Exemple #1
0
        /*
         *      Here we're looking for the closest player to the Ai.
         *      If we're already following a player, just make sure it's in our line of sight and return the current player
         *      If something is in the way, look for another player
         *      Cast a line to all players and if the line hits the player, see which player hit is closest to you
         *      return the players position
         */

        public static Transform Ai_FindPlayer(this Ai ai)
        {
            if (ai.Player)
            {
                if (ai.InRange(ai.Player.position, ai.visionDistance))
                {
                    if (Physics.Linecast(ai.transform.position, ai.Player.position, out hit, ~(ai.breadcrumbLayer | ai.waypointLayer)))
                    {
                        if (hit.collider.tag == playerString)
                        {
                            if (players != null)
                            {
                                foreach (GameObject p in players)
                                {
                                    if (p == hit.collider.gameObject)
                                    {
                                        ai.Player = p.transform;
                                        return(ai.Player);
                                    }
                                }
                            }
                        }
                        else
                        {
                            ai.Player = null;
                        }
                    }
                }
                else
                {
                    ai.Player = null;
                }
            }
            float distance = Mathf.Infinity;

            if (players != null)
            {
                foreach (GameObject p in players)
                {
                    if (p && ai.InRange(p.transform.position, ai.visionDistance))
                    {
                        if (Physics.Linecast(ai.transform.position, p.transform.position, out hit, ~(ai.breadcrumbLayer | ai.waypointLayer)))
                        {
                            if (hit.collider.tag == playerString)
                            {
                                Vector3 diff        = p.transform.position - ai.transform.position;
                                float   curDistance = diff.sqrMagnitude;
                                if (curDistance < distance)
                                {
                                    ai.Player          = p.transform;
                                    ai.FollowingPlayer = p.transform;
                                    distance           = curDistance;
                                }
                            }
                        }
                    }
                }
            }
            return(ai.Player);
        }
Exemple #2
0
        /*
         *      Here we're looking for Breadcrumbs that the player leaves behind.
         *      First we see if we're already looking at a breadcrumb, if we are and we haven't reached it yet, return the breadcrumb
         *      If we don't have a breadcrumb or something is blocking the current one (or it doesn't exist anymore)
         *      then we look for a new one. The Ai looks for a breadcrumb that's visible and closest to the player.
         */
        public static Transform Ai_FindBreadcrumb(this Ai ai)
        {
            if (ai.Breadcrumb)
            {
                if (ai.InRange(ai.Breadcrumb.position, ai.visionDistance))
                {
                    if (Physics.Linecast(ai.transform.position, ai.Breadcrumb.position, out hit, ~(ai.waypointLayer)))
                    {
                        if (hit.collider.tag == breadcrumbString)
                        {
                            if (Vector3.Distance(ai.transform.position, ai.Breadcrumb.position) > 0.5f)
                            {
                                return(ai.Breadcrumb);
                            }
                            else
                            {
                                ai.Breadcrumb = null;
                            }
                        }
                        else
                        {
                            ai.Breadcrumb = null;
                        }
                    }
                }
                else
                {
                    ai.Breadcrumb = null;
                }
            }
            float distance = Mathf.Infinity;

            if (breadcrumbs != null)
            {
                foreach (GameObject crumb in breadcrumbs)
                {
                    if (crumb && ai.InRange(crumb.transform.position, ai.visionDistance))
                    {
                        if (Physics.Linecast(ai.transform.position, crumb.transform.position, out hit, ~(ai.waypointLayer)))
                        {
                            if (hit.collider.tag == breadcrumbString)
                            {
                                Vector3 diff        = crumb.transform.position - ai.FollowingPlayer.position;
                                float   curDistance = diff.sqrMagnitude;
                                if (curDistance < distance)
                                {
                                    ai.Breadcrumb = crumb.transform;
                                    distance      = curDistance;
                                }
                            }
                        }
                    }
                }
            }
            return(ai.Breadcrumb);
        }
Exemple #3
0
        /*
         *      Here we're looking for another Ai that is currently following a player.
         *      If this Ai cannot see a player but it sees another Ai who is following the player (out of our line of sight) then return the Ai to follow
         *      If the Ai is out of our line of sight or no longer sees a player then look for another Ai
         *      We set a radius around us and find all Enemy Ai. We cast a line to their position.
         *      If the ray hits something, then return null, if it doesn't hit anything, then find the closest Ai and return that Ai.
         */

        public static Transform Ai_FindAi(this Ai ai)
        {
            if (ai.FollowingAi)
            {
                if (ai.InRange(ai.FollowingAi.position, ai.visionDistance))
                {
                    if (Physics.Linecast(ai.transform.position, ai.FollowingAi.position, out hit, ~(ai.breadcrumbLayer | ai.waypointLayer)))
                    {
                        if (hit.collider.tag == enemyString && hit.collider.gameObject.GetComponent <Ai>().visionState == Ai.VISION_STATE.CanSeePlayer ||
                            hit.collider.tag == enemyString && hit.collider.gameObject.GetComponent <Ai>().visionState == Ai.VISION_STATE.CanSeeBreadcrumb)
                        {
                            return(ai.FollowingAi);
                        }
                        else
                        {
                            ai.FollowingAi = null;
                        }
                    }
                    else
                    {
                        ai.FollowingAi = null;
                    }
                }
                else
                {
                    ai.FollowingAi = null;
                }
            }
            else
            {
                float distance = Mathf.Infinity;
                float radius   = ai.visionDistance / 2;
                if (!ai._HasVision)
                {
                    radius = 10000;                     // If the Ai doesn't use vision, use a radius of 10000
                }
                Collider[] colliders = Physics.OverlapSphere(ai.transform.position, radius, ai.enemyLayer);
                foreach (Collider collider in colliders)
                {
                    if (collider.tag == enemyString &&
                        collider.gameObject.GetComponent <Ai>().visionState == Ai.VISION_STATE.CanSeePlayer ||
                        collider.tag == enemyString && collider.gameObject.GetComponent <Ai>().visionState == Ai.VISION_STATE.CanSeeBreadcrumb)
                    {
                        if (!Physics.Linecast(ai.transform.position, collider.transform.position, out hit, ~(ai.breadcrumbLayer | ai.waypointLayer | ai.enemyLayer)))
                        {
                            Vector3 dir  = collider.transform.position - ai.transform.position;
                            float   dist = dir.sqrMagnitude;
                            if (dist < distance)
                            {
                                ai.FollowingAi = collider.transform;
                                distance       = dist;
                            }
                        }
                    }
                }
            }
            return(ai.FollowingAi);
        }