protected override SelectorNode CreateBehaviour() { #region Spectral Chain Sequence //being section that deals with the attack #region Create the sequence for attacking //when ere begins to move to the center of the map she does it through this node AgentMoveToLocationNode moveToLocation = new AgentMoveToLocationNode(this, m_RoomCenter.position); //When ere's animation of her raising the chain happens AnimatorNode chainRaiseNode = new AnimatorNode(this, m_AnimatorRef, "IsChainRaising", ref m_SpearRaiseLink); //the chain move to player node which will move the chain to the player ChainMoveToPlayersNode chainMoveToPlayer = new ChainMoveToPlayersNode(this, SpearTipLocation, m_LineRenderer, ChainTravelTime); //this node determines if the chain attack is done HasChainReturnedNode hasChainReturned = new HasChainReturnedNode(this); AnimatorNode chainLowerNode = new AnimatorNode(this, m_AnimatorRef, "IsChainLowering", ref m_SpearLowerLink); PlaySoundNode ChainSoundNode = new PlaySoundNode(this, "ChainSound"); //tieing all the nodes into the sequence SequenceNode chainAttackSection = new SequenceNode(this, "Spectral Chain Attack", moveToLocation, chainRaiseNode, chainMoveToPlayer, hasChainReturned, chainLowerNode); #endregion #region Target Selection region //determines if to much time has passed away from center of the map TimeAwayFromCenterNode timeAwayFromCenter = new TimeAwayFromCenterNode(this, m_RoomCenter.position, CenterMapSafeSpace, MaxWaitTimeAwayFromCenter); //determines the player's distance from Inanna PlayerToCloseTargetNode playerToCloseToTargetNode = new PlayerToCloseTargetNode(this, m_Inanna.transform, MinimumDistanceToTarget); SelectorNode spectralChainAttackSelector = new SelectorNode(this, "Choose Attack Selector Spectral Chain", timeAwayFromCenter, playerToCloseToTargetNode); #endregion //cooldown node for spectral chain CooldownNode spectralChainCooldown = new CooldownNode(this, SpectralChainCooldown); //determines if Ere can still use chain attack CanUseChainsNode canUseChain = new CanUseChainsNode(this, MaxChainCyclesPerCycle); SequenceNode specrtalChainSequence = new SequenceNode(this, "Spectral Chain Sequence", spectralChainCooldown, canUseChain, spectralChainAttackSelector, ChainSoundNode, chainAttackSection); #endregion #region Ereshkigal Attack Sequence #region Target Selector #region Protecting Inanna Sequence //puts points into anyone to far away from Ere TargetingDistanceFromLocationGreaterThenNode distanceFromEre = new TargetingDistanceFromLocationGreaterThenNode(this, transform, EreshkigalSafeSpace, 1); //puts points into anyone to close to Anna TargetingDistanceFromLocationNode distanceFromAnna = new TargetingDistanceFromLocationNode(this, m_Inanna.transform, MinimumDistanceToTarget, 2); CalculateTargetNode calcTarget = new CalculateTargetNode(this); SequenceNode protectingInannaSequence = new SequenceNode(this, "Protecting Inanna Sequence", distanceFromEre, distanceFromAnna, calcTarget); #endregion TargetFollowUp followup = new TargetFollowUp(this); TargetSwitchNode switchTargetNode = new TargetSwitchNode(this); SelectorNode targetingSelector = new SelectorNode(this, "Taregting Selector", protectingInannaSequence, followup, switchTargetNode); #endregion #region Lunge Attack CooldownNode lungeCooldown = new CooldownNode(this, LungeCooldown); ToggleNavMeshAgentNode toggleAgentOff = new ToggleNavMeshAgentNode(this); //the crouch before the big jump animator node AnimatorNode preJump = new AnimatorNode(this, m_AnimatorRef, "IsPreJumping", ref m_PreJumpLink); //lerp and animation which will run in tandum LerpNode jumpLerp = new LerpNode(this, Vector3.up, 1.0f, JumpHeight, JumpSpeed); AnimatorNode fulljump = new AnimatorNode(this, m_AnimatorRef, "IsFullJumping", ref m_JumpLink); RunUntilSuceed runJumpAndAnimation = new RunUntilSuceed(this, "Run Animation and Jump", fulljump, jumpLerp); PlaySoundNode LungeSoundNode = new PlaySoundNode(this, "HeavyAttack2"); PlaySoundNode JumpSoundNode = new PlaySoundNode(this, "WingFlap"); PlaySoundNode ScreamSoundNode = new PlaySoundNode(this, "EreshkigalScream"); AnimatorNode jumpIdle = new AnimatorNode(this, m_AnimatorRef, "IsJumpIdle", ref m_JumpIdleLink); LookAtTargetNode lookAtTarget = new LookAtTargetNode(this); ToggleMeleeColliderNode toggleLungeOn = new ToggleMeleeColliderNode(this, SpearCollider, LungeDamage); AnimatorNode diveAnimation = new AnimatorNode(this, m_AnimatorRef, "IsDiving", ref m_DiveLink); LerpToTargetNode diveLerp = new LerpToTargetNode(this, DiveTime, JumpHeight, DiveSpeed); RunUntilSuceed diveAtPlayer = new RunUntilSuceed(this, "Run Dive and Animation", diveAnimation, diveLerp); ToggleMeleeColliderNode toggleLungeOff = new ToggleMeleeColliderNode(this, SpearCollider, 0); ToggleNavMeshAgentNode toggleAgentOn = new ToggleNavMeshAgentNode(this); AnimatorNode diveRecoveryNode = new AnimatorNode(this, m_AnimatorRef, "IsInDiveRecovery", ref m_DiveRecoverLink); SequenceNode lungeAttackSequence = new SequenceNode(this, "Lunge Attack Sequence", lungeCooldown, toggleAgentOff, preJump, runJumpAndAnimation, JumpSoundNode, jumpIdle, toggleLungeOn, lookAtTarget, ScreamSoundNode, diveAtPlayer, JumpSoundNode, toggleLungeOff, toggleAgentOn, diveRecoveryNode); #endregion #region Spear Toss Attack CooldownNode spearTossCooldown = new CooldownNode(this, SpearThrowCooldown); AnimatorNode spearThrowAnimator = new AnimatorNode(this, m_AnimatorRef, "IsSpearBeingThrow", ref m_SpearThrowLink); ShootProjectileNode spearProjectileShoot = new ShootProjectileNode(this, SpearThrowDamage, SpearProjectilePrefab, SpearThrowLocation.gameObject, "SpearProjectile", 2); AnimatorNode spearThrowRecoveryAnimator = new AnimatorNode(this, m_AnimatorRef, "IsInSpearRecovery", ref m_SpearThrowRecoveryLink); SequenceNode spearTossSequence = new SequenceNode(this, "Spear Toss Sequence", spearTossCooldown, spearThrowAnimator, spearProjectileShoot, LungeSoundNode, spearThrowRecoveryAnimator); #endregion #region Basic Attack Selector #region 360 Attack CheckDistanceToTargetNode attack360DistanceCheck = new CheckDistanceToTargetNode(this, Agent.stoppingDistance); AnimatorNode buildUp360 = new AnimatorNode(this, m_AnimatorRef, "IsIn360BuildUp", ref m_360BuildUpLink); ToggleMeleeColliderNode toggleOn360Collider = new ToggleMeleeColliderNode(this, SpearCollider, SpearAttack360Damage); AnimatorNode swing360 = new AnimatorNode(this, m_AnimatorRef, "IsIn360Swing", ref m_360SwingLink); ToggleMeleeColliderNode toggleOff360Collider = new ToggleMeleeColliderNode(this, SpearCollider, 0); AnimatorNode recovery360 = new AnimatorNode(this, m_AnimatorRef, "IsIn360Recovery", ref m_360RecoveryLink); SequenceNode sequence360Attack = new SequenceNode(this, "360 Attack Sequence", attack360DistanceCheck, buildUp360, toggleOn360Collider, swing360, LungeSoundNode, toggleOff360Collider, recovery360); #endregion #region Upper Stab PlaySoundNode MedThrustSound = new PlaySoundNode(this, "MedAttack3"); CheckDistanceToTargetNode attackUpperStab = new CheckDistanceToTargetNode(this, Agent.stoppingDistance); AnimatorNode buildUpUpperStab = new AnimatorNode(this, m_AnimatorRef, "IsInUpperStabBuildUp", ref m_UpperStabBuildUpLink); ToggleMeleeColliderNode toggleOnUpperStabCollider = new ToggleMeleeColliderNode(this, SpearCollider, SpearAttackUpperStabDamage); AnimatorNode swingUpperStab = new AnimatorNode(this, m_AnimatorRef, "IsInUpperStabSwing", ref m_UpperStabSwingLink); ToggleMeleeColliderNode toggleOffUpperStabCollider = new ToggleMeleeColliderNode(this, SpearCollider, 0); AnimatorNode recoveryUpperStab = new AnimatorNode(this, m_AnimatorRef, "IsInUpperStabRecovery", ref m_UpperStabRecoveryLink); SequenceNode sequenceUpperStabAttack = new SequenceNode(this, "Upper Stab Sequence", attackUpperStab, buildUpUpperStab, toggleOnUpperStabCollider, swingUpperStab, MedThrustSound, toggleOffUpperStabCollider, recoveryUpperStab); #endregion #region Jab PlaySoundNode PlayLightThrustSound = new PlaySoundNode(this, "LightAttack2"); CheckDistanceToTargetNode attackJabDistanceCheck = new CheckDistanceToTargetNode(this, Agent.stoppingDistance); AnimatorNode buildUpJab = new AnimatorNode(this, m_AnimatorRef, "IsInJabBuildUp", ref m_JabBuildUpLink); ToggleMeleeColliderNode toggleOnJabCollider = new ToggleMeleeColliderNode(this, SpearCollider, SpearAttackJabDamage); AnimatorNode swingJab = new AnimatorNode(this, m_AnimatorRef, "IsInJabSwing", ref m_JabSwingLink); ToggleMeleeColliderNode toggleOffJabCollider = new ToggleMeleeColliderNode(this, SpearCollider, 0); AnimatorNode recoveryJab = new AnimatorNode(this, m_AnimatorRef, "IsInJabRecovery", ref m_JabRecoveryLink); SequenceNode sequenceJabAttack = new SequenceNode(this, "Jab Attack Sequence", attackJabDistanceCheck, buildUpJab, toggleOnJabCollider, swingJab, PlayLightThrustSound, toggleOffJabCollider, recoveryJab); #endregion ChooseRandomChildNode randomBasicAttackSelector = new ChooseRandomChildNode(this, "Basic Attack Selector, Random", sequence360Attack, sequenceJabAttack, sequenceUpperStabAttack); #endregion ApproachNode approachTargetPlayer = new ApproachNode(this); SelectorNode chooseAttackSelector = new SelectorNode(this, "Attack Choosing Selector", lungeAttackSequence, spearTossSequence, randomBasicAttackSelector, approachTargetPlayer); SequenceNode ereshkigalAttackSequence = new SequenceNode(this, "Ereshkigal Basic Attack Sequence", targetingSelector, chooseAttackSelector); #endregion SelectorNode utilitySelector = new SelectorNode(this, "UtilitySelector", specrtalChainSequence, ereshkigalAttackSequence); return(utilitySelector); }
protected override SelectorNode CreateBehaviour() { //Create melee attack nodes //Create ground slam nodes CooldownNode groundSlamCooldownNode = new CooldownNode(this, GroundSlamCooldownTime); AnimatorNode groundSlamStartAnimationNode = new AnimatorNode(this, m_AnimatorRef, "IsGroundSlamStarting", ref m_GroundSlamStartLink); GroundSlamNode groundSlamNode = new GroundSlamNode(this, FallingRockPrefab, PunchHitBox.transform); //TODO: COMMENT THIS SECTION AND ADD STRING PlaySoundNode slamSFX = new PlaySoundNode(this, "GolemGroundSlamImpact"); AnimatorNode groundSlamRecoveryAnimationNode = new AnimatorNode(this, m_AnimatorRef, "IsGroundSlamRecovering", ref m_GroundSlamRecoveryLink); ToggleParticleSystemNode toggleGroundSlamPartclesNode = new ToggleParticleSystemNode(this, SlamParticleSystem); //Create ground slam sequence SequenceNode groundSlamSequence = new SequenceNode(this, "GroundSlamSequence", groundSlamCooldownNode, groundSlamStartAnimationNode, groundSlamNode, toggleGroundSlamPartclesNode, slamSFX, groundSlamRecoveryAnimationNode); //Create punch nodes CheckDistanceToTargetNode punchDistanceNode = new CheckDistanceToTargetNode(this, 5.0f); ToggleMeleeColliderNode togglePunchNode = new ToggleMeleeColliderNode(this, PunchHitBox, 15); LookAtTargetNode lookAtTargetNode = new LookAtTargetNode(this); AnimatorNode punchAnimationNode = new AnimatorNode(this, m_AnimatorRef, "IsPunching", ref m_PunchLink); //TODO: COMMENT THIS SECTION AND ADD STRING PlaySoundNode punchSFX = new PlaySoundNode(this, "GolemPunchImpact"); //Create punch sequence SequenceNode punchSequence = new SequenceNode(this, "PunchSequence", punchDistanceNode, togglePunchNode, lookAtTargetNode, punchSFX, punchAnimationNode, togglePunchNode); //Create melee attack selector in order: GroundSlam, Punch SelectorNode meleeAttackSelector = new SelectorNode(this, "MeleeAttackSelector"); meleeAttackSelector.AddChildren(groundSlamSequence, punchSequence); //Create ranged attack nodes //Create rock throw nodes CooldownNode rockThrowCooldownNode = new CooldownNode(this, 10.0f); AnimatorNode rockThrowStartAnimationNode = new AnimatorNode(this, m_AnimatorRef, "IsRockThrowStarting", ref m_RockThrowStartLink); //TODO: COMMENT THIS SECTION AND ADD STRING PlaySoundNode rockThrowSFX = new PlaySoundNode(this, "GolemRockThrow"); DelegateNode.Delegate setRockMeshFunc = SetRockMesh; DelegateNode setRockMeshTrueNode = new DelegateNode(this, setRockMeshFunc, true); AnimatorNode rockThrowingAnimationNode = new AnimatorNode(this, m_AnimatorRef, "IsRockThrowing", ref m_RockThrowingLink); DelegateNode setRockMeshFalseNode = new DelegateNode(this, setRockMeshFunc, false); RockThrowNode rockThrowNode = new RockThrowNode(this, RockThrowPrefab, FireLocation, RockThrowDamage); AnimatorNode rockThrowRecoveryAnimationNode = new AnimatorNode(this, m_AnimatorRef, "IsRockThrowRecovering", ref m_RockThrowRecoveryLink); //Create rock throw sequence SequenceNode rockThrowSequence = new SequenceNode(this, "RockThrowSequence", rockThrowCooldownNode, rockThrowStartAnimationNode, setRockMeshTrueNode, rockThrowingAnimationNode, setRockMeshFalseNode, rockThrowNode, rockThrowSFX, rockThrowRecoveryAnimationNode ); //Create ground spike nodes CooldownNode groundSpikesCooldownNode = new CooldownNode(this, 10.0f); AnimatorNode groundSpikesStartAnimationNode = new AnimatorNode(this, m_AnimatorRef, "IsGroundSpikeStarting", ref m_GroundSpikesStartLink); GroundSpikesNode groundSpikesNode = new GroundSpikesNode(this, SpikePrefab, SpikesMovementTime); AnimatorNode groundSpikesRecoveryAnimationNode = new AnimatorNode(this, m_AnimatorRef, "IsGroundSpikesRecovering", ref m_GroundSpikesRecoveryLink); //Create ground spike sequence SequenceNode groundSpikesSequence = new SequenceNode(this, "GroundSpikesSequence", groundSpikesCooldownNode, groundSpikesStartAnimationNode, groundSpikesNode, groundSpikesRecoveryAnimationNode); //Create ranged attack selector in order: RockThrow, GroundSpikes SelectorNode rangedAttackSelector = new SelectorNode(this, "RangedAttackSelector"); rangedAttackSelector.AddChildren(rockThrowSequence, groundSpikesSequence); //Create targeting nodes TargetingAfflicted targetingAfflictedNode = new TargetingAfflicted(this, 8, Status.Stun); TargetingDistanceNode targetingDistanceNode = new TargetingDistanceNode(this, 1); TargetingHighHealthNode targetingHighHealthNode = new TargetingHighHealthNode(this, 1); TargetingHighestDamageNode targetingHighestDamageNode = new TargetingHighestDamageNode(this, 1); TargetingCharacterType targetingCharacterType = new TargetingCharacterType(this, 1, WeaponType.RANGED); CalculateTargetNode calculateTargetNode = new CalculateTargetNode(this); //Create the targeting sequence and attach nodes SequenceNode targetingSequence = new SequenceNode(this, "TargetingSequence"); targetingSequence.AddChildren(targetingAfflictedNode, targetingDistanceNode, targetingHighHealthNode, targetingHighestDamageNode, targetingCharacterType, calculateTargetNode); //Create approach node ApproachNode approachNode = new ApproachNode(this); //Create Abilities/Melee/Ranged/Approach Selector SelectorNode actionSelector = new SelectorNode(this, "ActionSelector"); actionSelector.AddChildren(meleeAttackSelector, rangedAttackSelector, approachNode); //Create Target->Action sequence SequenceNode getTargetAndUseAbilitySequence = new SequenceNode(this, "GetTargetAndUseAbilitySequence"); getTargetAndUseAbilitySequence.AddChildren(targetingSequence, actionSelector); //Create the utility selector with the previous sequence and approach node SelectorNode utilitySelector = new SelectorNode(this, "UtilitySelector"); utilitySelector.AddChildren(getTargetAndUseAbilitySequence); return(utilitySelector); }