Esempio n. 1
0
    private void Update()
    {
        // Collision info
        CharacterPhysics2D.CollisionInfo col = Physics.Collisions;

        // 0 vertical velocity when character is squeezed between a floor and ceiling
        if ((col.above) || (col.below))
        {
            velocity.y = 0;
        }

        // Jumping
        if (jumpActivated && col.below)
        {
            velocity.y = jumpVelocity;

            // Jumping sound
            if (jumpSounds.Count > 0)
            {
                audio.PlayOneShot(jumpSounds[Random.Range(0, jumpSounds.Count)]);
            }
        }

        Vector2 input = DirectionalInput;

        // Walking sound
        if (input.x != 0 && col.below)
        {
            if (!walkingAudio.isPlaying)
            {
                walkingAudio.Play();
            }
        }
        else
        {
            walkingAudio.Stop();
        }

        // Horizontal velocity smoothing (if no player input is detected)
        targetVelX = input.x * moveSpeed;
        if (input.x == 0)
        {
            velocity.x = Mathf.SmoothDamp(velocity.x, targetVelX, ref velXSmoothing, xVelocitySmoothTime);
        }
        else
        {
            velocity.x = targetVelX;
        }

        // Gravity
        velocity += gravityScale * Physics2D.gravity * Time.deltaTime;

        // Move the character
        Physics.Velocity = velocity;

        // Clear flags
        jumpActivated = false;
    }
Esempio n. 2
0
    void DecisionFSM()
    {
        distance = Vector3.Distance(transform.position, target.transform.position);
        float xDist = Mathf.Abs(target.position.x - transform.position.x);

        switch (currentAIState)
        {
        case AIState.Patrolling:
            // Movement
            velocity.x = movingRight ? patrolSpeed : -patrolSpeed;
            anim.SetBool("Walking", true);

            // Flip movement direction at walls
            CharacterPhysics2D.CollisionInfo col = controller.Collisions;

            if (col.below)
            {
                velocity.y = 0;
            }

            if ((col.right || transform.position.x > patrolMaxX) && movingRight)
            {
                movingRight = false;
            }
            else if ((col.left || transform.position.x < patrolMinX) && !movingRight)
            {
                movingRight = true;
            }
            FaceMovementDir();

            // Next state
            if (distance < wakeRange)
            {
                currentAIState = AIState.Chasing;
            }
            break;

        case AIState.Chasing:

            // Chase player as long as player is in range
            if (ExclusiveBetween(xDist, 0.1f, wakeRange))
            {
                velocity.x = (transform.position.x < target.position.x) ? chaseSpeed : -chaseSpeed;
                anim.SetBool("Walking", true);
            }
            else
            {
                velocity.x = 0;
                anim.SetBool("Walking", false);
            }
            FaceMovementDir();

            // Next state
            if (xDist >= wakeRange)
            {
                currentAIState = AIState.Patrolling;
            }
            else if (xDist < startAttackingDistance)
            {
                currentAIState = AIState.Attacking;
            }
            break;

        case AIState.Attacking:
            velocity.x = 0;
            anim.SetBool("Walking", false);

            // Attack the player
            AttackFSM();
            FaceTarget();

            // Next state
            if (distance >= stopChaseDistance)
            {
                currentAIState = AIState.Chasing;
            }
            break;

        default:
            currentAIState = AIState.Patrolling;
            break;
        }
    }
Esempio n. 3
0
    void Update()
    {
        // Player input
        float   xInput      = Input.GetAxisRaw("Horizontal");
        float   yInput      = Input.GetAxisRaw("Vertical");
        bool    jumpPressed = Input.GetKeyDown(KeyCode.Space);
        Vector2 input       = new Vector2(xInput, yInput);

        // Collision info
        CharacterPhysics2D.CollisionInfo col = physics.Collisions;

        // 0 vertical velocity when character is squeezed between a floor and ceiling
        if ((col.above) || (col.below))
        {
            velocity.y = 0;
        }

        // Jumping
        if (jumpPressed && col.below)
        {
            velocity.y = JumpVelocity;
            anim.SetTrigger("Jump");
        }

        // Horizontal velocity smoothing (if no player input is detected)
        targetVelX = input.x * MoveSpeed;
        if (input.x == 0)
        {
            velocity.x = Mathf.SmoothDamp(velocity.x, targetVelX, ref velXSmoothing, XVelocitySmoothTime);
        }
        else
        {
            velocity.x = targetVelX;
        }

        // Gravity
        velocity += gravityScale * Physics2D.gravity * Time.deltaTime;

        // Move the character
        physics.Velocity = velocity;

        // Attack logic
        switch (attackState)
        {
        case (AttackState.ATTACKING):
            if (attackTimer > 0)
            {
                attackTimer -= Time.deltaTime;
            }
            else
            {
                attackTrigger.enabled = false;
                attackState           = AttackState.NOT_ATTACKING;
            }
            break;

        case (AttackState.NOT_ATTACKING):
            if (Input.GetKeyDown(KeyCode.F))
            {
                attackTimer           = attackDuration;
                attackTrigger.enabled = true;
                attackState           = AttackState.ATTACKING;
            }
            break;

        default:
            break;
        }

        // Attack animation
        anim.SetBool("Attacking", attackState == AttackState.ATTACKING);
    }