Esempio n. 1
0
    void UpdateAlert()
    {
        UpdateSuspicious();

        //get the player position
        Vector3 playerPos = GameObject.Find("Player").GetComponent <Transform>().position;

        //setup distance for check
        float distance = Vector3.Distance(playerPos, transform.position);

        //attack if close
        if (distance < attackRadius)
        {
            RotateTowards(playerPos);
            gameObject.GetComponent <NavMeshAgent>().isStopped = true;
            PlayAttackAnimation();
        }
        else
        {
            gameObject.GetComponent <NavMeshAgent>().isStopped = false;
        }

        //if outside alert radius become suspicious
        if (distance > maxAlertRadius) //took out = from >=
        {
            //change the state to suspicious
            currentState = (trooperState)1;
        }
    }
    void UpdateRiverSpawn()
    {
        //play swim animation

        //play jump animation


        currentState = (trooperState)0;
    }
    // Update is called once per frame
    void Update()
    {
        //switch statement, triggers functions based on which state ai is in
        switch ((int)currentState)
        {
        case 0:     //idle
            UpdateIdle();
            break;

        case 1:     //suspicious
            UpdateSuspicious();
            break;

        case 2:     //alert
            UpdateAlert();
            break;

        case 3:     //downed
            UpdateDowned();
            break;

        case 4:     //dead
            UpdateDead();
            break;

        case 5:     //unique spawn (river)
            UpdateRiverSpawn();
            break;

        case 6:     //unique spawn (door)
            UpdateDoorSpawn();
            break;
        }

        EnemyTookDamage();

        //if the remaining health = downedhealth, state is now downed
        if (currentHealth <= downedHealth)
        {
            currentState = (trooperState)3;

            //the trooper cannot take damage from normal attacks
            //hitCollision.gameObject.SetActive(false);
            hitCollision.enabled = false;

            //the trooper can now be executed
            //downedCollision.gameObject.SetActive(true);
            downedCollision.enabled = true;
        }

        if (xIsDeadX)
        {
            currentState = (trooperState)4;
        }
    }
Esempio n. 4
0
    void UpdateDowned()
    {
        //downed animation
        //PlayDownedAnimation();

        xIsDownedX = true;

        //set destination to itself so it doesnt move
        //enemyAI.SetDestination(transform.position);
        gameObject.GetComponent <NavMeshAgent>().isStopped = true;

        transform.rotation = Quaternion.AngleAxis(90, Vector3.back);

        //settup timer
        if (downedCounter >= downedTimeUntilAlive)
        {
            //restore the health set in revive health
            currentHealth = reviveHealthGain;

            //play getup animation
            PlayGetUpFromDownedAnimation();

            //the trooper can now take damage from normal attacks
            //hitCollision.gameObject.SetActive(true);
            //hitCollision.enabled = true;

            //the trooper cannot be executed
            //downedCollision.gameObject.SetActive(false);
            downedCollision.enabled = false;

            //reset dead counter
            downedCounter = 0;

            transform.rotation = Quaternion.AngleAxis(90, Vector3.back);

            gameObject.GetComponent <NavMeshAgent>().isStopped = false;

            xIsDownedX = false;

            //respawn invulerability timer starts
            justRevived = true;

            //set to idle
            currentState = (trooperState)0;
        }

        //add to the counter
        downedCounter += 1 * Time.deltaTime;
    }
Esempio n. 5
0
    ////-------------------Audio Sources

    //public float idleSoundTimer = 10;
    //private float idleSoundIterator = 0;

    ////blade itself swing (shwoooosh)
    //public AudioSource heavyAttackSound;

    ////grunts made by trooper when attacking
    //public AudioSource[] trooperAttackGrunt;

    ////ouch i got hit by a human
    //public AudioSource trooperRecievedDamage;

    ////scream as they get downed
    //public AudioSource trooperJustDowned;

    ////scream as they die
    //public AudioSource trooperNormalDeath;

    ////long scream that goes away from mic if they fall off edge
    //public AudioSource trooperPitDeath;

    ////huh? as they see player (lines 620-623)
    //public AudioSource trooperJustSuspicious;

    ////grrr as they chase the player
    //public AudioSource trooperJustAlert;

    //// angry confuzzled noise when they lose the player
    //public AudioSource trooperJustLostPlayer;

    ////multiple grunts by trooper when they are in idle (lines 376-399)
    //public AudioSource[] trooperIdleGrunts;



    // Start is called before the first frame update
    void Start()
    {
        hitCollision    = GetComponent <BoxCollider>();
        downedCollision = GetComponent <CapsuleCollider>();

        //ensure the downed collison is false
        //downedCollision.gameObject.SetActive(false);
        downedCollision.enabled = false;

        trooperAnimation = meleeWeapon.GetComponent <Animator>();
        //trooperAnimation = GetComponent<Animator>();

        //ensure own rigidbody is correct
        enemyRigidbody = GetComponent <Rigidbody>();

        //false makes it slide like ice but cant go through stuff
        //true removes knockback
        //enemyRigidbody.isKinematic = false;

        //on startup enemy set to idle by default
        if (wasSpawnedInDoor)
        {
            currentState = (trooperState)6;
        }
        else if (wasSpawnedInRiver)
        {
            currentState = (trooperState)5;
        }
        else
        {
            currentState = (trooperState)0;
        }


        //add the alert and suspicious radius
        combinedAlertRadius = maxSuspiciousRadius + maxAlertRadius;

        //store start position
        idleCentrePosition = this.transform.position;

        lastKnownPlayerPosition = this.transform.position;

        player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>();
    }
    // Start is called before the first frame update
    void Start()
    {
        hitCollision    = GetComponent <BoxCollider>();
        downedCollision = GetComponent <CapsuleCollider>();

        //ensure the downed collison is false
        //downedCollision.gameObject.SetActive(false);
        downedCollision.enabled = false;

        trooperAnimation = meleeWeapon.GetComponent <Animator>();
        //trooperAnimation = GetComponent<Animator>();

        //ensure own rigidbody is correct
        enemyRigidbody = GetComponent <Rigidbody>();

        //on startup enemy set to idle by default
        if (wasSpawnedInDoor)
        {
            currentState = (trooperState)6;
        }
        else if (wasSpawnedInRiver)
        {
            currentState = (trooperState)5;
        }
        else
        {
            currentState = (trooperState)0;
        }


        //add the alert and suspicious radius
        combinedAlertRadius = maxSuspiciousRadius + maxAlertRadius;

        //store start position
        idleCentrePosition = this.transform.position;

        lastKnownPlayerPosition = this.transform.position;
    }
    void UpdateDoorSpawn()
    {
        //play jump through door animation

        currentState = (trooperState)0;
    }
    void UpdateSuspicious()
    {
        //if the ai state is the suspicious state
        if (currentState == (trooperState)1)
        {
            //change ai speed
            enemyAI.speed = suspiciousWalkSpeed;
        }

        //get the player position
        Vector3 playerPos = GameObject.Find("Player").GetComponent <Transform>().position;

        //setup distance for checking
        float distance = Vector3.Distance(playerPos, transform.position);

        //get cross product of
        Vector3 direction = (playerPos - transform.position).normalized;

        //do a raycast to see if the player is within sight
        Ray        ray  = new Ray(transform.position, direction);
        RaycastHit hit  = new RaycastHit();
        int        mask = 1 << LayerMask.NameToLayer("Player");



        //if in sight, store playerPos as lastKnownPlayerPosition and go there
        if (Physics.Raycast(ray, out hit, 9999, mask))
        {
            Debug.DrawRay(transform.position, direction * hit.distance, Color.yellow);

            if (Physics.Raycast(ray, out hit, distance, ~mask))
            {
                Debug.DrawRay(transform.position, direction * hit.distance, Color.blue);
                //reset idle returning and justsetdirection
                idleReturning = false;
                //justSetDirection = false;
                //do idle movement
                UpdateIdle();
            }
            else
            {
                //update last known player position
                lastKnownPlayerPosition = playerPos;

                //update idle centre position
                idleCentrePosition = lastKnownPlayerPosition;

                //travel to the player
                enemyAI.SetDestination(lastKnownPlayerPosition);
            }
        }



        //if outside the combined radius
        if (distance >= combinedAlertRadius)
        {
            //reset idle returning and justsetdirection
            idleReturning = false;
            //justSetDirection = false;
            //change the state to idle
            currentState = (trooperState)0;
        }

        //if inside the alert radius
        if (distance <= maxAlertRadius)
        {
            //change the state to alert
            currentState = (trooperState)2;
        }
    }
    //in this state the ai walks around randomly in a set area
    void UpdateIdle()
    {
        //if the ai state is the idle state
        if (currentState == (trooperState)0)
        {
            //setup the navmesh agent speed
            enemyAI.speed = idleWalkSpeed;
        }


        //choose random direction, 1 = left, 2 = right, 3 = forward, 4 = backward
        if (!justSetDirection)
        {
            //store the previous direction
            int previousDirection = idleTravelDirection;

            //if it can walk left/right and NOT up/down
            if (idleCanWalkLeftRight && !idleCanWalkUpDown)
            {
                //the range can only be between 1 and 2
                idleTravelDirection = Random.Range(1, 2);
            }

            //if it can NOT walk left/right and up/down
            if (!idleCanWalkLeftRight && idleCanWalkUpDown)
            {
                //the range can only be between 3 and 4
                idleTravelDirection = Random.Range(3, 4);
            }

            //if it can move in all 4, it can be between 1 - 4
            if (idleCanWalkLeftRight && idleCanWalkUpDown)
            {
                //the range can only be between 1 and 4
                idleTravelDirection = Random.Range(1, 4);
            }

            //if it cannot travel in any direction for some reason...
            if (!idleCanWalkLeftRight && !idleCanWalkUpDown)
            {
                //the range can only be between 1 and 2
                idleTravelDirection = 0;
            }

            //timer gets set to random number
            idleTimer = Random.Range(minIdleTimerRange, maxIdleTimerRange);

            //idle counter gets reset
            idleCounter = 0;

            //we just set the direction so you are now true
            justSetDirection = true;
        }



        //if the direction has been set and the trooper is not returning
        if (justSetDirection)
        {
            //move enemy based on random number assigned to idleTravelDirection
            if (idleTravelDirection == 1) //left -- opposite is 2
            {
                Vector3 newPosition = new Vector3(transform.position.x + maxIdleTravelDistanceRadius, 0, transform.position.z);

                enemyAI.SetDestination(newPosition);
            }
            if (idleTravelDirection == 2) //right -- opposite is 1
            {
                Vector3 newPosition = new Vector3(transform.position.x - maxIdleTravelDistanceRadius, 0, transform.position.z);

                enemyAI.SetDestination(newPosition);
            }
            if (idleTravelDirection == 3) //forward -- opsosite is 4
            {
                Vector3 newPosition = new Vector3(transform.position.x, 0, transform.position.z + maxIdleTravelDistanceRadius);

                enemyAI.SetDestination(newPosition);
            }
            if (idleTravelDirection == 4) //backward -- oposite is 3
            {
                Vector3 newPosition = new Vector3(transform.position.x, 0, transform.position.z - maxIdleTravelDistanceRadius);

                enemyAI.SetDestination(newPosition);
            }


            if (idleTravelDirection == 0) //go to idle position.... used if idlereturning or no random direction set...
            {
                //go to idle position
                enemyAI.SetDestination(idleCentrePosition);
            }

            //add to the counter
            idleCounter += 1 * Time.deltaTime;
        }

        //if idle counter is greater or equal to idletimer and we are not idle returning
        if (idleCounter >= idleTimer)
        {
            //setup next loop
            justSetDirection = false;

            //idleReturning = false;
        }

        //setup to check if
        //Vector3 positionPlusIdleTravelDistance = idleCentrePosition;
        //positionPlusIdleTravelDistance.x = positionPlusIdleTravelDistance.x + maxIdleTravelDistanceRadius;
        //positionPlusIdleTravelDistance.z = positionPlusIdleTravelDistance.z + maxIdleTravelDistanceRadius;



        float inRadiusIdlePositive = Vector3.Distance(transform.position, idleCentrePosition);

        //float inRadiusIdleNegative = Vector3.Distance(transform.position, positionPlusIdleTravelDistance);

        //if the agent is outside the maxIdleDistance, it should return --------- kinda janky
        if (inRadiusIdlePositive > maxIdleTravelDistanceRadius /*|| inRadiusIdlePositive < -maxIdleTravelDistanceRadius*/)
        {
            idleReturning = true;
            //set the random number to the one based on opposite direction
            //if (idleTravelDirection == 1 && !setOppositeTravelDirection)
            //{
            //    idleTravelDirection = 2;
            //    setOppositeTravelDirection = true;
            //}
            //if (idleTravelDirection == 2 && !setOppositeTravelDirection)
            //{
            //    idleTravelDirection = 1;
            //    setOppositeTravelDirection = true;
            //}
            //if (idleTravelDirection == 3 && !setOppositeTravelDirection)
            //{
            //    idleTravelDirection = 4;
            //    setOppositeTravelDirection = true;
            //}
            //if (idleTravelDirection == 4 && !setOppositeTravelDirection)
            //{
            //    idleTravelDirection = 3;
            //    setOppositeTravelDirection = true;
            //}

            //enemyAI.SetDestination(idleCentrePosition);
        }
        else
        {
            idleReturning = false;
            //set to false for future usage in checking travel distance
            //setOppositeTravelDirection = false;
        }

        //if the ai is returning (outside radius) --------- kinda janky?
        if (idleReturning)
        {
            //go to centre of radius -- idle travel direction is set to 0
            idleTravelDirection = 0;
        }

        //get the player position to check if it is in range
        Vector3 playerPos = GameObject.Find("Player").GetComponent <Transform>().position;

        float distance = Vector3.Distance(playerPos, transform.position);

        //if inside the radius
        if (distance <= combinedAlertRadius)
        {
            //change the state to suspicious
            currentState = (trooperState)1;
        }
    }
Esempio n. 10
0
    // Update is called once per frame
    void Update()
    {
        Physics.IgnoreLayerCollision(0, 12, true);

        //speed code --------------------------------------------------------------------------------------------------------------
        //if you just saw the player but do not currently see them, start timer
        if (justSawPlayer && !canSeePlayer)
        {
            seePlayerIterator += 1 * Time.deltaTime;

            if (seePlayerIterator >= seePlayerTimer)
            {
                justSawPlayer = false;
            }
        }
        else
        {
            //reset the timer
            seePlayerIterator = 0;
        }

        //if the player cannot see you or has not seen you
        if (!justSawPlayer && !canSeePlayer)
        {
            enemyAI.speed = idleWalkSpeed;
        }

        //if the trooper saw the player AND it is ALERT
        if (currentState == (trooperState)2 && justSawPlayer)
        {
            enemyAI.speed = alertWalkSpeed;
        }

        //if the trooper just saw the player
        if (justSawPlayer && currentState != (trooperState)2)
        {
            enemyAI.speed = suspiciousWalkSpeed;
        }


        //switch statement, triggers functions based on which state ai is in
        switch ((int)currentState)
        {
        case 0:     //idle
            UpdateIdle();
            break;

        case 1:     //suspicious
            UpdateSuspicious();
            break;

        case 2:     //alert
            UpdateAlert();
            break;

        case 3:     //downed
            UpdateDowned();
            break;

        case 4:     //dead
            UpdateDead();
            break;

        case 5:     //unique spawn (river)
            UpdateRiverSpawn();
            break;

        case 6:     //unique spawn (door)
            UpdateDoorSpawn();
            break;
        }

        EnemyTookDamage();

        //if the remaining health = downedhealth, state is now downed
        if (currentHealth <= downedHealth)
        {
            currentState = (trooperState)3;

            //the trooper cannot take damage from normal attacks
            //hitCollision.gameObject.SetActive(false);
            hitCollision.enabled = false;

            //the trooper can now be executed
            //downedCollision.gameObject.SetActive(true);
            downedCollision.enabled = true;
        }

        //peform the revive timer if it just revived
        if (justRevived)
        {
            //update the iteration
            respawnIteration += 1 * Time.deltaTime;

            //once the iteration is greater than or equal to the respawn time
            if (respawnIteration >= respawnInvincibleTime)
            {
                //you are no lo9nger just revived
                justRevived = false;

                //you can now be hit
                hitCollision.enabled = true;

                //reset the iteration
                respawnIteration = 0;
            }
        }

        if (xIsDeadX)
        {
            currentState = (trooperState)4;
        }
    }
    // Update is called once per frame
    void Update()
    {
        Physics.IgnoreLayerCollision(0, 12, true);

        //switch statement, triggers functions based on which state ai is in
        switch ((int)currentState)
        {
        case 0:     //idle
            UpdateIdle();
            break;

        case 1:     //suspicious
            UpdateSuspicious();
            break;

        case 2:     //alert
            UpdateAlert();
            break;

        case 3:     //downed
            UpdateDowned();
            break;

        case 4:     //dead
            UpdateDead();
            break;

        case 5:     //unique spawn (river)
            UpdateRiverSpawn();
            break;

        case 6:     //unique spawn (door)
            UpdateDoorSpawn();
            break;
        }

        EnemyTookDamage();

        //if the remaining health = downedhealth, state is now downed
        if (currentHealth <= downedHealth)
        {
            currentState = (trooperState)3;

            //the trooper cannot take damage from normal attacks
            //hitCollision.gameObject.SetActive(false);
            hitCollision.enabled = false;

            //the trooper can now be executed
            //downedCollision.gameObject.SetActive(true);
            downedCollision.enabled = true;
        }

        //peform the revive timer if it just revived
        if (justRevived)
        {
            //update the iteration
            respawnIteration += 1 * Time.deltaTime;

            //once the iteration is greater than or equal to the respawn time
            if (respawnIteration >= respawnInvincibleTime)
            {
                //you are no lo9nger just revived
                justRevived = false;

                //you can now be hit
                hitCollision.enabled = true;

                //reset the iteration
                respawnIteration = 0;
            }
        }

        if (xIsDeadX)
        {
            currentState = (trooperState)4;
        }
    }