Add behaviour system
This commit is contained in:
parent
964c6add90
commit
7c6e81301b
8
Assets/Prefabs.meta
Normal file
8
Assets/Prefabs.meta
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Assets/Scripts.meta
Normal file
8
Assets/Scripts.meta
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8
Assets/Scripts/AI.meta
Normal file
8
Assets/Scripts/AI.meta
Normal file
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10
Assets/Scripts/AI/AIBehaviour.cs
Normal file
10
Assets/Scripts/AI/AIBehaviour.cs
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Saltosion.OneWeapon.AI {
|
||||||
|
public abstract class Behaviour : MonoBehaviour {
|
||||||
|
/* Returns whether or not Exectute() should be called this frame */
|
||||||
|
public abstract bool CanBehave(Enemy subject);
|
||||||
|
/* Returns whether or not this was a blocking behaviour, ie. should the behaviour processing be stopped here */
|
||||||
|
public abstract bool Execute(Enemy subject);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/AI/AIBehaviour.cs.meta
Normal file
11
Assets/Scripts/AI/AIBehaviour.cs.meta
Normal file
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|
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|
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29
Assets/Scripts/AI/BehaviourBranch.cs
Normal file
29
Assets/Scripts/AI/BehaviourBranch.cs
Normal file
@ -0,0 +1,29 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Saltosion.OneWeapon.AI {
|
||||||
|
[Serializable]
|
||||||
|
public class BehaviourBranch : BehaviourNode {
|
||||||
|
public Trigger Trigger;
|
||||||
|
public BehaviourNode[] TriggeredNodes;
|
||||||
|
public BehaviourNode[] NotTriggeredNodes;
|
||||||
|
|
||||||
|
/* Returns true if any action was taken. */
|
||||||
|
public override bool Execute(Enemy subject) {
|
||||||
|
if (Trigger.IsTriggered(subject)) {
|
||||||
|
foreach (BehaviourNode Node in TriggeredNodes) {
|
||||||
|
if (Node.Execute(subject)) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
foreach (BehaviourNode Node in NotTriggeredNodes) {
|
||||||
|
if (Node.Execute(subject)) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/AI/BehaviourBranch.cs.meta
Normal file
11
Assets/Scripts/AI/BehaviourBranch.cs.meta
Normal file
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|
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25
Assets/Scripts/AI/BehaviourLeaf.cs
Normal file
25
Assets/Scripts/AI/BehaviourLeaf.cs
Normal file
@ -0,0 +1,25 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Saltosion.OneWeapon.AI {
|
||||||
|
[Serializable]
|
||||||
|
public class BehaviourLeaf : BehaviourNode {
|
||||||
|
public Behaviour[] Behaviours;
|
||||||
|
public bool IsLeaf { get { return Behaviours.Length > 0; } }
|
||||||
|
|
||||||
|
/* Returns true if any action was taken. */
|
||||||
|
public override bool Execute(Enemy subject) {
|
||||||
|
bool Acted = false;
|
||||||
|
foreach (Behaviour Behaviour in Behaviours) {
|
||||||
|
if (Behaviour.CanBehave(subject)) {
|
||||||
|
if (Behaviour.Execute(subject)) {
|
||||||
|
return true;
|
||||||
|
} else {
|
||||||
|
Acted = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return Acted;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/AI/BehaviourLeaf.cs.meta
Normal file
11
Assets/Scripts/AI/BehaviourLeaf.cs.meta
Normal file
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|
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|
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10
Assets/Scripts/AI/BehaviourNode.cs
Normal file
10
Assets/Scripts/AI/BehaviourNode.cs
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Saltosion.OneWeapon.AI {
|
||||||
|
[Serializable]
|
||||||
|
public abstract class BehaviourNode : MonoBehaviour {
|
||||||
|
/* Returns true if any action was taken. */
|
||||||
|
public abstract bool Execute(Enemy subject);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/AI/BehaviourNode.cs.meta
Normal file
11
Assets/Scripts/AI/BehaviourNode.cs.meta
Normal file
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|
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|
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8
Assets/Scripts/AI/Behaviours.meta
Normal file
8
Assets/Scripts/AI/Behaviours.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
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|
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28
Assets/Scripts/AI/Behaviours/Follow.cs
Normal file
28
Assets/Scripts/AI/Behaviours/Follow.cs
Normal file
@ -0,0 +1,28 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Saltosion.OneWeapon.AI.Behaviours {
|
||||||
|
public class Follow : Behaviour {
|
||||||
|
public Transform Target;
|
||||||
|
public float CloseEnoughRadius;
|
||||||
|
|
||||||
|
public override bool CanBehave(Enemy subject) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Execute(Enemy subject) {
|
||||||
|
if (Target != null) {
|
||||||
|
Vector2 position = subject.transform.position;
|
||||||
|
Vector2 targetPosition = Target.position;
|
||||||
|
Vector2 delta = targetPosition - position;
|
||||||
|
if (delta.magnitude > CloseEnoughRadius) {
|
||||||
|
delta -= delta.normalized * CloseEnoughRadius;
|
||||||
|
subject.StartMovingTo(position + delta);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
subject.StopMoving();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/AI/Behaviours/Follow.cs.meta
Normal file
11
Assets/Scripts/AI/Behaviours/Follow.cs.meta
Normal file
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|
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7
Assets/Scripts/AI/Trigger.cs
Normal file
7
Assets/Scripts/AI/Trigger.cs
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Saltosion.OneWeapon.AI {
|
||||||
|
public abstract class Trigger : MonoBehaviour {
|
||||||
|
public abstract bool IsTriggered(Enemy subject);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/AI/Trigger.cs.meta
Normal file
11
Assets/Scripts/AI/Trigger.cs.meta
Normal file
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|
|||||||
|
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8
Assets/Scripts/AI/Triggers.meta
Normal file
8
Assets/Scripts/AI/Triggers.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
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24
Assets/Scripts/AI/Triggers/EnemySighted.cs
Normal file
24
Assets/Scripts/AI/Triggers/EnemySighted.cs
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Saltosion.OneWeapon.AI.Triggers {
|
||||||
|
public class EnemySighted : Trigger {
|
||||||
|
public float Radius;
|
||||||
|
public Enemy ClosestEnemy { get; private set; }
|
||||||
|
|
||||||
|
public override bool IsTriggered(Enemy subject) {
|
||||||
|
Collider2D[] NearbyEnemies = Physics2D.OverlapCircleAll(subject.transform.position, Radius);
|
||||||
|
float LowestDistance = float.PositiveInfinity;
|
||||||
|
bool FoundEnemy = false;
|
||||||
|
foreach (Collider2D Enemy in NearbyEnemies) {
|
||||||
|
float Distance = (Enemy.transform.position - subject.transform.position).magnitude;
|
||||||
|
Enemy EnemyComponent = Enemy.GetComponent<Enemy>();
|
||||||
|
if (EnemyComponent != null && Distance < LowestDistance && Enemy.gameObject != gameObject) {
|
||||||
|
LowestDistance = Distance;
|
||||||
|
ClosestEnemy = EnemyComponent;
|
||||||
|
FoundEnemy = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return FoundEnemy;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/AI/Triggers/EnemySighted.cs.meta
Normal file
11
Assets/Scripts/AI/Triggers/EnemySighted.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
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|
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|
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|
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|
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37
Assets/Scripts/Enemy.cs
Normal file
37
Assets/Scripts/Enemy.cs
Normal file
@ -0,0 +1,37 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using Saltosion.OneWeapon.AI;
|
||||||
|
|
||||||
|
namespace Saltosion.OneWeapon {
|
||||||
|
[RequireComponent(typeof(Rigidbody2D))]
|
||||||
|
public class Enemy : MonoBehaviour {
|
||||||
|
public float MoveSpeed;
|
||||||
|
public BehaviourNode BehaviourTree;
|
||||||
|
|
||||||
|
private Rigidbody2D Body;
|
||||||
|
private bool MovingToTarget = false;
|
||||||
|
private Vector2 TargetPosition;
|
||||||
|
|
||||||
|
private void Start() {
|
||||||
|
Body = GetComponent<Rigidbody2D>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update() {
|
||||||
|
BehaviourTree.Execute(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void FixedUpdate() {
|
||||||
|
if (MovingToTarget) {
|
||||||
|
Body.velocity = (TargetPosition - Body.position).normalized * MoveSpeed;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StartMovingTo(Vector2 target) {
|
||||||
|
TargetPosition = target;
|
||||||
|
MovingToTarget = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StopMoving() {
|
||||||
|
MovingToTarget = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Enemy.cs.meta
Normal file
11
Assets/Scripts/Enemy.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
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|
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|
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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18
Assets/Scripts/EnemyFollower.cs
Normal file
18
Assets/Scripts/EnemyFollower.cs
Normal file
@ -0,0 +1,18 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using Saltosion.OneWeapon.AI;
|
||||||
|
|
||||||
|
namespace Saltosion.OneWeapon {
|
||||||
|
[RequireComponent(typeof(AI.Behaviours.Follow), typeof(AI.Triggers.EnemySighted))]
|
||||||
|
public class EnemyFollower : MonoBehaviour {
|
||||||
|
public AI.Behaviours.Follow Follow;
|
||||||
|
public AI.Triggers.EnemySighted EnemySighted;
|
||||||
|
|
||||||
|
private void Update() {
|
||||||
|
if (EnemySighted.ClosestEnemy == null) {
|
||||||
|
Follow.Target = null;
|
||||||
|
} else {
|
||||||
|
Follow.Target = EnemySighted.ClosestEnemy.transform;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/EnemyFollower.cs.meta
Normal file
11
Assets/Scripts/EnemyFollower.cs.meta
Normal file
@ -0,0 +1,11 @@
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|
fileFormatVersion: 2
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guid: 10bbd1a0d6cdfe747980a222ff5625b2
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icon: {instanceID: 0}
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userData:
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8
Assets/Sounds.meta
Normal file
8
Assets/Sounds.meta
Normal file
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fileFormatVersion: 2
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guid: 23e985ea0d1437e478f5bf5b6b91884c
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userData:
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@ -4,7 +4,7 @@
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Physics2DSettings:
|
Physics2DSettings:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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serializedVersion: 4
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serializedVersion: 4
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m_Gravity: {x: 0, y: -9.81}
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m_Gravity: {x: 0, y: 0}
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m_DefaultMaterial: {fileID: 0}
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m_DefaultMaterial: {fileID: 0}
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m_VelocityIterations: 8
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m_VelocityIterations: 8
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m_PositionIterations: 3
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m_PositionIterations: 3
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|
Loading…
Reference in New Issue
Block a user