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Talo_GuardBehaviour.cs
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Talo_GuardBehaviour.cs
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.AI;
public class GuardBehaviour : MonoBehaviour {
//This is a script used in our stealth project to manage the behaviour of the enemy units
//The project was done under a fairly strict time limit, so the code is a bit messy and there are some unnecessary parts to it, but it did its job considering the time limit
//The guards' navigation uses Unity's NavMesh, and their vision was done throuhg raycasting
public enum GuardType {
Regular,
Reinforcement
}
LevelState levelstate;
public List<PlayerCharacter> players;
public List<GuardBehaviour> guards;
public GuardType type;
public GameObject alarmEffect;
public GameObject searchEffect;
[HideInInspector]
public Animator animator;
public float attackRange;
public float chaseSpeed;
public float searchTime;
public float alarmTurn;
float ogTurns;
public enum GuardState {
Patrol,
Chase,
Search,
Stunned,
Distracted
}
public Transform reinfExit;
[HideInInspector]
public GuardState state;
FieldOfView fovSensor;
GuardPathfinding patrolPath;
NavMeshAgent agent;
GuardVisibility visibility;
public float AlarmRaiseDuration;
float alarmtime;
bool raisingAlarm;
public float friendlyDownTimer;
float friendlytime;
bool seenFriendlyDown;
[HideInInspector]
public bool hasBeenChecked;
Vector3 distractionLocation;
float distractionTime;
float distractedFor;
float searchTimer;
Vector3 lastPlayerSighting;
public bool unstunnable;
public bool activator;
public bool unlocker;
public GameObject activateTarget;
public OpenableDoor door;
public float disruptionTime = 0;
GUIManager guimanager;
public GameObject attackRangeMarker;
// Use this for initialization
void Start() {
if (type == GuardType.Regular)
{
state = GuardState.Patrol;
}
fovSensor = GetComponent<FieldOfView>();
patrolPath = GetComponent<GuardPathfinding>();
agent = GetComponent<NavMeshAgent>();
searchTimer = searchTime;
levelstate = GameObject.Find("GameManager").GetComponent<LevelState>();
animator = GetComponentInChildren<Animator>();
visibility = GetComponent<GuardVisibility>();
animator.SetBool("kävelee", true);
guimanager = GameObject.Find("GameManager").GetComponent<GUIManager>();
}
// Update is called once per frame
void Update()
{
if (state == GuardState.Chase)
{
SetEffectRangeMarker(transform.position, attackRange);
}
// Limit FOV while in disruptor effect
if (disruptionTime > 0) {
disruptionTime -= Time.deltaTime;
fovSensor.limitMode = true;
} else {
fovSensor.limitMode = false;
}
if (state != GuardState.Stunned)
{
//Separate Gameobject in FOV to Guards and Players
guards.Clear();
players.Clear();
foreach (var target in fovSensor.visibleTargets)
{
if (target.tag == "Player")
{
if (!players.Contains(target.GetComponent<PlayerCharacter>())) {
players.Add(target.GetComponent<PlayerCharacter>());
// print(target.name + " in sight");
}
}
else if (target.tag == "Guard")
{
if (!guards.Contains(target.GetComponent<GuardBehaviour>()))
{
guards.Add(target.GetComponent<GuardBehaviour>());
}
}
}
//Guard states
if (state == GuardState.Patrol) {
if (players.Count > 0)
{
state = GuardState.Chase;
print(name + " Chasing");
alarmEffect.SetActive(true);
patrolPath.enabled = false;
} //Check if fellow guard is stunned
//If true, will get alerted, raise an alarm and search for possible target near that guard
else if (players.Count <= 0 && guards.Count > 0 && !seenFriendlyDown)
{
foreach (var guard in guards)
{
if (guard.SeeIfStunned() == true && !guard.hasBeenChecked && levelstate.state != LevelState.StateofLevel.Alarm) // && state != GuardState.Chase && state != GuardState.Search)
{
print("kauhistellaan");
friendlytime += Time.deltaTime;
Debug.DrawRay(transform.position, guard.transform.position, Color.magenta);
if (friendlytime > friendlyDownTimer)
{
FriendlyDown(guard);
if (players.Count <= 0 && (guard.transform.position - transform.position).magnitude < patrolPath.tolerance)
{
guard.hasBeenChecked = true;
friendlytime -= friendlyDownTimer;
}
}
}
else continue;
}
}
}
//If players are visible, the guard raises alarm and starts chasing player
//If guard loses visibility of players while chasing them, they enter search mode and look around the area where the player was last seen
else if (state == GuardState.Chase) {
if (players.Count > 0) {
print("pelaajaa näkyy");
RaiseAlarm();
print("Alarm!");
lastPlayerSighting = players
.OrderBy(p => Vector3.Distance(p.transform.position, transform.position))
.First().transform.position;
} else {
if (Vector3.Distance(transform.position, lastPlayerSighting) < patrolPath.tolerance) {
state = GuardState.Search;
print(name + " Searching");
alarmEffect.SetActive(false);
searchEffect.SetActive(true);
}
}
SetNavMeshTarget(lastPlayerSighting);
} else if (state == GuardState.Search) {
if (searchTimer > 0) {
if (Vector3.Distance(transform.position, lastPlayerSighting) < patrolPath.tolerance) {
var randomPosition = new Vector3(Random.Range(-2, 2), 0, Random.Range(-2, 2));
lastPlayerSighting = randomPosition + transform.position;
}
patrolPath.enabled = false;
SetNavMeshTarget(lastPlayerSighting);
searchTimer -= Time.deltaTime;
print(gameObject.name + " is searching");
if (players.Count > 0)
{
searchEffect.SetActive(false);
state = GuardState.Chase;
print(name + " Chasing");
alarmEffect.SetActive(true);
}
} else {
searchTimer = searchTime;
ReturnToPatrol();
}
//Player abilities can distract the guard. They will take a position close to the distraction ability's created object and stare at it for a while
} else if (state == GuardState.Distracted)
{
patrolPath.enabled = false;
var randomPosition = new Vector3(Random.Range(-2, 2), 0, Random.Range(-2, 2));
SetNavMeshTarget(distractionLocation);
distractedFor += Time.deltaTime;
Debug.DrawRay(transform.position, distractionLocation, Color.magenta);
if (distractedFor > distractionTime)
{
distractedFor -= distractionTime;
ReturnToPatrol();
// }
}
}
//Attacking PCs
if (players != null)
{
Vector3 distanceToTarget;
foreach (var target in players)
{
distanceToTarget = target.transform.position - transform.position;
if (Mathf.Abs(distanceToTarget.magnitude) < attackRange && state != GuardState.Stunned)
{
var pc = target.GetComponent<PlayerCharacter>();
Attack(pc);
}
}
}
//Alarms affect all the guards on a given level
if (raisingAlarm)
{
print("hälytetään");
alarmtime += Time.deltaTime;
if (alarmtime > AlarmRaiseDuration)
{
levelstate.GoToAlarm();
raisingAlarm = false;
alarmtime -= AlarmRaiseDuration;
}
} else if (!raisingAlarm)
{
alarmtime = 0;
}
}
else
{
return;
}
}
void ReturnToPatrol() {
if (state != GuardState.Stunned)
{
alarmEffect.SetActive(false);
state = GuardState.Patrol;
alarmEffect.SetActive(false);
searchEffect.SetActive(false);
patrolPath.enabled = true;
raisingAlarm = false;
alarmtime = 0;
print("palataan astialle");
guimanager.HideProgressBar();
}
else return;
}
public void SetNavMeshTarget(Vector3 target) {
if (state != GuardState.Stunned)
{
agent.SetDestination(target);
agent.speed = chaseSpeed;
}
else return;
}
public void Attack(PlayerCharacter attackTarget)
{
if (state != GuardState.Stunned && state != GuardState.Distracted)
{
animator.SetBool("ampuminen", true);
attackTarget.GetAttacked();
}
else return;
}
public void GetStunned()
{
if (!unstunnable)
{
StopRaisingAlarm();
attackRangeMarker.SetActive(false);
alarmEffect.SetActive(false);
searchEffect.SetActive(false);
state = GuardState.Stunned;
print(gameObject.name + " stunned");
fovSensor.enabled = false;
GetComponent<NavMeshAgent>().enabled = false;
animator.SetBool("kuolee", true);
visibility.HideFromPlayer();
}
if(activator)
{
activateTarget.SetActive(true);
}
if(unlocker)
{
door.type = OpenableDoor.DoorType.Normal;
}
}
public bool SeeIfStunned()
{
if (state == GuardState.Stunned) {
return true;
} else return false;
}
public void GetAlarmed()
{
if (state != GuardState.Stunned)
{
ogTurns = patrolPath.timeToTurn;
patrolPath.timeToTurn = alarmTurn;
}
else return;
}
public void GetNormal()
{
patrolPath.timeToTurn = ogTurns;
alarmEffect.SetActive(false);
}
void FriendlyDown(GuardBehaviour downedGuard)
{
if (state != GuardState.Stunned && state != GuardState.Distracted)
{
state = GuardState.Search;
lastPlayerSighting = downedGuard.transform.position;
RaiseAlarm();
}
}
public void GetDistracted(float distractionDuration, Vector3 location)
{
if (state != GuardState.Stunned)
{
StopRaisingAlarm();
guimanager.ShowProgressBar(gameObject, distractionDuration);
state = GuardState.Distracted;
distractionLocation = location;
distractionTime = distractionDuration;
Debug.DrawRay(transform.position, distractionLocation, Color.magenta);
}
else return;
}
public void GetDisrupted() {
// Increase effect time while in "cyberelectronanoparticlesmoke"
// Maybe useful for cool recovery effect, if time...
disruptionTime += 1.2f * Time.deltaTime;
}
void RaiseAlarm()
{
if (!raisingAlarm && state != GuardState.Stunned)
{
guimanager.ShowProgressBar(gameObject, AlarmRaiseDuration);
raisingAlarm = true;
}
else return;
}
void StopRaisingAlarm()
{
if(raisingAlarm)
{
raisingAlarm = false;
guimanager.HideProgressBar();
}
}
public void SetEffectRangeMarker(Vector3 target, float radius)
{
target.y = 0.1f;
attackRangeMarker.transform.localScale = new Vector3(radius * 2.3f, radius * 2.3f, 1);
attackRangeMarker.transform.position = target;
attackRangeMarker.SetActive(true);
}
}