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[Header("Detection")] - public float detectRange = 10f; - public float moveSpeed = 3f; - public float rotateSpeed = 50f; + [Header("Field of View")] + [Range(0, 360)] public float viewAngle = 90f; + public float viewRadius = 20f; + public LayerMask targetLayerMask; // Gán layer của Player + public LayerMask obstacleLayerMask; // Gán layer của Tường, chướng ngại vật + + private bool canSeePlayer = false; + private Vector3 lastKnownPlayerPosition; + private bool isInvestigating = false; [Header("Patrol Area")] - public float patrolRadius = 15f; // Bán kính khu vực tuần tra - public float patrolWaitTime = 2f; // Thời gian đứng chờ trước khi đi điểm khác - private Vector3 startPosition; - private float currentWaitTime; + public Transform[] patrolPoints; + private int currentPatrolIndex = 0; + public float moveSpeed = 3f; + public float chaseSpeed = 5f; [Header("Artifact")] public bool playerHasArtifact; @@ -28,255 +35,167 @@ public class EnemyAI : MonoBehaviour public Transform firePoint; public float minShootDelay = 1f; public float maxShootDelay = 3f; + public float rotateSpeed = 50f; - [Header("Audio")] - public string alertSound = "Enemy_Alert"; - public string shootSound = "Enemy_Shoot"; - private bool hasSpottedPlayer; // Để chỉ kêu alert 1 lần - - [Header("Conversation")] - public string npcName = "Guard"; - public string persona = "You are a grumpy guard protecting gold."; - public float talkRange = 4f; - public float talkCooldown = 30f; - private float lastTalkTime; - private bool isTalking; - private EnemyAI talkingPartner; - private Hallucinate.UI.ChatBubble chatBubble; - + [Header("Dodge Mechanics")] + public float dodgeForce = 8f; // Lực đẩy văng đi + public float dodgeDuration = 0.5f; // Thời gian nhào lộn/né + public float dodgeCooldown = 3f; // Thời gian chờ giữa 2 lần né + + private float nextDodgeTime; + private bool isDodging = false; + private Rigidbody rb; + private float nextShootTime; private NavMeshAgent agent; - public Node behaviorTreeRoot; private void Start() { agent = GetComponent(); - chatBubble = GetComponentInChildren(true); - agent.speed = moveSpeed; - - // Lưu lại vị trí ban đầu để làm tâm của khu vực tuần tra - startPosition = transform.position; + rb = GetComponent(); + // Tự động tìm các điểm tuần tra nếu chưa gán + if (patrolPoints == null || patrolPoints.Length == 0) + { + patrolPoints = GameObject.FindGameObjectsWithTag("PatrolPoint") + .Select(go => go.transform).ToArray(); + } nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay); + InitBehaviorTree(); - FindPlayer(); + StartCoroutine(FindTargetWithDelay(0.1f)); // Chạy FOV quét mục tiêu } private void Update() { - // Nếu mất reference (Player chết hoặc chưa spawn), liên tục tìm lại - if (player == null) + if (player == null) FindPlayer(); + if (Input.GetMouseButtonDown(0) && canSeePlayer && !isDodging && Time.time >= nextDodgeTime) { - FindPlayer(); + StartCoroutine(DodgeRoutine()); } - - // Chỉ chạy AI nếu đã tìm thấy player (hoặc bạn có thể cho tuần tra ngay cả khi chưa có player tùy logic game) + if (isDodging) return; behaviorTreeRoot?.Evaluate(); } private void FindPlayer() { GameObject playerObj = GameObject.FindGameObjectWithTag("Player"); - if (playerObj != null) + if (playerObj != null) player = playerObj.transform; + } + + // Coroutine tối ưu việc quét mục tiêu + private IEnumerator FindTargetWithDelay(float delay) + { + while (true) { - player = playerObj.transform; + yield return new WaitForSeconds(delay); + FindVisibleTargets(); + } + } + + private void FindVisibleTargets() + { + canSeePlayer = false; + Collider[] colliders = Physics.OverlapSphere(transform.position, viewRadius, targetLayerMask); + + foreach (var col in colliders) + { + Transform target = col.transform; + Vector3 direction = (target.position - transform.position).normalized; + + float angle = Vector3.Angle(transform.forward, direction); + + // Nếu nằm trong góc nhìn + if (angle < viewAngle / 2) + { + float distanceToTarget = Vector3.Distance(transform.position, target.position); + + // Nếu không có vật cản che khuất + if (!Physics.Raycast(transform.position, direction, distanceToTarget, obstacleLayerMask)) + { + canSeePlayer = true; + isInvestigating = true; + lastKnownPlayerPosition = target.position; + + Debug.DrawLine(transform.position, target.position, Color.blue, 0.1f); + break; // Thấy player rồi thì dừng vòng lặp + } + } } } private void InitBehaviorTree() { - // Ưu tiên 1: Player có artifact -> focus + shoot (Cao nhất) + // 1. Cầm Artifact -> Đứng bắn var laserSequence = new Sequence(new List { new TaskNode(CheckHasArtifact), new TaskNode(ActionFocusAndShoot) }); - // Ưu tiên 2: Thấy player -> rượt đuổi + // 2. Thấy Player -> Đuổi theo var chaseSequence = new Sequence(new List { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionMoveToPlayer) }); - // Ưu tiên 3: Gần NPC khác -> nói chuyện (Mới) - var talkSequence = new Sequence(new List + // 3. Mất dấu Player -> Đi tới vị trí cuối cùng để điều tra + var investigateSequence = new Sequence(new List { - new TaskNode(CheckCanTalkToNPC), - new TaskNode(ActionTalk) + new TaskNode(CheckShouldInvestigate), + new TaskNode(ActionInvestigate) }); - // Ưu tiên cuối: Tuần tra + // 4. Không có gì -> Tuần tra theo điểm var patrolNode = new TaskNode(ActionPatrol); behaviorTreeRoot = new Selector(new List { laserSequence, chaseSequence, - talkSequence, + investigateSequence, patrolNode }); } #region CONDITIONS - private NodeState CheckCanTalkToNPC() - { - if (playerHasArtifact || hasSpottedPlayer) return NodeState.Failure; - if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure; - if (isTalking) return NodeState.Success; - - // Tìm NPC gần nhất - Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange); - foreach (var hit in hitColliders) - { - if (hit.gameObject != gameObject && hit.CompareTag("Enemy")) - { - EnemyAI other = hit.GetComponent(); - if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown) - { - talkingPartner = other; - return NodeState.Success; - } - } - } - - return NodeState.Failure; - } - private NodeState CheckHasArtifact() { - // Khi bị phát hiện hoặc player có artifact, ngắt lời ngay - if (playerHasArtifact || hasSpottedPlayer) StopConversation(); return playerHasArtifact ? NodeState.Success : NodeState.Failure; } private NodeState CheckCanSeePlayer() { - if (player == null) return NodeState.Failure; + return canSeePlayer ? NodeState.Success : NodeState.Failure; + } - float distance = Vector3.Distance(transform.position, player.position); - - if (distance <= detectRange) - { - if (!hasSpottedPlayer) - { - hasSpottedPlayer = true; - AudioManager.Instance?.Play(alertSound, position: transform.position); - StopConversation(); // Ngắt hội thoại khi thấy player - } - return NodeState.Success; - } - - hasSpottedPlayer = false; - return NodeState.Failure; + private NodeState CheckShouldInvestigate() + { + return isInvestigating ? NodeState.Success : NodeState.Failure; } #endregion #region ACTIONS - private NodeState ActionTalk() - { - if (talkingPartner == null) return NodeState.Failure; - - if (!isTalking) - { - isTalking = true; - agent.isStopped = true; - - // Xoay về phía bạn - FaceTarget(talkingPartner.transform.position); - - // Bắt đầu hội thoại qua Gemini - StartNPCConversation(); - } - - return NodeState.Running; - } - - private void StartNPCConversation() - { - string prompt = $"You are {npcName}. You are talking to your fellow guard {talkingPartner.npcName}. " + - "Keep it short (1 sentence). Topic: gold security or complaining about work."; - - Hallucinate.AI.GeminiService.Instance.GetResponse(persona, prompt, (response) => { - if (chatBubble != null) chatBubble.Show(response); - - // Hẹn giờ kết thúc hội thoại - Invoke(nameof(EndConversation), 5f); - }); - - // Thông báo cho bạn diễn cũng dừng lại để "nghe" - talkingPartner.OnPartnerTalked(this); - } - - public void OnPartnerTalked(EnemyAI partner) - { - isTalking = true; - talkingPartner = partner; - agent.isStopped = true; - FaceTarget(partner.transform.position); - - // Chờ bạn nói xong mới phản hồi (Tùy chọn: có thể thêm logic phản hồi ở đây) - Invoke(nameof(EndConversation), 6f); - } - - private void EndConversation() - { - isTalking = false; - lastTalkTime = Time.time; - if (agent != null) agent.isStopped = false; - talkingPartner = null; - } - - private void StopConversation() - { - if (!isTalking) return; - CancelInvoke(nameof(EndConversation)); - EndConversation(); - if (chatBubble != null) chatBubble.Show("Suỵt! Có gì đó không ổn...", 2f); - } - - private void FaceTarget(Vector3 targetPos) - { - Vector3 dir = targetPos - transform.position; - dir.y = 0; - if (dir != Vector3.zero) - { - transform.rotation = Quaternion.LookRotation(dir); - } - } - private NodeState ActionPatrol() { - // Debug.Log("Patrolling..."); - if (!agent.isActiveAndEnabled || !agent.isOnNavMesh) return NodeState.Failure; + if (patrolPoints.Length == 0) return NodeState.Failure; - agent.isStopped = false; // Đảm bảo NPC được phép di chuyển - agent.speed = moveSpeed * 0.5f; // Đi dạo nên đi chậm lại một chút + Debug.Log("Patrolling..."); + agent.isStopped = false; + agent.speed = moveSpeed; - // Kiểm tra xem NPC đã đến điểm đích chưa - if (!agent.pathPending && agent.remainingDistance <= agent.stoppingDistance) + // Đi tới điểm tuần tra hiện tại + agent.SetDestination(patrolPoints[currentPatrolIndex].position); + + // Nếu đã tới nơi, chuyển sang điểm tiếp theo + if (agent.remainingDistance <= agent.stoppingDistance && !agent.pathPending) { - currentWaitTime += Time.deltaTime; - - // Chờ một lúc rồi mới chọn điểm mới - if (currentWaitTime >= patrolWaitTime) - { - // Tìm một điểm ngẫu nhiên trong bán kính cho trước - Vector3 randomDirection = Random.insideUnitSphere * patrolRadius; - randomDirection += startPosition; - NavMeshHit hit; - - // Đảm bảo điểm ngẫu nhiên nằm trên bề mặt NavMesh hợp lệ - if (NavMesh.SamplePosition(randomDirection, out hit, patrolRadius, 1)) - { - agent.SetDestination(hit.position); - } - currentWaitTime = 0f; - } + currentPatrolIndex = (currentPatrolIndex + 1) % patrolPoints.Length; } return NodeState.Running; @@ -286,39 +205,48 @@ public class EnemyAI : MonoBehaviour { if (player == null) return NodeState.Failure; - // Debug.Log("Chasing Player"); - - if (!agent.isActiveAndEnabled || !agent.isOnNavMesh) return NodeState.Failure; - + Debug.Log("Chasing Player..."); agent.isStopped = false; - agent.speed = moveSpeed; // Phục hồi tốc độ rượt đuổi + agent.speed = chaseSpeed; agent.SetDestination(player.position); return NodeState.Running; } + private NodeState ActionInvestigate() + { + Debug.Log("Investigating last known position..."); + agent.isStopped = false; + agent.speed = moveSpeed; + + agent.SetDestination(lastKnownPlayerPosition); + + // Nếu đi tới nơi mà vẫn không thấy player -> Hủy điều tra, quay về tuần tra + if (agent.remainingDistance <= agent.stoppingDistance && !agent.pathPending) + { + isInvestigating = false; + return NodeState.Success; + } + + return NodeState.Running; + } + private NodeState ActionFocusAndShoot() { if (player == null) return NodeState.Failure; - // Debug.Log("Focus and Shoot!"); + agent.isStopped = true; // Đứng lại để bắn - if (!agent.isActiveAndEnabled || !agent.isOnNavMesh) return NodeState.Failure; - - // Dừng NavMeshAgent lại để đứng bắn, tránh bị trượt - agent.isStopped = true; - - // Focus player + // Xoay người về phía player Vector3 dir = player.position - transform.position; dir.y = 0f; - if (dir != Vector3.zero) { Quaternion targetRotation = Quaternion.LookRotation(dir); transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotateSpeed * Time.deltaTime); } - // Shoot with random delay + // Bắn if (Time.time >= nextShootTime) { ShootLaser(); @@ -332,9 +260,67 @@ public class EnemyAI : MonoBehaviour { if (laserPrefab == null || firePoint == null) return; Instantiate(laserPrefab, firePoint.position, firePoint.rotation); - AudioManager.Instance?.Play(shootSound, position: transform.position); - // Debug.Log("Laser Shot!"); + Debug.Log("Laser Shot!"); } #endregion + #region DODGE MECHANIC + + private IEnumerator DodgeRoutine() + { + Debug.Log("Dodging!"); + isDodging = true; + nextDodgeTime = Time.time + dodgeCooldown; + + // 1. Tắt AI tìm đường để Vật lý tiếp quản + agent.enabled = false; + rb.isKinematic = false; // Đảm bảo Rigidbody có thể nhận lực + + // 2. Tính toán hướng né: Random nhảy sang Trái hoặc Phải + int randomDirection = Random.Range(0, 2) == 0 ? -1 : 1; + + // Lấy vector hướng ngang của NPC nhân với trái (-1) hoặc phải (1) + Vector3 dodgeDir = transform.right * randomDirection; + + // Có thể cộng thêm một chút lực nhảy lên (trục Y) nếu muốn NPC hơi nảy lên + // dodgeDir.y = 0.5f; + + // 3. Tác dụng lực đẩy tức thời (Impulse) + rb.AddForce(dodgeDir * dodgeForce, ForceMode.Impulse); + + // 4. Chờ NPC văng đi trong thời gian chỉ định + yield return new WaitForSeconds(dodgeDuration); + + // 5. Thắng gấp (Dừng toàn bộ gia tốc vật lý lại) + // Lưu ý: Unity 6 dùng linearVelocity thay vì velocity như các bản cũ + rb.linearVelocity = Vector3.zero; + rb.angularVelocity = Vector3.zero; + + // 6. Bật lại AI tìm đường + rb.isKinematic = true; // Trả lại Rigidbody về trạng thái không ảnh hưởng vật lý + agent.enabled = true; + + isDodging = false; + } + + #endregion + // Vẽ FOV trên Scene để dễ debug + private void OnDrawGizmosSelected() + { + Gizmos.color = Color.white; + Gizmos.DrawWireSphere(transform.position, viewRadius); + + Vector3 viewAngleA = DirFromAngle(-viewAngle / 2); + Vector3 viewAngleB = DirFromAngle(viewAngle / 2); + + Gizmos.color = Color.yellow; + Gizmos.DrawLine(transform.position, transform.position + viewAngleA * viewRadius); + Gizmos.DrawLine(transform.position, transform.position + viewAngleB * viewRadius); + } + + private Vector3 DirFromAngle(float angleInDegrees) + { + angleInDegrees += transform.eulerAngles.y; + return new Vector3(Mathf.Sin(angleInDegrees * Mathf.Deg2Rad), 0, Mathf.Cos(angleInDegrees * Mathf.Deg2Rad)); + } } \ No newline at end of file diff --git a/Assets/Scripts/AI NPC/KamikazeAI.cs b/Assets/Scripts/AI NPC/KamikazeAI.cs new file mode 100644 index 00000000..ea69d67f --- /dev/null +++ b/Assets/Scripts/AI NPC/KamikazeAI.cs @@ -0,0 +1,198 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.AI; + +[RequireComponent(typeof(NavMeshAgent))] +public class KamikazeAI : MonoBehaviour +{ + [Header("References")] + public Transform player; + + [Header("Detection")] + public float detectRange = 15f; + private bool canSeePlayer = false; + + [Header("Movement & Random Patrol")] + public float patrolSpeed = 2.5f; + public float chaseSpeed = 7f; + public float patrolRadius = 12f; // Bán kính của khu vực tuần tra ngẫu nhiên + public float patrolWaitTime = 2f; // Thời gian đứng nghỉ trước khi đổi sang điểm ngẫu nhiên mới + + private Vector3 startPosition; // Tâm của khu vực tuần tra (Vị trí ban đầu) + private float currentWaitTime; + private NavMeshAgent agent; + private bool isExploding = false; + public Node behaviorTreeRoot; + public GameObject explosionEffectPrefab; + + private void Start() + { + agent = GetComponent(); + + // Lưu lại vị trí xuất phát để làm tâm, NPC sẽ chỉ đi loay hoay quanh khu vực này + startPosition = transform.position; + + InitBehaviorTree(); + } + + private void Update() + { + if (isExploding) return; + + if (player == null) FindPlayer(); + else CheckVision(); + + behaviorTreeRoot?.Evaluate(); + } + + private void FindPlayer() + { + GameObject playerObj = GameObject.FindGameObjectWithTag("Player"); + if (playerObj != null) player = playerObj.transform; + } + + private void CheckVision() + { + if (Vector3.Distance(transform.position, player.position) <= detectRange) + canSeePlayer = true; + else + canSeePlayer = false; + } + + private void InitBehaviorTree() + { + var explodeSequence = new Sequence(new List + { + new TaskNode(CheckIsCloseEnoughToExplode), + new TaskNode(ActionTriggerExplosion) + }); + + var chaseSequence = new Sequence(new List + { + new TaskNode(CheckCanSeePlayer), + new TaskNode(ActionChase) + }); + + // Hành động tuần tra ngẫu nhiên + var patrolNode = new TaskNode(ActionRandomPatrol); + + behaviorTreeRoot = new Selector(new List + { + explodeSequence, + chaseSequence, + patrolNode + }); + } + + #region CONDITIONS + + private NodeState CheckCanSeePlayer() + { + return canSeePlayer ? NodeState.Success : NodeState.Failure; + } + + private NodeState CheckIsCloseEnoughToExplode() + { + if (player == null) return NodeState.Failure; + float dist = Vector3.Distance(transform.position, player.position); + return dist <= 3f ? NodeState.Success : NodeState.Failure; + } + + #endregion + + #region ACTIONS + + // HÀM TUẦN TRA NGẪU NHIÊN MỚI + private NodeState ActionRandomPatrol() + { + Debug.Log("Wandering randomly..."); + agent.isStopped = false; + agent.speed = patrolSpeed; + + // Kiểm tra xem NPC đã đi đến điểm ngẫu nhiên hiện tại chưa + if (!agent.pathPending && agent.remainingDistance <= agent.stoppingDistance) + { + currentWaitTime += Time.deltaTime; + + // Đứng đợi hết thời gian quy định rồi mới tìm đường mới + if (currentWaitTime >= patrolWaitTime) + { + // 1. Lấy một điểm ngẫu nhiên trong không gian hình cầu dựa trên bán kính + Vector3 randomDirection = Random.insideUnitSphere * patrolRadius; + randomDirection += startPosition; // Cộng với tâm ban đầu để giới hạn khu vực + + NavMeshHit hit; + // 2. Ép tọa độ ngẫu nhiên đó phải nằm TRÊN bề mặt xanh của NavMesh (tránh kẹt tường) + // Số 1 ở cuối là Area Mask (thường là Walkable) + if (NavMesh.SamplePosition(randomDirection, out hit, patrolRadius, 1)) + { + agent.SetDestination(hit.position); + } + + currentWaitTime = 0f; // Reset thời gian chờ + } + } + + return NodeState.Running; + } + + private NodeState ActionChase() + { + if (player == null) return NodeState.Failure; + + Debug.Log("Kamikaze is rushing you!"); + agent.isStopped = false; + agent.speed = chaseSpeed; + agent.SetDestination(player.position); + + return NodeState.Running; + } + + private NodeState ActionTriggerExplosion() + { + StartCoroutine(ExplosionRoutine()); + return NodeState.Success; + } + + #endregion + + #region EXPLOSION LOGIC + + private IEnumerator ExplosionRoutine() + { + isExploding = true; + agent.isStopped = true; + agent.velocity = Vector3.zero; + + Debug.Log("BOMB ARMED!"); + yield return new WaitForSeconds(1.5f); + + if (player != null) + { + float distToPlayer = Vector3.Distance(transform.position, player.position); + if (distToPlayer <= 4f) + { + Debug.Log("BOOM! Player took damage!"); + } + } + + if (explosionEffectPrefab != null) + { + Instantiate(explosionEffectPrefab, transform.position, Quaternion.identity); + } + + Destroy(gameObject); + } + + #endregion + + // Vẽ vùng giới hạn tuần tra màu xanh lá cây trên Scene để bạn dễ căn chỉnh độ rộng + private void OnDrawGizmosSelected() + { + Gizmos.color = Color.green; + // Nếu game đang chạy thì vẽ quanh tâm startPosition, nếu chưa chạy thì vẽ quanh vị trí hiện tại + Vector3 center = Application.isPlaying ? startPosition : transform.position; + Gizmos.DrawWireSphere(center, patrolRadius); + } +} \ No newline at end of file diff --git a/Assets/Scripts/AI NPC/KamikazeAI.cs.meta b/Assets/Scripts/AI NPC/KamikazeAI.cs.meta new file mode 100644 index 00000000..f45ea964 --- /dev/null +++ b/Assets/Scripts/AI NPC/KamikazeAI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6008ec58fb909034abd7293b55f0d558 \ No newline at end of file