Revamp behaviours and add Crab.cs

This commit is contained in:
Jens Pitkänen 2019-08-14 19:05:41 +03:00
parent 6576747756
commit acee983f6d
26 changed files with 307 additions and 107676 deletions

View File

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@ -3,11 +3,21 @@ using Saltosion.OneWeapon.Enemies;
namespace Saltosion.OneWeapon.AI {
public abstract class AIBehaviour : MonoBehaviour {
[HideInInspector]
public string CurrentStatus = "";
/* Returns whether or not Execute() 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);
public abstract bool CanBehave();
public abstract void Execute();
/* Calls Execute() if CanBehave() returns true, and then returns the resultof CanBehave() */
public bool TryExecute() {
bool Result = CanBehave();
if (Result) {
Execute();
}
return Result;
}
}
}

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@ -1,40 +0,0 @@
using System;
using Saltosion.OneWeapon.Enemies;
namespace Saltosion.OneWeapon.AI {
[Serializable]
[Obsolete]
public class BehaviourBranch : BehaviourNode {
public Trigger Trigger;
// FIXME: Change these from arrays to just single ones
// BehaviourLeaf already has the capability to have multiple behaviours
public BehaviourNode[] TriggeredNodes;
public BehaviourNode[] NotTriggeredNodes;
private String MostRecentExecution;
/* Returns true if any action was taken. */
public override bool Execute(Enemy subject) {
if (Trigger != null && Trigger.IsTriggered(subject)) {
foreach (BehaviourNode Node in TriggeredNodes) {
if (Node.Execute(subject)) {
MostRecentExecution = Node.GetExecutedName();
return true;
}
}
} else {
foreach (BehaviourNode Node in NotTriggeredNodes) {
if (Node.Execute(subject)) {
MostRecentExecution = Node.GetExecutedName();
return true;
}
}
}
return false;
}
public override string GetExecutedName() {
return MostRecentExecution;
}
}
}

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@ -1,34 +0,0 @@
using System;
using Saltosion.OneWeapon.Enemies;
namespace Saltosion.OneWeapon.AI {
[Serializable]
[Obsolete]
public class BehaviourLeaf : BehaviourNode {
public AIBehaviour[] Behaviours;
public bool IsLeaf { get { return Behaviours.Length > 0; } }
private string ExecutedBehaviours = "";
/* Returns true if any action was taken. */
public override bool Execute(Enemy subject) {
bool Acted = false;
ExecutedBehaviours = "";
foreach (AIBehaviour Behaviour in Behaviours) {
if (Behaviour.CanBehave(subject)) {
ExecutedBehaviours += Behaviour.GetType().Name + ":" + Behaviour.CurrentStatus + ", ";
if (Behaviour.Execute(subject)) {
return true;
} else {
Acted = true;
}
}
}
return Acted;
}
public override string GetExecutedName() {
return ExecutedBehaviours;
}
}
}

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@ -1,14 +0,0 @@
using System;
using UnityEngine;
using Saltosion.OneWeapon.Enemies;
namespace Saltosion.OneWeapon.AI {
[Serializable]
[Obsolete]
public abstract class BehaviourNode : MonoBehaviour {
/* Returns true if any action was taken. */
public abstract bool Execute(Enemy subject);
public abstract string GetExecutedName();
}
}

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@ -2,16 +2,21 @@
using Saltosion.OneWeapon.Enemies;
namespace Saltosion.OneWeapon.AI.Behaviours {
[RequireComponent(typeof(Enemy))]
public class Follow : AIBehaviour {
public Transform Target;
public float CloseEnoughRadius;
public float TargetPositionUpdateFrequency = 5f;
private Enemy Enemy;
private Vector2 TargetPosition;
private float TargetPositionUpdateCooldown;
private void Update() {
private void Start() {
Enemy = GetComponent<Enemy>();
}
private void Update() {
if (Target != null && TargetPositionUpdateCooldown <= 0) {
TargetPositionUpdateCooldown = 1.0f / TargetPositionUpdateFrequency;
TargetPosition = Target.position;
@ -22,23 +27,26 @@ namespace Saltosion.OneWeapon.AI.Behaviours {
}
}
public override bool CanBehave(Enemy subject) {
public override bool CanBehave() {
return Target != null;
}
public override bool Execute(Enemy subject) {
public override void Execute() {
if (Target != null) {
Vector2 position = subject.transform.position;
Vector2 position = Enemy.transform.position;
Vector2 delta = TargetPosition - position;
if (delta.magnitude > CloseEnoughRadius) {
delta -= delta.normalized * CloseEnoughRadius;
subject.StartMovingTo(position + delta);
return true;
Enemy.StartMovingTo(position + delta);
CurrentStatus = "Approach";
} else {
Enemy.StopMoving();
CurrentStatus = "CloseEnough";
}
} else {
Enemy.StopMoving();
CurrentStatus = "NoTarget";
}
subject.StopMoving();
return false;
}
}
}

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@ -3,8 +3,8 @@ using Saltosion.OneWeapon.Player;
using Saltosion.OneWeapon.Enemies;
namespace Saltosion.OneWeapon.AI.Behaviours {
[RequireComponent(typeof(Follow), typeof(Enemy))]
public class MeleeAttackFollowed : AIBehaviour {
public Follow Follow;
[Tooltip("This should be at 0,0,0 locally by default.")]
public Transform AnimatableTransform;
public float MeleeRange;
@ -12,12 +12,17 @@ namespace Saltosion.OneWeapon.AI.Behaviours {
public float ReleaseAnimationLength;
public float CooldownLength;
private Enemy Enemy;
private Follow Follow;
private bool AttackHit;
private float AnimationProgress;
private float CooldownProgress;
private Vector3 LocalOrigin;
private void Start() {
Enemy = GetComponent<Enemy>();
Follow = GetComponent<Follow>();
if (AnimatableTransform.localPosition.magnitude != 0) {
Debug.LogWarning($"{name} has an animated melee attack, and AnimatableTransform is not at local origin!");
}
@ -39,20 +44,20 @@ namespace Saltosion.OneWeapon.AI.Behaviours {
}
}
public override bool CanBehave(Enemy subject) {
bool CanBehave = Follow.Target != null && (Follow.Target.position - subject.transform.position).magnitude <= MeleeRange;
public override bool CanBehave() {
bool CanBehave = Follow.Target != null && (Follow.Target.position - Enemy.transform.position).magnitude <= MeleeRange;
if (!CanBehave) {
subject.Attacking = false;
Enemy.Attacking = false;
}
return CanBehave;
}
public override bool Execute(Enemy subject) {
public override void Execute() {
if (CooldownProgress > 0) {
subject.Attacking = false;
return false;
Enemy.Attacking = false;
return;
} else {
subject.Attacking = true;
Enemy.Attacking = true;
}
Vector2 Root = AnimatableTransform.parent.position + LocalOrigin;
@ -76,8 +81,6 @@ namespace Saltosion.OneWeapon.AI.Behaviours {
Reset();
}
}
return false;
}
private void TakeFunDamage() {

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@ -2,31 +2,34 @@
using Saltosion.OneWeapon.Enemies;
namespace Saltosion.OneWeapon.AI.Behaviours {
[RequireComponent(typeof(Enemy))]
public class Wander : AIBehaviour {
public float WalkingDistance;
public float MinWalkingDistance;
public float SubjectRadius;
public float StopLength;
private Enemy Enemy;
private Vector2 Target;
private float StopTime;
private bool Stopped = true;
private void Start() {
Enemy = GetComponent<Enemy>();
StopTime = Time.time;
}
public override bool CanBehave(Enemy subject) {
public override bool CanBehave() {
return true;
}
public override bool Execute(Enemy subject) {
Vector2 SubjectPosition = (Vector2)subject.transform.position;
public override void Execute() {
Vector2 SubjectPosition = (Vector2)Enemy.transform.position;
if ((Target - SubjectPosition).magnitude > SubjectRadius) {
subject.StartMovingTo(Target);
Enemy.StartMovingTo(Target);
CurrentStatus = "Move";
Stopped = false;
return true;
return;
} else if (!Stopped) {
Stopped = true;
StopTime = Time.time;
@ -39,7 +42,7 @@ namespace Saltosion.OneWeapon.AI.Behaviours {
while ((Target - SubjectPosition).magnitude <= SubjectRadius) {
i++;
if (i > 100) {
Debug.LogWarning($"Wander behaviour took over 100 tries to find a wander position, '{subject.name}' is stuck!");
Debug.LogWarning($"Wander behaviour took over 100 tries to find a wander position, '{Enemy.name}' is stuck!");
break;
}
float Distance = MinWalkingDistance + (WalkingDistance - MinWalkingDistance) * Random.value;
@ -54,8 +57,7 @@ namespace Saltosion.OneWeapon.AI.Behaviours {
CurrentStatus = "Stop";
}
subject.StopMoving();
return false;
Enemy.StopMoving();
}
}
}

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@ -1,19 +0,0 @@
using System;
using UnityEngine;
namespace Saltosion.OneWeapon.AI {
[Obsolete]
[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;
}
}
}
}

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@ -1,19 +0,0 @@
using System;
using UnityEngine;
namespace Saltosion.OneWeapon.AI {
[RequireComponent(typeof(AI.Behaviours.Follow), typeof(AI.Triggers.PlayerSighted))]
[Obsolete]
public class PlayerFollower : MonoBehaviour {
public AI.Behaviours.Follow Follow;
public AI.Triggers.PlayerSighted PlayerSighted;
private void Update() {
if (PlayerSighted.Player == null) {
Follow.Target = null;
} else {
Follow.Target = PlayerSighted.Player.transform;
}
}
}
}

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@ -3,6 +3,6 @@ using Saltosion.OneWeapon.Enemies;
namespace Saltosion.OneWeapon.AI {
public abstract class Trigger : MonoBehaviour {
public abstract bool IsTriggered(Enemy subject);
public abstract bool IsTriggered();
}
}

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@ -6,7 +6,7 @@ namespace Saltosion.OneWeapon.AI.Triggers {
public float Radius;
public Enemy ClosestEnemy { get; private set; }
public override bool IsTriggered(Enemy subject) {
public override bool IsTriggered() {
ClosestEnemy = Util.GetClosestTo<Enemy>(transform, Radius);
return ClosestEnemy != null;
}

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@ -8,7 +8,7 @@ namespace Saltosion.OneWeapon.AI.Triggers {
public float Radius;
public PlayerController Player { get; private set; }
public override bool IsTriggered(Enemy subject) {
public override bool IsTriggered() {
Player = Util.GetClosestTo<PlayerController>(transform, Radius, true);
return Player != null;
}

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@ -0,0 +1,51 @@
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(MeleeAttackFollowed))]
public class Crab : MonoBehaviour {
public Animator Anim;
private Enemy Enemy;
private PlayerSighted FollowTrigger;
private Wander WanderBehaviour;
private Follow FollowBehaviour;
private MeleeAttackFollowed MeleeBehaviour;
private void Start() {
Enemy = GetComponent<Enemy>();
FollowTrigger = GetComponent<PlayerSighted>();
WanderBehaviour = GetComponent<Wander>();
FollowBehaviour = GetComponent<Follow>();
MeleeBehaviour = GetComponent<MeleeAttackFollowed>();
}
private void Update() {
Enemy.CurrentBehaviour = "Nothing";
if (FollowTrigger.IsTriggered()) {
FollowBehaviour.Target = FollowTrigger.Player.transform;
if (MeleeBehaviour.TryExecute()) {
Enemy.CurrentBehaviour = "Melee:" + MeleeBehaviour.CurrentStatus;
} else if (FollowBehaviour.TryExecute()) {
Enemy.CurrentBehaviour = "Follow:" + FollowBehaviour.CurrentStatus;
}
} else if (WanderBehaviour.TryExecute()) {
Enemy.CurrentBehaviour = "Wander:" + WanderBehaviour.CurrentStatus;
}
if (Enemy.Attacking) {
Anim.Play("Attack");
} else {
Anim.Play("Walk");
}
Anim.SetFloat("Speed", Enemy.Movement.SpeedPercentage);
}
}
}

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@ -1,5 +1,5 @@
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@ -6,15 +6,11 @@ using Saltosion.OneWeapon.Utils;
namespace Saltosion.OneWeapon.Enemies {
[RequireComponent(typeof(Rigidbody2D))]
public class Enemy : MonoBehaviour {
[Header("Debug Info")]
public string CurrentBehavior = "Nothing";
[Header("Graphics")]
public Animator Anim;
[Header("Stats")]
public float MoveSpeed;
[Header("Behaviour")]
public BehaviourNode BehaviourTree;
public AcceleratedMovement Movement;
[Header("Debug Info")]
public TextMesh BehaviourDisplay;
public string CurrentBehaviour = "Nothing";
[HideInInspector]
public bool Attacking;
@ -25,20 +21,21 @@ namespace Saltosion.OneWeapon.Enemies {
private void Start() {
Body = GetComponent<Rigidbody2D>();
BehaviourDisplay.GetComponent<MeshRenderer>().sortingLayerName = "Debug Text";
}
private void Update() {
BehaviourTree.Execute(this);
CurrentBehavior = BehaviourTree.GetExecutedName();
if (Attacking) {
Anim.Play("Attack");
} else if (Body.velocity.magnitude > 0.1) {
Anim.Play("Walk");
} else {
Anim.Play("Walk");
bool DisplayDebugInfo = false;
if (Application.isEditor) {
Collider2D Hit = Physics2D.OverlapPoint(Camera.main.ScreenToWorldPoint(Input.mousePosition));
if (Hit != null && Hit.attachedRigidbody == Body) {
DisplayDebugInfo = true;
}
}
BehaviourDisplay.gameObject.SetActive(DisplayDebugInfo);
if (DisplayDebugInfo) {
BehaviourDisplay.text = CurrentBehaviour;
}
Anim.SetFloat("Speed", Movement.SpeedPercentage);
}
private void FixedUpdate() {

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@ -7,7 +7,8 @@ namespace Saltosion.OneWeapon.Utils {
float LowestDistance = float.PositiveInfinity;
T FoundTarget = null;
foreach (Collider2D Collider in NearbyColliders) {
if (Collider.gameObject == Searcher.gameObject) {
if (Collider.gameObject == Searcher.gameObject ||
(Collider.attachedRigidbody != null && Collider.attachedRigidbody.gameObject == Searcher.gameObject)) {
continue;
}

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@ -64,3 +64,6 @@ TagManager:
- name: Blood Particles (On characters)
uniqueID: 3258686711
locked: 0
- name: Debug Text
uniqueID: 1627382605
locked: 0