diff --git a/.idea/.idea.HALLUCINATE/.idea/workspace.xml b/.idea/.idea.HALLUCINATE/.idea/workspace.xml
index 5a086632..11f41985 100644
--- a/.idea/.idea.HALLUCINATE/.idea/workspace.xml
+++ b/.idea/.idea.HALLUCINATE/.idea/workspace.xml
@@ -6,34 +6,8 @@
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diff --git a/Assets/Scripts/AI NPC/AnimatorAI.cs b/Assets/Scripts/AI NPC/AnimatorAI.cs
index 12657a1c..c7dc4663 100644
--- a/Assets/Scripts/AI NPC/AnimatorAI.cs
+++ b/Assets/Scripts/AI NPC/AnimatorAI.cs
@@ -1,307 +1,199 @@
using UnityEngine;
using UnityEngine.AI;
using Invector;
+using Invector.vEventSystems;
using System.Collections;
///
-/// AnimatorAI: Đồng bộ hóa trạng thái của EnemyAI với Animator.
-/// Tích hợp Simulation Mode để giả lập animation khi chưa có logic di chuyển hoàn chỉnh.
+/// AnimatorAI: Advanced Invector-style Animator synchronization for EnemyAI.
+/// Resolves T-pose by ensuring all core Invector parameters are correctly synced.
///
-public class AnimatorAI : MonoBehaviour
+public class AnimatorAI : MonoBehaviour, vIAnimatorStateInfoController
{
protected Animator animator;
protected EnemyAI enemyAI;
protected NavMeshAgent agent;
protected Rigidbody rb;
-
- [Header("Debug Settings")]
- public bool debugMode = true;
- public Color debugColor = Color.cyan;
-
- [Header("Simulation Mode (Giả lập)")]
- public bool useSimulation = false; // Tích chọn để dùng thông số giả lập bên dưới
- public bool autoCycleSpeed = false; // Tự động chạy/đi bộ/đứng im theo vòng lặp
- [Range(0, 1)] public float simVerticalVelocity = 0f;
- public bool simIsSprinting = false;
- public bool simIsAiming = false;
- public int simMoveSetID = 0;
+ protected vHealthController healthController;
[Header("Movement Settings")]
public float sprintThreshold = 0.8f;
public float dampTime = 0.1f;
+ public float groundDistanceValue = 0.05f;
+
+ public vAnimatorStateInfos animatorStateInfos { get; protected set; }
#region Animator Parameters (Invector Style)
protected vAnimatorParameter isDead;
protected vAnimatorParameter isGrounded;
- protected vAnimatorParameter isCrouching;
protected vAnimatorParameter isStrafing;
- protected vAnimatorParameter isSliding;
protected vAnimatorParameter isSprinting;
protected vAnimatorParameter isAiming;
- protected vAnimatorParameter canAim;
- protected vAnimatorParameter flipAnimation;
- protected vAnimatorParameter flipEquip;
- protected vAnimatorParameter groundDistance;
- protected vAnimatorParameter groundAngle;
protected vAnimatorParameter verticalVelocity;
+ protected vAnimatorParameter horizontalVelocity;
+ protected vAnimatorParameter groundDistance;
protected vAnimatorParameter moveSet_ID;
- protected vAnimatorParameter upperBody_ID;
- protected vAnimatorParameter idleRandom;
- protected vAnimatorParameter idleRandomTrigger;
- protected vAnimatorParameter randomAttack;
- protected vAnimatorParameter weakAttack;
- protected vAnimatorParameter strongAttack;
- protected vAnimatorParameter isBlocking;
protected vAnimatorParameter attackID;
- protected vAnimatorParameter defenseID;
- protected vAnimatorParameter recoilID;
- protected vAnimatorParameter reactionID;
- protected vAnimatorParameter triggerRecoil;
- protected vAnimatorParameter triggerReaction;
protected vAnimatorParameter hitDirection;
+ protected vAnimatorParameter reactionID;
+ protected vAnimatorParameter triggerReaction;
protected vAnimatorParameter resetState;
- protected vAnimatorParameter reload;
- protected vAnimatorParameter cancelReload;
- protected vAnimatorParameter reloadID;
- protected vAnimatorParameter shoot;
- protected vAnimatorParameter shot_ID;
- protected vAnimatorParameter powerCharger;
#endregion
- [Header("Nuclear Diagnostic (Siêu chẩn đoán)")]
- public string forcePlayState = ""; // Gõ tên State vào đây để ép nó chạy (vd: Idle)
- public bool showLayerWeights = false;
+ protected Vector3 lastPosition;
+ protected float currentV;
+ protected float currentH;
- protected virtual void Start()
+ protected virtual void Awake()
{
animator = GetComponentInChildren();
enemyAI = GetComponent();
agent = GetComponent();
rb = GetComponent();
+ healthController = GetComponent();
- if (animator == null)
+ if (animator)
{
- Debug.LogError($"[AnimatorAI] KHÔNG tìm thấy Animator trên {gameObject.name} hoặc các con của nó!");
- return;
+ animatorStateInfos = new vAnimatorStateInfos(animator);
+ InitializeParameters();
}
- // Chạy chẩn đoán hạt nhân
- StartCoroutine(NuclearDiagnosticRoutine());
-
- InitializeParameters();
+ lastPosition = transform.position;
}
- private IEnumerator NuclearDiagnosticRoutine()
+ protected virtual void OnEnable()
{
- while (true)
- {
- yield return new WaitForSeconds(1f);
+ this.Register();
+ if (healthController) healthController.onReceiveDamage.AddListener(OnReceiveDamage);
+ }
- if (animator == null) yield break;
-
- // 1. Kiểm tra Enabled
- if (!animator.enabled)
- Debug.LogError($"[NUCLEAR ALERT] Component Animator đang bị TẮT (enabled = false)!");
-
- // 2. Kiểm tra Rig Type
- if (animator.isHuman)
- Debug.Log($"[Rig Info] Rig là Humanoid. Hãy chắc chắn các Animation cũng là Humanoid.");
- else
- Debug.LogWarning($"[Rig Info] Rig là Generic/Legacy. Nếu bạn dùng Animation Humanoid nó sẽ không chạy.");
-
- // 3. Kiểm tra Layer Weight
- if (showLayerWeights)
- {
- for (int i = 0; i < animator.layerCount; i++)
- {
- Debug.Log($"Layer {i} ({animator.GetLayerName(i)}): Weight = {animator.GetLayerWeight(i)}");
- }
- }
-
- // 4. Ép chạy State nếu có yêu cầu
- if (!string.IsNullOrEmpty(forcePlayState))
- {
- Debug.Log($"[Nuclear Force] ÉP CHẠY STATE: {forcePlayState}");
- animator.Play(forcePlayState);
- forcePlayState = ""; // Reset sau khi chạy
- }
-
- // 5. Kiểm tra vị trí xương (Nếu T-pose thì thường xương không đổi vị trí)
- Vector3 handPos = animator.GetBoneTransform(HumanBodyBones.RightHand) ? animator.GetBoneTransform(HumanBodyBones.RightHand).position : Vector3.zero;
- yield return new WaitForSeconds(0.1f);
- if (handPos != Vector3.zero && Vector3.Distance(handPos, animator.GetBoneTransform(HumanBodyBones.RightHand).position) < 0.001f && animator.speed > 0)
- {
- // Nếu xương không nhúc nhích dù tốc độ > 0
- Debug.LogWarning($"[NUCLEAR ALERT] CẢNH BÁO: Xương nhân vật không nhúc nhích! Có thể do Rig lỗi hoặc bị script khác khóa xương.");
- }
-
- if (!useSimulation) yield break;
- }
+ protected virtual void OnDisable()
+ {
+ this.UnRegister();
+ if (healthController) healthController.onReceiveDamage.RemoveListener(OnReceiveDamage);
}
protected virtual void InitializeParameters()
{
- if (animator == null) return;
-
- // Khởi tạo và kiểm tra từng tham số quan trọng
- isDead = ValidateAndInit("isDead");
- isGrounded = ValidateAndInit("IsGrounded");
- isCrouching = ValidateAndInit("IsCrouching");
- isStrafing = ValidateAndInit("IsStrafing");
- isSliding = ValidateAndInit("IsSliding");
- isSprinting = ValidateAndInit("IsSprinting");
- isAiming = ValidateAndInit("IsAiming");
- canAim = ValidateAndInit("CanAim");
- flipAnimation = ValidateAndInit("FlipAnimation");
- flipEquip = ValidateAndInit("FlipEquip");
- groundDistance = ValidateAndInit("GroundDistance");
- groundAngle = ValidateAndInit("GroundAngle");
- verticalVelocity = ValidateAndInit("VerticalVelocity");
- moveSet_ID = ValidateAndInit("MoveSet_ID");
- upperBody_ID = ValidateAndInit("UpperBody_ID");
- idleRandom = ValidateAndInit("IdleRandom");
- idleRandomTrigger = ValidateAndInit("IdleRandomTrigger");
- randomAttack = ValidateAndInit("RandomAttack");
- weakAttack = ValidateAndInit("WeakAttack");
- strongAttack = ValidateAndInit("StrongAttack");
- isBlocking = ValidateAndInit("IsBlocking");
- attackID = ValidateAndInit("AttackID");
- defenseID = ValidateAndInit("DefenseID");
- recoilID = ValidateAndInit("RecoilID");
- reactionID = ValidateAndInit("ReactionID");
- triggerRecoil = ValidateAndInit("TriggerRecoil");
- triggerReaction = ValidateAndInit("TriggerReaction");
- hitDirection = ValidateAndInit("HitDirection");
- resetState = ValidateAndInit("ResetState");
- reload = ValidateAndInit("Reload");
- cancelReload = ValidateAndInit("CancelReload");
- reloadID = ValidateAndInit("ReloadID");
- shoot = ValidateAndInit("Shoot");
- shot_ID = ValidateAndInit("Shot_ID");
- powerCharger = ValidateAndInit("PowerCharger");
- }
-
- private vAnimatorParameter ValidateAndInit(string paramName)
- {
- vAnimatorParameter p = new vAnimatorParameter(animator, paramName);
- if (!p.isValid && debugMode)
- {
- // Chỉ cảnh báo những biến cốt lõi nếu thiếu
- if (paramName == "VerticalVelocity" || paramName == "IsGrounded" || paramName == "IsAiming")
- Debug.LogWarning($"[AnimatorAI] Cảnh báo: Controller thiếu biến quan trọng: {paramName}");
- }
- return p;
+ isDead = new vAnimatorParameter(animator, "isDead");
+ isGrounded = new vAnimatorParameter(animator, "IsGrounded");
+ isStrafing = new vAnimatorParameter(animator, "IsStrafing");
+ isSprinting = new vAnimatorParameter(animator, "IsSprinting");
+ isAiming = new vAnimatorParameter(animator, "IsAiming");
+ verticalVelocity = new vAnimatorParameter(animator, "VerticalVelocity");
+ horizontalVelocity = new vAnimatorParameter(animator, "HorizontalVelocity");
+ groundDistance = new vAnimatorParameter(animator, "GroundDistance");
+ moveSet_ID = new vAnimatorParameter(animator, "MoveSet_ID");
+ attackID = new vAnimatorParameter(animator, "AttackID");
+ hitDirection = new vAnimatorParameter(animator, "HitDirection");
+ reactionID = new vAnimatorParameter(animator, "ReactionID");
+ triggerReaction = new vAnimatorParameter(animator, "TriggerReaction");
+ resetState = new vAnimatorParameter(animator, "ResetState");
}
protected virtual void Update()
{
- if (animator == null) return;
+ if (animator == null || enemyAI == null || agent == null) return;
- if (useSimulation)
- {
- RunSimulation();
- }
- else
- {
- if (enemyAI == null || agent == null) return;
- UpdateMovementParameters();
- UpdateCombatParameters();
- }
- }
-
- protected virtual void RunSimulation()
- {
- // 1. Giả lập tốc độ di chuyển
- if (autoCycleSpeed)
- {
- // Tạo vòng lặp tốc độ từ 0 đến 1 dùng hàm Sin
- simVerticalVelocity = Mathf.Abs(Mathf.Sin(Time.time * 0.5f));
- simIsSprinting = simVerticalVelocity > sprintThreshold;
- }
-
- SetFloat(verticalVelocity, simVerticalVelocity, "SIM: VerticalVelocity");
- SetBool(isSprinting, simIsSprinting, "SIM: IsSprinting");
- SetBool(isGrounded, true, "SIM: IsGrounded"); // Luôn giả lập trên mặt đất
-
- // 2. Giả lập chiến đấu
- SetBool(isAiming, simIsAiming, "SIM: IsAiming");
- SetInt(moveSet_ID, simMoveSetID, "SIM: MoveSet_ID");
- SetBool(canAim, simIsAiming, "SIM: CanAim");
+ UpdateMovementParameters();
+ UpdateCombatParameters();
}
protected virtual void UpdateMovementParameters()
{
+ // 1. Grounded & GroundDistance (Critical for T-pose prevention)
bool grounded = agent.isOnNavMesh || agent.enabled;
- SetBool(isGrounded, grounded, "IsGrounded");
+ SetBool(isGrounded, grounded);
+ SetFloat(groundDistance, grounded ? 0f : groundDistanceValue);
- float speed = agent.velocity.magnitude / enemyAI.moveSpeed;
- SetFloat(verticalVelocity, speed, "VerticalVelocity");
+ // 2. Responsive Velocity Calculation
+ // Use a mix of agent velocity and position delta for better responsiveness
+ Vector3 worldVelocity = (transform.position - lastPosition) / Time.deltaTime;
+ lastPosition = transform.position;
- bool sprinting = agent.velocity.magnitude > (enemyAI.moveSpeed * sprintThreshold);
- SetBool(isSprinting, sprinting, "IsSprinting");
+ if (worldVelocity.magnitude < 0.01f) worldVelocity = Vector3.zero;
- bool isDodging = !agent.enabled && !rb.isKinematic;
- SetBool(flipAnimation, isDodging, "FlipAnimation (Dodge)");
+ Vector3 localVelocity = transform.InverseTransformDirection(worldVelocity);
+
+ float targetV = localVelocity.z / enemyAI.moveSpeed;
+ float targetH = localVelocity.x / enemyAI.moveSpeed;
+
+ // Smooth velocity values
+ currentV = Mathf.Lerp(currentV, targetV, 10f * Time.deltaTime);
+ currentH = Mathf.Lerp(currentH, targetH, 10f * Time.deltaTime);
+
+ SetFloat(verticalVelocity, currentV);
+ SetFloat(horizontalVelocity, currentH);
+
+ // 3. Sprinting
+ bool sprinting = worldVelocity.magnitude > (enemyAI.moveSpeed * sprintThreshold);
+ SetBool(isSprinting, sprinting);
+
+ // 4. Strafing
+ SetBool(isStrafing, enemyAI.playerHasArtifact);
}
protected virtual void UpdateCombatParameters()
{
- bool aiming = enemyAI.playerHasArtifact && agent.isStopped;
- SetBool(isAiming, aiming, "IsAiming");
+ SetBool(isAiming, enemyAI.playerHasArtifact);
+ SetInt(moveSet_ID, enemyAI.playerHasArtifact ? 1 : 0);
- int moveID = enemyAI.playerHasArtifact ? 1 : 0;
- SetInt(moveSet_ID, moveID, "MoveSet_ID");
+ // Shooting burst
+ if (enemyAI.IsShootingBurst)
+ SetInt(attackID, 1);
+ else
+ SetInt(attackID, 0);
- SetBool(canAim, enemyAI.playerHasArtifact, "CanAim");
- }
-
- #region Optimized Setters with Debug
-
- protected void SetBool(vAnimatorParameter param, bool value, string name)
- {
- if (param.isValid)
+ // Dodge logic
+ if (enemyAI.IsDodging)
{
- bool current = animator.GetBool(param);
- if (current != value)
- {
- animator.SetBool(param, value);
- if (debugMode) Debug.Log($"[AnimDebug] {gameObject.name}: {name} -> {value}");
- }
+ // In Invector, dodges are often handled via triggers or specific IDs
+ SetAnimatorTrigger(triggerReaction);
}
+
+ // Death state
+ if (healthController) SetBool(isDead, healthController.isDead);
}
- protected void SetFloat(vAnimatorParameter param, float value, string name)
+ protected virtual void OnReceiveDamage(vDamage damage)
+ {
+ if (animator == null || !animator.enabled) return;
+
+ // Sync damage parameters for hit reactions
+ if (hitDirection.isValid && damage.sender)
+ {
+ float angle = transform.HitAngle(damage.sender.position);
+ animator.SetInteger(hitDirection, (int)angle);
+ }
+
+ if (reactionID.isValid) animator.SetInteger(reactionID, damage.reaction_id);
+
+ SetAnimatorTrigger(triggerReaction);
+ SetAnimatorTrigger(resetState);
+ }
+
+ #region Helpers
+ protected void SetBool(vAnimatorParameter param, bool value)
+ {
+ if (param.isValid && animator.GetBool(param) != value)
+ animator.SetBool(param, value);
+ }
+
+ protected void SetFloat(vAnimatorParameter param, float value)
{
if (param.isValid)
- {
animator.SetFloat(param, value, dampTime, Time.deltaTime);
- }
}
- protected void SetInt(vAnimatorParameter param, int value, string name)
+ protected void SetInt(vAnimatorParameter param, int value)
{
- if (param.isValid)
- {
- int current = animator.GetInteger(param);
- if (current != value)
- {
- animator.SetInteger(param, value);
- if (debugMode) Debug.Log($"[AnimDebug] {gameObject.name}: {name} -> {value}");
- }
- }
+ if (param.isValid && animator.GetInteger(param) != value)
+ animator.SetInteger(param, value);
}
- #endregion
-
- #region Helper Methods (Triggers)
-
- public virtual void SetAnimatorTrigger(vAnimatorParameter trigger, string name = "Trigger")
+ public void SetAnimatorTrigger(vAnimatorParameter trigger)
{
- if (trigger.isValid)
- {
- if (debugMode) Debug.Log($"[AnimDebug] {gameObject.name}: Kích hoạt {name}");
- StartCoroutine(SetTriggerRoutine(trigger));
- }
+ if (trigger.isValid) StartCoroutine(SetTriggerRoutine(trigger));
}
private IEnumerator SetTriggerRoutine(int targetHash)
@@ -310,6 +202,5 @@ public class AnimatorAI : MonoBehaviour
yield return new WaitForSeconds(0.1f);
animator.ResetTrigger(targetHash);
}
-
#endregion
}
diff --git a/Assets/Scripts/AI NPC/EnemyAI.cs b/Assets/Scripts/AI NPC/EnemyAI.cs
index 8906a533..cd70cc88 100644
--- a/Assets/Scripts/AI NPC/EnemyAI.cs
+++ b/Assets/Scripts/AI NPC/EnemyAI.cs
@@ -63,6 +63,9 @@ public class EnemyAI : MonoBehaviour
private int strafeDirectionSign = 1; // -1: Trái, 1: Phải, 0: Đứng im bắn
private bool isShootingBurst = false; // Khóa chống trùng lặp loạt bắn
+ public bool IsDodging => isDodging;
+ public bool IsShootingBurst => isShootingBurst;
+
[Header("Conversation Settings")]
public string npcName = "Guard";
[TextArea] public string persona = "You are a bored security guard. You love coffee and hate night shifts.";