Update
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.gemini-workspace-history/session-2026-06-06-00-13.json.gz
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.gemini-workspace-history/session-2026-06-06-00-13.json.gz
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5
.idea/.idea.HALLUCINATE/.idea/workspace.xml
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5
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using System;
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using System;
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
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using System.Linq;
|
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using UnityEngine.InputSystem;
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using Invector;
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using Invector.vCharacterController;
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using Random = UnityEngine.Random;
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[Serializable]
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public class DialogueResult { public string text; public float speedMod; public float suspicionMod; }
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// Quy trình ưu tiên: Né đòn --> Bắn hạ (Artifact / Sound Aggro) --> Đuổi theo (Vector) --> Điều tra --> Nói chuyện --> Đi tuần
|
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// Quy trình ưu tiên: Né đòn (Bị bắn) --> Panic (Thấp máu) --> Bắn hạ (Chiến đấu) --> Đuổi theo --> Điều tra --> Nói chuyện --> Đi tuần
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[RequireComponent(typeof(NavMeshAgent))]
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[RequireComponent(typeof(Rigidbody))]
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[RequireComponent(typeof(vHealthController))]
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public class EnemyAI : MonoBehaviour
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{
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[Header("References")]
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@@ -21,6 +24,7 @@ public class EnemyAI : MonoBehaviour
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private Rigidbody rb;
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private FieldOfView fov;
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private Collider mainCollider;
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private vHealthController health;
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[Header("Movement Settings")]
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public float moveSpeed = 3f;
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@@ -35,7 +39,7 @@ public class EnemyAI : MonoBehaviour
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[Header("Combat State")]
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public bool playerHasArtifact;
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||||
public bool isAggroedBySound; // <-- MỚI: Trạng thái bị đánh động bởi âm thanh
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public bool isAggroedBySound;
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public GameObject laserPrefab;
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public Transform firePoint;
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public float minShootDelay = 1.5f;
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@@ -49,12 +53,20 @@ public class EnemyAI : MonoBehaviour
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private bool isDodging = false;
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private float nextDodgeTime = 0f;
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[Header("Artifact Combat Upgrades (New)")]
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[Header("Advanced AI States (New)")]
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public bool isPanicking = false;
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public bool isEnraged = false;
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public float panicHealthThreshold = 40f; // Dưới 40% máu sẽ panic
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public float regenRate = 2f; // Hồi 2 máu mỗi giây
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||||
public float regenDelay = 5f; // Cần 5s không nhận dame để bắt đầu hồi
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private float lastDamageTime;
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[Header("Artifact Combat Upgrades")]
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public float minStrafeDuration = 0.5f;
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public float maxStrafeDuration = 2.2f;
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public float maxSpreadAngle = 6f;
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public float burstInterval = 0.12f;
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public float approachWeight = 0.35f;
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public float minCombatDistance = 5.0f;
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@@ -79,8 +91,8 @@ public class EnemyAI : MonoBehaviour
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public float suspicionLevel = 0f;
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public float investigationThreshold = 30f;
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public float alertNeighborsThreshold = 70f;
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public float alertRange = 20f;
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public float alertRange = 25f; // Tăng tầm gọi hội
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public Node rootNode;
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void Start()
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@@ -90,18 +102,15 @@ public class EnemyAI : MonoBehaviour
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fov = GetComponent<FieldOfView>();
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chatBubble = GetComponentInChildren<Hallucinate.UI.ChatBubble>(true);
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mainCollider = GetComponent<Collider>();
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health = GetComponent<vHealthController>();
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// Tự động gán Layer Enemy nếu chưa có
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// Thiết lập Invector Health
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health.onReceiveDamage.AddListener(OnReceiveDamage);
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health.onDead.AddListener(OnDead);
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// Tự động gán Layer Enemy
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if (gameObject.layer == LayerMask.NameToLayer("Default"))
|
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{
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gameObject.layer = LayerMask.NameToLayer("Enemy");
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Debug.Log($"[AI {npcName}] Tự động chuyển Layer sang Enemy để súng có thể bắn trúng.");
|
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}
|
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if (mainCollider == null)
|
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{
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Debug.LogError($"[AI {npcName}] THIẾU COLLIDER! NPC này sẽ không thể bị bắn trúng.");
|
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}
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rb.isKinematic = true;
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rb.freezeRotation = true;
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@@ -118,11 +127,16 @@ public class EnemyAI : MonoBehaviour
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void InitTree()
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{
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// 1. Phản xạ tức thì (Dodge)
|
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var dodgeSequence = new Sequence(new List<Node> { new TaskNode(CheckDodgeConditions), new TaskNode(ActionDodge) });
|
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|
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// 2. Hoảng loạn (Panic)
|
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var panicSequence = new Sequence(new List<Node> { new TaskNode(CheckPanicConditions), new TaskNode(ActionPanic) });
|
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|
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// Đổi hàm CheckHasArtifact thành CheckCombatConditions để dùng chung cho cả âm thanh
|
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// 3. Tấn công (Laser)
|
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var laserSequence = new Sequence(new List<Node> { new TaskNode(CheckCombatConditions), new TaskNode(ActionFocusAndShoot) });
|
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|
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|
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// 4. Các hành vi khác
|
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var chaseSequence = new Sequence(new List<Node> { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) });
|
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var investigateSequence = new Sequence(new List<Node> { new TaskNode(CheckHasInvestigateTarget), new TaskNode(ActionInvestigate) });
|
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var talkSequence = new Sequence(new List<Node> { new TaskNode(CheckCanTalkToNPC), new TaskNode(ActionTalk) });
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@@ -131,6 +145,7 @@ public class EnemyAI : MonoBehaviour
|
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rootNode = new Selector(new List<Node>
|
||||
{
|
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dodgeSequence,
|
||||
panicSequence,
|
||||
laserSequence,
|
||||
chaseSequence,
|
||||
investigateSequence,
|
||||
@@ -141,47 +156,115 @@ public class EnemyAI : MonoBehaviour
|
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void Update()
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{
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if (player == null) return;
|
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if (player == null || health.isDead) return;
|
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|
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// Đảm bảo Collider luôn bật
|
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if (mainCollider != null && !mainCollider.enabled)
|
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{
|
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mainCollider.enabled = true;
|
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Debug.LogWarning($"[AI {npcName}] Collider bị tắt trái phép! Đã tự động bật lại.");
|
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}
|
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if (mainCollider != null && !mainCollider.enabled) mainCollider.enabled = true;
|
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|
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if (!agent.isOnNavMesh) return;
|
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HandleHealthRegen();
|
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|
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suspicionLevel = Mathf.Max(0, suspicionLevel - Time.deltaTime * 0.5f);
|
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|
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// Bình tĩnh lại và tắt chế độ bắn dồn dập khi mức độ nghi ngờ về 0
|
||||
if (suspicionLevel <= 0f)
|
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{
|
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isAggroedBySound = false;
|
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}
|
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if (suspicionLevel <= 0f && !isEnraged) isAggroedBySound = false;
|
||||
|
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if (!isTalking && !isDodging && agent.isStopped)
|
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if (!isTalking && !isDodging && !isPanicking && agent.isStopped)
|
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agent.isStopped = false;
|
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|
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rootNode?.Evaluate();
|
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}
|
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|
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private void HandleHealthRegen()
|
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{
|
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if (Time.time > lastDamageTime + regenDelay && health.currentHealth < health.maxHealth)
|
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{
|
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health.AddHealth((int)(regenRate * Time.deltaTime));
|
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}
|
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}
|
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|
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#region HEALTH EVENTS
|
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|
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private void OnReceiveDamage(vDamage damage)
|
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{
|
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lastDamageTime = Time.time;
|
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isAggroedBySound = true;
|
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suspicionLevel = 100f;
|
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StopConversation();
|
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|
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// Gọi hội ngay khi bị bắn
|
||||
AlertNeighbors(damage.hitPosition);
|
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|
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// Né đòn ngay lập tức khi bị trúng dame (phản xạ Elden Ring)
|
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if (Time.time > nextDodgeTime && !isDodging)
|
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{
|
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StartCoroutine(DodgeRollRoutine());
|
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}
|
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|
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// Kiểm tra Enrage (Phase 2)
|
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if (health.currentHealth < health.maxHealth * 0.5f && !isEnraged)
|
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{
|
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EnterEnrageMode();
|
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}
|
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}
|
||||
|
||||
private void OnDead(GameObject killer)
|
||||
{
|
||||
Debug.Log($"<color=black>[AI {npcName}] DIED.</color>");
|
||||
// Khi chết, làm những con xung quanh Enraged gắt hơn
|
||||
Collider[] hitColliders = Physics.OverlapSphere(transform.position, alertRange);
|
||||
foreach (var hit in hitColliders)
|
||||
{
|
||||
EnemyAI ally = hit.GetComponentInParent<EnemyAI>();
|
||||
if (ally != null && ally != this) ally.EnterEnrageMode();
|
||||
}
|
||||
|
||||
agent.enabled = false;
|
||||
this.enabled = false;
|
||||
}
|
||||
|
||||
public void EnterEnrageMode()
|
||||
{
|
||||
if (isEnraged) return;
|
||||
isEnraged = true;
|
||||
isPanicking = false; // Hết sợ, chuyển sang liều mạng
|
||||
|
||||
// Buff stats mạnh mẽ như Elden Ring boss phase 2
|
||||
moveSpeed *= 1.5f;
|
||||
minShootDelay *= 0.5f;
|
||||
maxShootDelay *= 0.5f;
|
||||
maxSpreadAngle *= 0.6f; // Bắn chính xác hơn
|
||||
approachWeight = 0.8f; // Áp sát cực gắt
|
||||
minCombatDistance = 2.0f; // Đứng sát mặt Player để bắn
|
||||
|
||||
if (chatBubble != null) chatBubble.Show("FOR THE BROTHERHOOD! DIE!", 3f);
|
||||
Debug.Log($"<color=red>[AI {npcName}] ENRAGED!</color> Stats boosted.");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region CONDITIONS
|
||||
|
||||
private NodeState CheckDodgeConditions()
|
||||
{
|
||||
if (playerHasArtifact || isAggroedBySound) return NodeState.Failure;
|
||||
|
||||
if (isDodging) return NodeState.Success;
|
||||
if (fov != null && fov.canSeePlayer && Mouse.current.leftButton.isPressed)
|
||||
// Tự né khi thấy Player click chuột trái (đang bắn)
|
||||
if (fov != null && fov.canSeePlayer && Mouse.current.leftButton.isPressed && Time.time > nextDodgeTime)
|
||||
return NodeState.Success;
|
||||
return NodeState.Failure;
|
||||
}
|
||||
|
||||
// Node này thay thế cho CheckHasArtifact cũ
|
||||
private NodeState CheckPanicConditions()
|
||||
{
|
||||
if (isEnraged) return NodeState.Failure; // Đang điên thì không sợ
|
||||
if (health.currentHealth < (health.maxHealth * (panicHealthThreshold / 100f)))
|
||||
{
|
||||
return NodeState.Success;
|
||||
}
|
||||
return NodeState.Failure;
|
||||
}
|
||||
|
||||
private NodeState CheckCombatConditions()
|
||||
{
|
||||
bool shouldCombat = playerHasArtifact || isAggroedBySound;
|
||||
bool shouldCombat = playerHasArtifact || isAggroedBySound || isEnraged;
|
||||
if (shouldCombat) StopConversation();
|
||||
return shouldCombat ? NodeState.Success : NodeState.Failure;
|
||||
}
|
||||
@@ -189,48 +272,32 @@ public class EnemyAI : MonoBehaviour
|
||||
private NodeState CheckCanSeePlayer()
|
||||
{
|
||||
bool canSee = fov != null && fov.canSeePlayer;
|
||||
if (canSee) { StopConversation(); AlertNeighbors(); suspicionLevel = 100; }
|
||||
if (canSee) { StopConversation(); AlertNeighbors(transform.position); suspicionLevel = 100; }
|
||||
return canSee ? NodeState.Success : NodeState.Failure;
|
||||
}
|
||||
|
||||
private NodeState CheckHasInvestigateTarget()
|
||||
{
|
||||
if (fov != null && fov.lastKnownPlayerPosition != Vector3.zero)
|
||||
{
|
||||
if (suspicionLevel > investigationThreshold)
|
||||
{
|
||||
if (Random.value < (suspicionLevel / 100f)) return NodeState.Success;
|
||||
}
|
||||
}
|
||||
if (fov != null && fov.lastKnownPlayerPosition != Vector3.zero && suspicionLevel > investigationThreshold)
|
||||
return NodeState.Success;
|
||||
return NodeState.Failure;
|
||||
}
|
||||
|
||||
private NodeState CheckCanTalkToNPC()
|
||||
{
|
||||
if (playerHasArtifact || isAggroedBySound || (fov != null && fov.canSeePlayer)) return NodeState.Failure;
|
||||
if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;
|
||||
if (isTalking) return NodeState.Success;
|
||||
|
||||
if (Hallucinate.AI.ConversationManager.Instance == null)
|
||||
{
|
||||
Debug.LogError($"[AI {npcName}] ConversationManager Instance is NULL!");
|
||||
return NodeState.Failure;
|
||||
}
|
||||
|
||||
if (!Hallucinate.AI.ConversationManager.Instance.CanStartConversation()) return NodeState.Failure;
|
||||
if (playerHasArtifact || isAggroedBySound || isEnraged || (fov != null && fov.canSeePlayer)) return NodeState.Failure;
|
||||
if (Time.time < lastTalkTime + talkCooldown || isTalking) return NodeState.Failure;
|
||||
if (Hallucinate.AI.ConversationManager.Instance == null || !Hallucinate.AI.ConversationManager.Instance.CanStartConversation()) return NodeState.Failure;
|
||||
|
||||
Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);
|
||||
foreach (var hit in hitColliders)
|
||||
{
|
||||
if (hit.gameObject == gameObject) continue;
|
||||
|
||||
EnemyAI other = hit.GetComponentInParent<EnemyAI>();
|
||||
if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown)
|
||||
if (other != null && !other.isTalking && !other.isEnraged)
|
||||
{
|
||||
float dist = Vector3.Distance(transform.position, other.transform.position);
|
||||
if (dist <= talkRange && gameObject.GetInstanceID() < other.gameObject.GetInstanceID())
|
||||
if (gameObject.GetInstanceID() < other.gameObject.GetInstanceID())
|
||||
{
|
||||
Debug.Log($"<color=green>[AI {npcName}]</color> Found partner: {other.npcName}. Starting conversation.");
|
||||
Hallucinate.AI.ConversationManager.Instance.StartConversation(this, other);
|
||||
return NodeState.Success;
|
||||
}
|
||||
@@ -247,29 +314,12 @@ public class EnemyAI : MonoBehaviour
|
||||
{
|
||||
suspicionLevel += volume * 15f;
|
||||
if (fov != null) fov.lastKnownPlayerPosition = location;
|
||||
|
||||
// Nếu AI nghe thấy tiếng động làm mức nghi ngờ vượt mốc điều tra, chuyển sang trạng thái chiến đấu
|
||||
if (suspicionLevel >= investigationThreshold)
|
||||
{
|
||||
isAggroedBySound = true;
|
||||
}
|
||||
|
||||
if (suspicionLevel >= alertNeighborsThreshold) AlertNeighbors();
|
||||
if (suspicionLevel >= investigationThreshold) isAggroedBySound = true;
|
||||
if (suspicionLevel >= alertNeighborsThreshold) AlertNeighbors(location);
|
||||
StopConversation();
|
||||
Debug.Log($"<color=orange>[AI {npcName}]</color> Heard noise! Suspicion: {suspicionLevel}");
|
||||
}
|
||||
|
||||
public void TriggerCombatAlert(Vector3 sourceLocation)
|
||||
{
|
||||
suspicionLevel = 100f;
|
||||
isAggroedBySound = true; // Ép vào trạng thái tấn công
|
||||
if (fov != null) fov.lastKnownPlayerPosition = sourceLocation;
|
||||
StopConversation();
|
||||
AlertNeighbors();
|
||||
Debug.Log($"<color=red>[AI {npcName}] GUNFIRE DETECTED!</color> Entering combat mode.");
|
||||
}
|
||||
|
||||
public void AlertNeighbors()
|
||||
public void AlertNeighbors(Vector3 threatPos)
|
||||
{
|
||||
Collider[] hitColliders = Physics.OverlapSphere(transform.position, alertRange);
|
||||
foreach (var hit in hitColliders)
|
||||
@@ -277,31 +327,185 @@ public class EnemyAI : MonoBehaviour
|
||||
EnemyAI neighbor = hit.GetComponentInParent<EnemyAI>();
|
||||
if (neighbor != null && neighbor != this)
|
||||
{
|
||||
neighbor.suspicionLevel = Mathf.Max(neighbor.suspicionLevel, 50f);
|
||||
if (fov != null && neighbor.fov != null) neighbor.fov.lastKnownPlayerPosition = fov.lastKnownPlayerPosition;
|
||||
neighbor.TriggerCombatAlert(threatPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void TriggerCombatAlert(Vector3 sourceLocation)
|
||||
{
|
||||
if (isEnraged) return;
|
||||
suspicionLevel = 100f;
|
||||
isAggroedBySound = true;
|
||||
if (fov != null) fov.lastKnownPlayerPosition = sourceLocation;
|
||||
StopConversation();
|
||||
}
|
||||
|
||||
private NodeState ActionPanic()
|
||||
{
|
||||
isPanicking = true;
|
||||
agent.speed = moveSpeed * 1.3f;
|
||||
|
||||
// Chạy trốn khỏi Player đến một điểm ngẫu nhiên xa Player
|
||||
if (!agent.pathPending && agent.remainingDistance < 1f)
|
||||
{
|
||||
Vector3 runDir = (transform.position - player.position).normalized;
|
||||
Vector3 escapePoint = transform.position + runDir * 10f + Random.insideUnitSphere * 5f;
|
||||
|
||||
NavMeshHit hit;
|
||||
if (NavMesh.SamplePosition(escapePoint, out hit, 10f, 1))
|
||||
agent.SetDestination(hit.position);
|
||||
}
|
||||
|
||||
if (chatBubble != null && Random.value < 0.01f) chatBubble.Show("HELP! HE'S KILLING US!", 1f);
|
||||
|
||||
return NodeState.Running;
|
||||
}
|
||||
|
||||
private NodeState ActionTalk()
|
||||
{
|
||||
if (isTalking)
|
||||
{
|
||||
agent.isStopped = true;
|
||||
if (talkingPartner != null)
|
||||
{
|
||||
if (Vector3.Distance(transform.position, talkingPartner.transform.position) > talkRange + 2f)
|
||||
{
|
||||
Debug.Log($"[AI {npcName}] Partner moved too far. Ending conversation.");
|
||||
StopConversation();
|
||||
return NodeState.Failure;
|
||||
}
|
||||
}
|
||||
return NodeState.Running;
|
||||
}
|
||||
if (isTalking) { agent.isStopped = true; return NodeState.Running; }
|
||||
return NodeState.Failure;
|
||||
}
|
||||
|
||||
private void StopConversation()
|
||||
{
|
||||
if (isTalking && Hallucinate.AI.ConversationManager.Instance != null)
|
||||
{
|
||||
Hallucinate.AI.ConversationManager.Instance.InterruptConversation(this);
|
||||
}
|
||||
}
|
||||
|
||||
private NodeState ActionPatrol()
|
||||
{
|
||||
isPanicking = false;
|
||||
agent.isStopped = false;
|
||||
agent.speed = patrolSpeed;
|
||||
if (!agent.pathPending && agent.remainingDistance <= agent.stoppingDistance)
|
||||
{
|
||||
currentWaitTime += Time.deltaTime;
|
||||
if (currentWaitTime >= patrolWaitTime)
|
||||
{
|
||||
Vector3 randomDest = startPosition + Random.insideUnitSphere * patrolRadius;
|
||||
NavMeshHit hit;
|
||||
if (NavMesh.SamplePosition(randomDest, out hit, patrolRadius, 1)) agent.SetDestination(hit.position);
|
||||
currentWaitTime = 0f;
|
||||
}
|
||||
}
|
||||
return NodeState.Running;
|
||||
}
|
||||
|
||||
private NodeState ActionChasePlayer()
|
||||
{
|
||||
isPanicking = false;
|
||||
agent.isStopped = false;
|
||||
agent.speed = moveSpeed;
|
||||
agent.SetDestination(player.position);
|
||||
return NodeState.Running;
|
||||
}
|
||||
|
||||
private NodeState ActionInvestigate()
|
||||
{
|
||||
agent.isStopped = false;
|
||||
agent.speed = moveSpeed * 0.7f;
|
||||
agent.SetDestination(fov.lastKnownPlayerPosition);
|
||||
if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)
|
||||
{
|
||||
currentWaitTime += Time.deltaTime;
|
||||
if (currentWaitTime > 3f) { fov.lastKnownPlayerPosition = Vector3.zero; return NodeState.Success; }
|
||||
}
|
||||
return NodeState.Running;
|
||||
}
|
||||
|
||||
private NodeState ActionFocusAndShoot()
|
||||
{
|
||||
isPanicking = false;
|
||||
if (player == null) return NodeState.Failure;
|
||||
if (agent.hasPath) agent.ResetPath();
|
||||
agent.isStopped = false;
|
||||
|
||||
Vector3 targetPos = player.position;
|
||||
if (!playerHasArtifact && fov != null && !fov.canSeePlayer && fov.lastKnownPlayerPosition != Vector3.zero)
|
||||
targetPos = fov.lastKnownPlayerPosition;
|
||||
|
||||
// Xoay về phía mục tiêu
|
||||
Vector3 bodyDir = (targetPos - transform.position);
|
||||
bodyDir.y = 0f;
|
||||
if (bodyDir != Vector3.zero)
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(bodyDir), rotateSpeed * Time.deltaTime);
|
||||
|
||||
// Strafe di chuyển linh hoạt
|
||||
if (Time.time >= nextStrafeChangeTime)
|
||||
{
|
||||
strafeDirectionSign = new int[] { -1, 1, 0 }[Random.Range(0, 3)];
|
||||
nextStrafeChangeTime = Time.time + Random.Range(minStrafeDuration, maxStrafeDuration);
|
||||
}
|
||||
|
||||
Vector3 moveDir = Vector3.zero;
|
||||
if (strafeDirectionSign != 0 && bodyDir != Vector3.zero)
|
||||
{
|
||||
Vector3 normal = bodyDir.normalized;
|
||||
moveDir = new Vector3(-normal.z, 0, normal.x) * strafeDirectionSign;
|
||||
if (Vector3.Distance(transform.position, targetPos) > minCombatDistance) moveDir += normal * approachWeight;
|
||||
}
|
||||
|
||||
if (moveDir != Vector3.zero)
|
||||
{
|
||||
agent.speed = moveSpeed * (isEnraged ? 1f : 0.75f);
|
||||
agent.Move(moveDir.normalized * agent.speed * Time.deltaTime);
|
||||
}
|
||||
|
||||
if (firePoint != null)
|
||||
firePoint.rotation = Quaternion.LookRotation((targetPos + Vector3.up * 1f) - firePoint.position);
|
||||
|
||||
if (Time.time >= nextShootTime && !isShootingBurst)
|
||||
{
|
||||
StartCoroutine(ShootBurstRoutine(Random.Range(1, isEnraged ? 6 : 4)));
|
||||
nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);
|
||||
}
|
||||
|
||||
return NodeState.Running;
|
||||
}
|
||||
|
||||
private IEnumerator ShootBurstRoutine(int bulletCount)
|
||||
{
|
||||
isShootingBurst = true;
|
||||
for (int i = 0; i < bulletCount; i++)
|
||||
{
|
||||
if (laserPrefab == null || firePoint == null) break;
|
||||
float spread = isEnraged ? maxSpreadAngle * 0.5f : maxSpreadAngle;
|
||||
Quaternion rot = firePoint.rotation * Quaternion.Euler(Random.Range(-spread, spread), Random.Range(-spread, spread), 0f);
|
||||
Instantiate(laserPrefab, firePoint.position, rot);
|
||||
yield return new WaitForSeconds(isEnraged ? burstInterval * 0.7f : burstInterval);
|
||||
}
|
||||
isShootingBurst = false;
|
||||
}
|
||||
|
||||
private NodeState ActionDodge()
|
||||
{
|
||||
if (!isDodging) StartCoroutine(DodgeRollRoutine());
|
||||
return NodeState.Running;
|
||||
}
|
||||
|
||||
private IEnumerator DodgeRollRoutine()
|
||||
{
|
||||
isDodging = true;
|
||||
agent.enabled = false;
|
||||
rb.isKinematic = false;
|
||||
if (mainCollider != null) mainCollider.enabled = true;
|
||||
|
||||
Vector3 dir = (player.position - transform.position).normalized;
|
||||
Vector3 perp = new Vector3(-dir.z, 0, dir.x) * (Random.value > 0.5f ? 1 : -1);
|
||||
rb.AddForce(perp * (isEnraged ? dodgeForce * 1.5f : dodgeForce), ForceMode.Impulse);
|
||||
|
||||
yield return new WaitForSeconds(dodgeDuration);
|
||||
rb.linearVelocity = Vector3.zero;
|
||||
rb.isKinematic = true;
|
||||
agent.enabled = true;
|
||||
nextDodgeTime = Time.time + (isEnraged ? dodgeCooldown * 0.5f : dodgeCooldown);
|
||||
isDodging = false;
|
||||
}
|
||||
|
||||
public void ProcessDialogueResult(string json)
|
||||
{
|
||||
try
|
||||
@@ -316,209 +520,6 @@ public class EnemyAI : MonoBehaviour
|
||||
catch { if (chatBubble != null) chatBubble.Show(json); }
|
||||
}
|
||||
|
||||
private void StopConversation()
|
||||
{
|
||||
if (isTalking && Hallucinate.AI.ConversationManager.Instance != null)
|
||||
{
|
||||
Hallucinate.AI.ConversationManager.Instance.InterruptConversation(this);
|
||||
if (chatBubble != null) chatBubble.Show("Wait, what was that?!", 2f);
|
||||
}
|
||||
}
|
||||
|
||||
private NodeState ActionPatrol()
|
||||
{
|
||||
agent.isStopped = false;
|
||||
agent.speed = patrolSpeed;
|
||||
|
||||
if (!agent.pathPending && agent.remainingDistance <= agent.stoppingDistance)
|
||||
{
|
||||
currentWaitTime += Time.deltaTime;
|
||||
|
||||
if (currentWaitTime >= patrolWaitTime)
|
||||
{
|
||||
Vector3 randomDirection = Random.insideUnitSphere * patrolRadius;
|
||||
randomDirection += startPosition;
|
||||
|
||||
NavMeshHit hit;
|
||||
if (NavMesh.SamplePosition(randomDirection, out hit, patrolRadius, 1))
|
||||
{
|
||||
agent.SetDestination(hit.position);
|
||||
}
|
||||
|
||||
currentWaitTime = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
return NodeState.Running;
|
||||
}
|
||||
|
||||
private NodeState ActionChasePlayer()
|
||||
{
|
||||
agent.isStopped = false;
|
||||
agent.speed = moveSpeed;
|
||||
agent.SetDestination(player.position);
|
||||
return NodeState.Running;
|
||||
}
|
||||
|
||||
private NodeState ActionInvestigate()
|
||||
{
|
||||
agent.isStopped = false;
|
||||
agent.speed = moveSpeed * 0.7f;
|
||||
agent.SetDestination(fov.lastKnownPlayerPosition);
|
||||
|
||||
if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)
|
||||
{
|
||||
currentWaitTime += Time.deltaTime;
|
||||
if (currentWaitTime > 3f)
|
||||
{
|
||||
fov.lastKnownPlayerPosition = Vector3.zero;
|
||||
suspicionLevel *= 0.5f;
|
||||
return NodeState.Success;
|
||||
}
|
||||
}
|
||||
return NodeState.Running;
|
||||
}
|
||||
|
||||
private NodeState ActionFocusAndShoot()
|
||||
{
|
||||
if (player == null) return NodeState.Failure;
|
||||
|
||||
if (agent.hasPath) agent.ResetPath();
|
||||
agent.isStopped = false;
|
||||
|
||||
// CẢI TIẾN: Xác định mục tiêu linh hoạt để tránh Wallhack.
|
||||
Vector3 targetPos = player.position; // Mặc định khóa chặt người chơi
|
||||
|
||||
// Nếu không cầm Artifact và cũng chưa bị nhìn thấy, AI chỉ nhắm vào MỐC ÂM THANH
|
||||
if (!playerHasArtifact && fov != null && !fov.canSeePlayer && fov.lastKnownPlayerPosition != Vector3.zero)
|
||||
{
|
||||
targetPos = fov.lastKnownPlayerPosition;
|
||||
|
||||
// Nếu AI tiến hành áp sát và xả đạn vào nơi phát ra tiếng mà không thấy ai, ngưng bắn
|
||||
if (Vector3.Distance(transform.position, targetPos) < 2f)
|
||||
{
|
||||
isAggroedBySound = false;
|
||||
suspicionLevel *= 0.5f;
|
||||
return NodeState.Success;
|
||||
}
|
||||
}
|
||||
|
||||
// 1. XOAY THÂN THEO TRỤC NGANG HƯỚNG VỀ MỤC TIÊU (Người chơi hoặc Tiếng động)
|
||||
Vector3 bodyDir = targetPos - transform.position;
|
||||
bodyDir.y = 0f;
|
||||
Vector3 bodyDirNormal = bodyDir.normalized;
|
||||
if (bodyDir != Vector3.zero)
|
||||
{
|
||||
Quaternion targetRotation = Quaternion.LookRotation(bodyDirNormal);
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotateSpeed * Time.deltaTime);
|
||||
}
|
||||
|
||||
// 2. RANDOM THỜI GIAN/KHOẢNG CÁCH DUY TRÌ HƯỚNG DI CHUYỂN
|
||||
if (Time.time >= nextStrafeChangeTime)
|
||||
{
|
||||
int[] choices = { -1, 1, 0 }; // Trái, Phải, Đứng yên bắn
|
||||
strafeDirectionSign = choices[Random.Range(0, choices.Length)];
|
||||
nextStrafeChangeTime = Time.time + Random.Range(minStrafeDuration, maxStrafeDuration);
|
||||
}
|
||||
|
||||
// 3. TÍNH TOÁN TRỘN VECTOR: CHỈ TIẾN LÊN KHI ĐANG ĐI NGANG TRÁI/PHẢI
|
||||
Vector3 finalMovementVector = Vector3.zero;
|
||||
|
||||
if (strafeDirectionSign != 0 && bodyDir != Vector3.zero)
|
||||
{
|
||||
finalMovementVector = new Vector3(-bodyDirNormal.z, 0, bodyDirNormal.x) * strafeDirectionSign;
|
||||
|
||||
float currentDistance = Vector3.Distance(transform.position, targetPos);
|
||||
if (currentDistance > minCombatDistance)
|
||||
{
|
||||
finalMovementVector += bodyDirNormal * approachWeight;
|
||||
}
|
||||
}
|
||||
|
||||
if (finalMovementVector != Vector3.zero)
|
||||
{
|
||||
finalMovementVector.Normalize();
|
||||
agent.speed = moveSpeed * 0.75f;
|
||||
agent.Move(finalMovementVector * agent.speed * Time.deltaTime);
|
||||
}
|
||||
|
||||
// 4. XOAY HỌNG SÚNG TRỤC DỌC NHẮM VÀO MỤC TIÊU
|
||||
if (firePoint != null)
|
||||
{
|
||||
Vector3 targetCenter = targetPos + Vector3.up * 1f;
|
||||
Vector3 aimDir = targetCenter - firePoint.position;
|
||||
if (aimDir != Vector3.zero)
|
||||
{
|
||||
firePoint.rotation = Quaternion.LookRotation(aimDir);
|
||||
}
|
||||
}
|
||||
|
||||
// 5. RANDOM SỐ ĐẠN & DELAY GIỮA CÁC ĐỢT BẮN
|
||||
if (Time.time >= nextShootTime && !isShootingBurst)
|
||||
{
|
||||
int randomBulletCount = Random.Range(1, 4);
|
||||
StartCoroutine(ShootBurstRoutine(randomBulletCount));
|
||||
nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);
|
||||
}
|
||||
|
||||
return NodeState.Running;
|
||||
}
|
||||
|
||||
private IEnumerator ShootBurstRoutine(int bulletCount)
|
||||
{
|
||||
isShootingBurst = true;
|
||||
|
||||
for (int i = 0; i < bulletCount; i++)
|
||||
{
|
||||
if (laserPrefab == null || firePoint == null) break;
|
||||
|
||||
float randomX = Random.Range(-maxSpreadAngle, maxSpreadAngle);
|
||||
float randomY = Random.Range(-maxSpreadAngle, maxSpreadAngle);
|
||||
Quaternion spreadRotation = Quaternion.Euler(randomX, randomY, 0f);
|
||||
|
||||
Quaternion finalBulletRotation = firePoint.rotation * spreadRotation;
|
||||
|
||||
Instantiate(laserPrefab, firePoint.position, finalBulletRotation);
|
||||
Debug.Log($"<color=cyan>[AI Burst]</color> Viên thứ {i + 1}/{bulletCount} | Độ lệch X:{randomX:F1}, Y:{randomY:F1}");
|
||||
|
||||
if (i < bulletCount - 1)
|
||||
{
|
||||
yield return new WaitForSeconds(burstInterval);
|
||||
}
|
||||
}
|
||||
|
||||
isShootingBurst = false;
|
||||
}
|
||||
|
||||
private void ShootLaser() { }
|
||||
|
||||
private NodeState ActionDodge()
|
||||
{
|
||||
if (!isDodging) StartCoroutine(DodgeRollRoutine());
|
||||
return NodeState.Running;
|
||||
}
|
||||
|
||||
private IEnumerator DodgeRollRoutine()
|
||||
{
|
||||
isDodging = true;
|
||||
agent.enabled = false;
|
||||
rb.isKinematic = false;
|
||||
|
||||
// GIỮ COLLIDER LUÔN BẬT KHI NÉ
|
||||
if (mainCollider != null) mainCollider.enabled = true;
|
||||
|
||||
Vector3 dir = (player.position - transform.position).normalized;
|
||||
Vector3 perp = new Vector3(-dir.z, 0, dir.x);
|
||||
rb.AddForce((Random.value > 0.5f ? perp : -perp) * dodgeForce, ForceMode.Impulse);
|
||||
|
||||
yield return new WaitForSeconds(dodgeDuration);
|
||||
|
||||
rb.linearVelocity = Vector3.zero;
|
||||
rb.isKinematic = true;
|
||||
agent.enabled = true;
|
||||
isDodging = false;
|
||||
}
|
||||
|
||||
public void SetTalkingPartner(EnemyAI partner) { talkingPartner = partner; }
|
||||
public void FaceTarget(Vector3 pos)
|
||||
{
|
||||
@@ -531,13 +532,7 @@ public class EnemyAI : MonoBehaviour
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
Gizmos.color = Color.green;
|
||||
Gizmos.DrawWireSphere(transform.position, talkRange);
|
||||
|
||||
if (isTalking && talkingPartner != null)
|
||||
{
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawLine(transform.position + Vector3.up, talkingPartner.transform.position + Vector3.up);
|
||||
}
|
||||
Gizmos.color = isEnraged ? Color.red : Color.green;
|
||||
Gizmos.DrawWireSphere(transform.position, alertRange);
|
||||
}
|
||||
}
|
||||
File diff suppressed because one or more lines are too long
Reference in New Issue
Block a user