Example #1
0
        bool CanBeSeen(Transform enemy)
        {
            Ray ray = new Ray(
                AIcontext.Get <Transform>("self").position,
                enemy.position - AIcontext.Get <Transform>("self").position);
            RaycastHit hit = new RaycastHit();

            if (Physics.Raycast(ray, out hit))
            {
                if (hit.collider.tag == "Red" || hit.collider.tag == "Blue")
                {
                    if (hit.collider.name == enemy.name ||
                        hit.collider.tag == enemy.tag)
                    {
                        return(true);
                    }
                    else
                    {
                        return(false);
                    }
                }
            }
            if (AIcontext.Get <Transform>("self").name == _name)
            {
                Debug.Log("CanBeSeen");
            }
            return(false);
        }
Example #2
0
        bool IsInConeOfSight(Transform target, float visionAngle)
        {
            Vector3 directiontotarget =
                target.position -
                AIcontext.Get <Transform>("self").position;

            // we use the gun instead of player's transform in case of slope
            // in this case the player might look at target perfectly but the elevation
            // will make him consider it is not seing it properly
            float seingvalue = Vector3.Dot(
                directiontotarget.normalized,
                AIcontext.Get <Gun>("Gun").mussle.forward);

            if (AIcontext.Get <bool>("DebugMussle"))
            {
                Debug.Log(seingvalue);
            }

            if (seingvalue - visionAngle > 0)
            {
                return(true);
            }

            return(false);
        }
Example #3
0
        protected Vector3 GetRandomTargetCloseToPc(PCBehavior pc)
        {
            if (pc == null)
            {
                Debug.Log(AIcontext.Get <Team>("SelfTeam"));
            }

            Vector2 randV2 = UnityEngine.Random.insideUnitCircle * pc.PCRange;

            // just another security check
            if (AIcontext.Get <NavMeshAgent>("agent").isOnNavMesh)
            {
                AIcontext.Set <PCBehavior>("PcTarget", pc);

                if (pc == null)
                {
                    return(AIcontext.Get <Transform>("self").position + new Vector3(randV2.x, 1f, randV2.y));
                }
                else
                {
                    // We set target  to some place around the pc (but still inside)
                    return(pc.transform.position + new Vector3(randV2.x, 1f, randV2.y));
                }
            }

            return(pc.trans.position);
        }
Example #4
0
        public override BTState Run()
        {
            AIcontext.Set <Vector3>(
                RandomPositionName,
                positionToReach);

            return(BTState.Success);
        }
Example #5
0
        public override BTState Run()
        {
            if (AIcontext.Get <Gun>("Gun").canShoot)
            {
                AIcontext.Get <Gun>("Gun").Shoot();
            }

            return(BTState.Success);
        }
Example #6
0
 public override BTState Run()
 {
     return(EvaluateTargets(Spawner.Instance.getEnemiesInRange(
                                AIcontext.Get <Team>("SelfTeam"),
                                AIcontext.Get <Transform>("self").position,
                                AIcontext.Get <float>("VisionDistance"))) == true ?
            BTState.Success :
            BTState.Failure);
 }
Example #7
0
        public override BTState Run()
        {
            if (AIcontext.Get <bool>("DebugCanSee"))
            {
                CanBeSeen(AIcontext.Get <Transform>("Target"));
            }

            return(CanBeSeen(AIcontext.Get <Transform>("Target")) ?
                   BTState.Success :
                   BTState.Failure);
        }
Example #8
0
        public override BTState Run()
        {
            AIcontext.Set <Vector3>(
                RandomPositionName,
                GetRandomTargetCloseToPc(
                    PCManager.Instance.GetFirstNeutralEnemyPC(
                        AIcontext.Get <Transform>("self").position,
                        AIcontext.Get <Team>("SelfTeam"),
                        AIcontext.Get <bool>("ShallDebug"))));

            return(BTState.Success);
        }
Example #9
0
        public override BTState Run()
        {
            Transform target = AIcontext.Get <Transform>("Target");

            if (AIcontext.Get <bool>("ShallDebug"))
            {
                Debug.Log(target == null ? "HasTarget -> no" : ("HasTarget -> yes " + target.name));
            }

            //        if (target == null ||
            //!Spawner.Instance.isAlive(target) ||
            //!CheckDistance(target) ||
            //!IsInConeOfSight(target) ||
            //!CanBeSeen(target))
            //        {
            //            AIcontext.Set<Transform>("Target", null);
            //            return BTState.Failure;
            //        }
            if (target == null)
            {
                if (AIcontext.Get <Transform>("self").name == _name)
                {
                    Debug.Log("HasTarget == null");
                }

                AIcontext.Set <Transform>("Target", null);
                return(BTState.Failure);
            }
            if (!Spawner.Instance.isAlive(target))
            {
                AIcontext.Set <Transform>("Target", null);
                return(BTState.Failure);
            }
            if (!CheckDistance(target))
            {
                AIcontext.Set <Transform>("Target", null);
                return(BTState.Failure);
            }
            if (!IsInConeOfSight(target))
            {
                AIcontext.Set <Transform>("Target", null);
                return(BTState.Failure);
            }
            if (!CanBeSeen(target))
            {
                AIcontext.Set <Transform>("Target", null);
                return(BTState.Failure);
            }

            return(BTState.Success);
        }
Example #10
0
 bool CheckDistance(Transform target)
 {
     if (Vector3.Distance(
             AIcontext.Get <Transform>("self").position,
             target.position) > AIcontext.Get <float>("VisionDistance"))
     {
         return(false);
     }
     if (AIcontext.Get <Transform>("self").name == _name)
     {
         Debug.Log("CheckDistance");
     }
     return(true);
 }
Example #11
0
        public override BTState Run()
        {
            var agent = AIcontext.Get <NavMeshAgent>("agent");

            if (agent == null)
            {
                Debug.Log("Couldn't find any agent");
                return(BTState.Failure);
            }

            agent.isStopped = false;

            return(BTState.Success);
        }
Example #12
0
        public override BTState Run()
        {
            // If something wasn't set
            if (AIcontext.Get <Transform>(TargetName) == null ||
                AIcontext.Get <float>(ConeOfSight) == 0f)
            {
                return(BTState.Failure);
            }

            return(IsInConeOfSight(
                       AIcontext.Get <Transform>(TargetName),
                       AIcontext.Get <float>(ConeOfSight)) ?
                   BTState.Success :
                   BTState.Failure);
        }
Example #13
0
        bool IsInConeOfSight(Transform enemy)
        {
            Vector3 directiontotarget = enemy.position - AIcontext.Get <Transform>("self").position;

            float seingvalue = Vector3.Dot(
                directiontotarget.normalized,
                AIcontext.Get <Transform>("self").forward);

            if (seingvalue - AIcontext.Get <float>("VisionAngle") > 0)
            {
                return(true);
            }

            return(false);
        }
Example #14
0
        Transform GetClosest(List <Transform> enemies)
        {
            Vector3 pos     = AIcontext.Get <Transform>("self").position;
            int     index   = 0;
            float   dist    = float.MaxValue;
            float   tmpDist = 0f;

            for (int i = 0; i < enemies.Count; i++)
            {
                tmpDist = Vector3.Distance(pos, enemies[i].position);
                if (tmpDist < dist)

                {
                    dist  = tmpDist;
                    index = i;
                }
            }

            return(enemies[index]);
        }
Example #15
0
        bool EvaluateTargets(List <Transform> enemies)
        {
            if (AIcontext.Get <Transform>("self").name == _name)
            {
                Debug.Log((enemies == null || enemies.Count == 0) ?
                          "SelectTarget -> null or 0 enemies found" :
                          ("SelectTarget -> found : " + enemies.Count + " enemies"));
            }

            EvalueateInConeOfSight(ref enemies);
            if (AIcontext.Get <Transform>("self").name == _name)
            {
                Debug.Log(enemies.Count == 0 ?
                          "EvalueateInConeOfSight -> no enemies were in cone of sight" :
                          ("EvalueateInConeOfSight -> still : " + enemies.Count + " enemies remains"));
            }

            EvaluateSeables(ref enemies);
            if (AIcontext.Get <Transform>("self").name == _name)
            {
                Debug.Log((enemies == null || enemies.Count == 0) ?
                          "EvaluateSeables -> null or 0 enemies were seable" :
                          ("EvaluateSeables -> still : " + enemies.Count + " enemies were seeing."));
            }
            if (enemies.Count > 0)
            {
                AIcontext.Set <Transform>(
                    "Target",
                    GetClosest(enemies));
                if (AIcontext.Get <Transform>("self").name == _name)
                {
                    Debug.Log("EvaluateSeables -> Choose : " + AIcontext.Get <Transform>("Target").name);
                }

                return(true);
            }

            return(false);
        }
Example #16
0
        public override BTState Run()
        {
            if (AIcontext.Get <Transform>("self").name == _name)
            {
                Debug.Log(AIcontext.Get <Transform>(Target).name);
            }

            Transform target = AIcontext.Get <Transform>(Target);
            Transform trans  = AIcontext.Get <Transform>("self");

            if (target == null || trans == null)
            {
                return(BTState.Failure);
            }

            var targetPoint    = target.position;
            var targetRotation = Quaternion.LookRotation(targetPoint - trans.position, Vector3.up);

            trans.rotation = Quaternion.Slerp(trans.rotation, targetRotation, Time.deltaTime);

            return(BTState.Success);
        }