Physics2D.Raycast(SubjectPosition + Delta.normalized * SubjectRadius, Delta.normalized, Distance); diff --git a/Assets/Scripts/Enemies/Enemy.cs b/Assets/Scripts/Enemies/Enemy.cs index 1eec55f..fbccbe9 100644 --- a/Assets/Scripts/Enemies/Enemy.cs +++ b/Assets/Scripts/Enemies/Enemy.cs @@ -4,20 +4,22 @@ using Saltosion.OneWeapon.AI; using Saltosion.OneWeapon.Utils; namespace Saltosion.OneWeapon.Enemies { - [RequireComponent(typeof(Rigidbody2D))] + [RequireComponent(typeof(Rigidbody2D), typeof(AcceleratedMovement))] public class Enemy : MonoBehaviour { private static Enemy latestDebugHoveredEnemy = null; - public AcceleratedMovement Movement; [Header("Debug Info")] public TextMesh BehaviourDisplay; public string CurrentBehaviour = "Nothing"; + public AcceleratedMovement Movement { private set; get; } + private Rigidbody2D Body; private bool MovingToTarget = false; private Vector2 TargetPosition; private void Start() { + Movement = GetComponent(); Body = GetComponent(); BehaviourDisplay.GetComponent().sortingLayerName = "Debug Text"; } diff --git a/Assets/Scripts/Enemies/RangedNameTBD.cs b/Assets/Scripts/Enemies/RangedNameTBD.cs new file mode 100644 index 0000000..1446bcf --- /dev/null +++ b/Assets/Scripts/Enemies/RangedNameTBD.cs @@ -0,0 +1,54 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Saltosion.OneWeapon.AI.Behaviours; +using Saltosion.OneWeapon.AI.Triggers; + +namespace Saltosion.OneWeapon.Enemies { + [RequireComponent(typeof(Enemy))] + [RequireComponent(typeof(PlayerSighted))] + [RequireComponent(typeof(Wander))] + [RequireComponent(typeof(Follow))] + [RequireComponent(typeof(RangedAttackFollowed))] + public class RangedNameTBD : MonoBehaviour { + public Animator Anim; + + private Enemy Enemy; + private PlayerSighted FollowTrigger; + private Wander WanderBehaviour; + private Follow FollowBehaviour; + private RangedAttackFollowed RangedBehaviour; + + private void Start() { + Enemy = GetComponent(); + FollowTrigger = GetComponent(); + WanderBehaviour = GetComponent(); + FollowBehaviour = GetComponent(); + RangedBehaviour = GetComponent(); + } + + private void Update() { + Enemy.CurrentBehaviour = ""; + if (FollowTrigger.IsTriggered()) { + FollowBehaviour.Target = FollowTrigger.Player.transform; + if (FollowBehaviour.TryExecute()) { + Enemy.CurrentBehaviour += "Follow:" + FollowBehaviour.CurrentStatus + ", "; + } + if (RangedBehaviour.TryExecute()) { + Enemy.CurrentBehaviour += "Ranged:" + RangedBehaviour.CurrentStatus; + } + } else if (WanderBehaviour.TryExecute()) { + Enemy.CurrentBehaviour += "Wander:" + WanderBehaviour.CurrentStatus; + } + + // TODO: Add animation + + //if (RangedBehaviour.Attacking) { + // Anim.Play("Attack"); + //} else { + // Anim.Play("Walk"); + //} + //Anim.SetFloat("Speed", Enemy.Movement.SpeedPercentage); + } + } +} diff --git a/Assets/Scripts/Enemies/RangedNameTBD.cs.meta b/Assets/Scripts/Enemies/RangedNameTBD.cs.meta new file mode 100644 index 0000000..dd3412d --- /dev/null +++ b/Assets/Scripts/Enemies/RangedNameTBD.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a7ad92c263d7d594286b8fc50b5b8fa7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Guns/EnemyBullet.cs b/Assets/Scripts/Guns/EnemyBullet.cs new file mode 100644 index 0000000..51ecc2f --- /dev/null +++ b/Assets/Scripts/Guns/EnemyBullet.cs @@ -0,0 +1,71 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Saltosion.OneWeapon.Player; +using Saltosion.OneWeapon.Enemies; +using Saltosion.OneWeapon.Effects; +using Saltosion.OneWeapon.Environment; + +namespace Saltosion.OneWeapon.Guns { + [RequireComponent(typeof(Bullet))] + public class EnemyBullet : MonoBehaviour { + + public Rigidbody2D Body; + public GameObject Sprite; + + public ParticleSystem Trail; + public ParticleSystem Explosion; + + [Tooltip("This currently does not affect the Fun damage.")] + public float Damage = 12; + + private float DeathTimer = 0; + + private Bullet Bullet; + + void Start() { + Bullet = GetComponent(); + Vector2 Direction = Bullet.Direction; + float Rot = Bullet.InitialRotation; + + Body.velocity = Direction * 15; + Body.rotation = Rot - 90; + + Explosion.Stop(); + } + + void Update() { + DeathTimer += Time.deltaTime; + if (DeathTimer > 20) { + Destroy(gameObject); + } + } + + void OnTriggerEnter2D(Collider2D collider) { + Bullet.HasExploded = true; + + Destroy(Sprite); + Destroy(Body); + Destroy(GetComponent()); + Explosion.Play(); + Trail.Stop(); + DeathTimer = 19; + + // Do damage here, kill everyone + PlayerFun Player = collider.GetComponent(); + Health OtherEnemyHealth = collider.GetComponent(); + if (Player != null) { + Player.TakeDamage(); + } + if (OtherEnemyHealth != null) { + OtherEnemyHealth.Damage(Damage, Bullet.Direction, false); + } + if (collider.tag == "Environment") { + DebrisLauncher.Splatter(DebrisType.Structural, transform.position, Bullet.Direction, 5, 30, 360); + } + if (collider.attachedRigidbody != null && collider.attachedRigidbody.bodyType == RigidbodyType2D.Dynamic) { + collider.attachedRigidbody.AddForce(Bullet.Direction * 4, ForceMode2D.Impulse); + } + } + } +} diff --git a/Assets/Scripts/Guns/EnemyBullet.cs.meta b/Assets/Scripts/Guns/EnemyBullet.cs.meta new file mode 100644 index 0000000..7b8bb8b --- /dev/null +++ b/Assets/Scripts/Guns/EnemyBullet.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e7fce907cdf7aee4caf8444c1fbf8880 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: