Add ranged enemy
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Assets/Prefabs/Bullets/EnemyBullet.prefab
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9694
Assets/Prefabs/Bullets/EnemyBullet.prefab
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Assets/Prefabs/Bullets/EnemyBullet.prefab.meta
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Assets/Prefabs/Enemies/Enemy (Ranged - Name TBD).prefab
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userData:
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assetBundleName:
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@ -8,8 +8,9 @@ namespace Saltosion.OneWeapon.AI.Behaviours {
|
|||||||
public float CloseEnoughRadius;
|
public float CloseEnoughRadius;
|
||||||
public float TargetPositionUpdateFrequency = 5f;
|
public float TargetPositionUpdateFrequency = 5f;
|
||||||
|
|
||||||
|
public Vector2 TargetDirection { private set; get; }
|
||||||
|
|
||||||
private Enemy Enemy;
|
private Enemy Enemy;
|
||||||
private Vector2 TargetDirection;
|
|
||||||
private float TargetPositionUpdateCooldown;
|
private float TargetPositionUpdateCooldown;
|
||||||
|
|
||||||
private void Start() {
|
private void Start() {
|
||||||
@ -32,6 +33,10 @@ namespace Saltosion.OneWeapon.AI.Behaviours {
|
|||||||
TargetPositionUpdateCooldown = Mathf.Min(TargetPositionUpdateCooldown, 1.0f / freq);
|
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() {
|
public override bool CanBehave() {
|
||||||
bool TargetExists = Target != null;
|
bool TargetExists = Target != null;
|
||||||
if (!TargetExists) {
|
if (!TargetExists) {
|
||||||
@ -43,10 +48,8 @@ namespace Saltosion.OneWeapon.AI.Behaviours {
|
|||||||
|
|
||||||
public override void Execute() {
|
public override void Execute() {
|
||||||
if (Target != null) {
|
if (Target != null) {
|
||||||
Vector2 position = Enemy.transform.position;
|
if (GetDistance() > CloseEnoughRadius) {
|
||||||
Vector2 delta = (Vector2)Target.position - position;
|
Enemy.StartMovingTo((Vector2)Enemy.transform.position + TargetDirection);
|
||||||
if (delta.magnitude > CloseEnoughRadius) {
|
|
||||||
Enemy.StartMovingTo(position + TargetDirection);
|
|
||||||
CurrentStatus = "Approach";
|
CurrentStatus = "Approach";
|
||||||
} else {
|
} else {
|
||||||
Enemy.StopMoving();
|
Enemy.StopMoving();
|
||||||
@ -54,5 +57,10 @@ namespace Saltosion.OneWeapon.AI.Behaviours {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnDrawGizmosSelected() {
|
||||||
|
Gizmos.color = Color.yellow;
|
||||||
|
Gizmos.DrawWireSphere(transform.position, CloseEnoughRadius);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
53
Assets/Scripts/AI/Behaviours/RangedAttackFollowed.cs
Normal file
53
Assets/Scripts/AI/Behaviours/RangedAttackFollowed.cs
Normal file
@ -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<Follow>();
|
||||||
|
}
|
||||||
|
|
||||||
|
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<Bullet>();
|
||||||
|
ShotBullet.Direction = Direction.normalized;
|
||||||
|
ShotBullet.InitialRotation = Mathf.Atan2(Direction.y, Direction.x);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDrawGizmosSelected() {
|
||||||
|
Gizmos.color = Color.red;
|
||||||
|
Gizmos.DrawWireSphere(transform.position, Range);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/AI/Behaviours/RangedAttackFollowed.cs.meta
Normal file
11
Assets/Scripts/AI/Behaviours/RangedAttackFollowed.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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|
fileFormatVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
|
@ -4,7 +4,7 @@ using Saltosion.OneWeapon.Enemies;
|
|||||||
namespace Saltosion.OneWeapon.AI.Behaviours {
|
namespace Saltosion.OneWeapon.AI.Behaviours {
|
||||||
[RequireComponent(typeof(Enemy))]
|
[RequireComponent(typeof(Enemy))]
|
||||||
public class Wander : AIBehaviour {
|
public class Wander : AIBehaviour {
|
||||||
public float WalkingDistance;
|
public float MaxWalkingDistance;
|
||||||
public float MinWalkingDistance;
|
public float MinWalkingDistance;
|
||||||
public float SubjectRadius;
|
public float SubjectRadius;
|
||||||
public float StopLength;
|
public float StopLength;
|
||||||
@ -45,7 +45,7 @@ namespace Saltosion.OneWeapon.AI.Behaviours {
|
|||||||
Debug.LogWarning($"Wander behaviour took over 100 tries to find a wander position, '{Enemy.name}' is stuck!");
|
Debug.LogWarning($"Wander behaviour took over 100 tries to find a wander position, '{Enemy.name}' is stuck!");
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
float Distance = MinWalkingDistance + (WalkingDistance - MinWalkingDistance) * Random.value;
|
float Distance = MinWalkingDistance + (MaxWalkingDistance - MinWalkingDistance) * Random.value;
|
||||||
float Direction = Random.value * Mathf.PI * 2f;
|
float Direction = Random.value * Mathf.PI * 2f;
|
||||||
Vector2 Delta = new Vector2(Mathf.Cos(Direction), Mathf.Sin(Direction)) * Distance;
|
Vector2 Delta = new Vector2(Mathf.Cos(Direction), Mathf.Sin(Direction)) * Distance;
|
||||||
RaycastHit2D Hit = Physics2D.Raycast(SubjectPosition + Delta.normalized * SubjectRadius, Delta.normalized, Distance);
|
RaycastHit2D Hit = Physics2D.Raycast(SubjectPosition + Delta.normalized * SubjectRadius, Delta.normalized, Distance);
|
||||||
|
@ -4,20 +4,22 @@ using Saltosion.OneWeapon.AI;
|
|||||||
using Saltosion.OneWeapon.Utils;
|
using Saltosion.OneWeapon.Utils;
|
||||||
|
|
||||||
namespace Saltosion.OneWeapon.Enemies {
|
namespace Saltosion.OneWeapon.Enemies {
|
||||||
[RequireComponent(typeof(Rigidbody2D))]
|
[RequireComponent(typeof(Rigidbody2D), typeof(AcceleratedMovement))]
|
||||||
public class Enemy : MonoBehaviour {
|
public class Enemy : MonoBehaviour {
|
||||||
private static Enemy latestDebugHoveredEnemy = null;
|
private static Enemy latestDebugHoveredEnemy = null;
|
||||||
|
|
||||||
public AcceleratedMovement Movement;
|
|
||||||
[Header("Debug Info")]
|
[Header("Debug Info")]
|
||||||
public TextMesh BehaviourDisplay;
|
public TextMesh BehaviourDisplay;
|
||||||
public string CurrentBehaviour = "Nothing";
|
public string CurrentBehaviour = "Nothing";
|
||||||
|
|
||||||
|
public AcceleratedMovement Movement { private set; get; }
|
||||||
|
|
||||||
private Rigidbody2D Body;
|
private Rigidbody2D Body;
|
||||||
private bool MovingToTarget = false;
|
private bool MovingToTarget = false;
|
||||||
private Vector2 TargetPosition;
|
private Vector2 TargetPosition;
|
||||||
|
|
||||||
private void Start() {
|
private void Start() {
|
||||||
|
Movement = GetComponent<AcceleratedMovement>();
|
||||||
Body = GetComponent<Rigidbody2D>();
|
Body = GetComponent<Rigidbody2D>();
|
||||||
BehaviourDisplay.GetComponent<MeshRenderer>().sortingLayerName = "Debug Text";
|
BehaviourDisplay.GetComponent<MeshRenderer>().sortingLayerName = "Debug Text";
|
||||||
}
|
}
|
||||||
|
54
Assets/Scripts/Enemies/RangedNameTBD.cs
Normal file
54
Assets/Scripts/Enemies/RangedNameTBD.cs
Normal file
@ -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<Enemy>();
|
||||||
|
FollowTrigger = GetComponent<PlayerSighted>();
|
||||||
|
WanderBehaviour = GetComponent<Wander>();
|
||||||
|
FollowBehaviour = GetComponent<Follow>();
|
||||||
|
RangedBehaviour = GetComponent<RangedAttackFollowed>();
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Enemies/RangedNameTBD.cs.meta
Normal file
11
Assets/Scripts/Enemies/RangedNameTBD.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a7ad92c263d7d594286b8fc50b5b8fa7
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
71
Assets/Scripts/Guns/EnemyBullet.cs
Normal file
71
Assets/Scripts/Guns/EnemyBullet.cs
Normal file
@ -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<Bullet>();
|
||||||
|
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<CapsuleCollider2D>());
|
||||||
|
Explosion.Play();
|
||||||
|
Trail.Stop();
|
||||||
|
DeathTimer = 19;
|
||||||
|
|
||||||
|
// Do damage here, kill everyone
|
||||||
|
PlayerFun Player = collider.GetComponent<PlayerFun>();
|
||||||
|
Health OtherEnemyHealth = collider.GetComponent<Health>();
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Guns/EnemyBullet.cs.meta
Normal file
11
Assets/Scripts/Guns/EnemyBullet.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e7fce907cdf7aee4caf8444c1fbf8880
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user