NPC: Version 1.0.0
This commit is contained in:
8
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7
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@@ -3,71 +3,171 @@ using UnityEngine;
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public class EnemyAI : MonoBehaviour
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{
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[Header("References")]
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public Transform player;
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[Header("Detection")]
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|
||||
public float moveSpeed = 3f;
|
||||
public float rotateSpeed = 50f;
|
||||
public bool isAttackReady;
|
||||
|
||||
[Header("Artifact")]
|
||||
public bool playerHasArtifact;
|
||||
|
||||
[Header("Laser")]
|
||||
public GameObject laserPrefab;
|
||||
public Transform firePoint;
|
||||
public float minShootDelay = 1f;
|
||||
public float maxShootDelay = 3f;
|
||||
|
||||
private float nextShootTime;
|
||||
|
||||
public Node behaviorTreeRoot;
|
||||
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
private void Start()
|
||||
{
|
||||
nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);
|
||||
InitBehaviorTree();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
private void Update()
|
||||
{
|
||||
if (behaviorTreeRoot != null)
|
||||
{
|
||||
behaviorTreeRoot.Evaluate();
|
||||
}
|
||||
behaviorTreeRoot?.Evaluate();
|
||||
}
|
||||
|
||||
void InitBehaviorTree()
|
||||
private void InitBehaviorTree()
|
||||
{
|
||||
// Player có artifact -> focus + shoot
|
||||
var laserSequence = new Sequence(new List<Node>
|
||||
{
|
||||
new TaskNode(CheckHasArtifact),
|
||||
new TaskNode(ActionFocusAndShoot)
|
||||
});
|
||||
|
||||
// Thấy player -> chạy tới
|
||||
var chaseSequence = new Sequence(new List<Node>
|
||||
{
|
||||
new TaskNode(CheckCanSeePlayer),
|
||||
new TaskNode(ActionMoveToPlayer)
|
||||
});
|
||||
var rotationScanNode = new TaskNode(ActionRotationScan);
|
||||
|
||||
// Không thấy ai -> scan
|
||||
var scanNode = new TaskNode(ActionRotationScan);
|
||||
|
||||
behaviorTreeRoot = new Selector(new List<Node>
|
||||
{
|
||||
laserSequence,
|
||||
chaseSequence,
|
||||
rotationScanNode
|
||||
scanNode
|
||||
});
|
||||
}
|
||||
|
||||
private NodeState ActionRotationScan()
|
||||
{
|
||||
Debug.Log("ActionRotationScan");
|
||||
transform.Rotate(Vector3.up, rotateSpeed * Time.deltaTime);
|
||||
return NodeState.Running;
|
||||
}
|
||||
#region CONDITIONS
|
||||
|
||||
private NodeState ActionMoveToPlayer()
|
||||
private NodeState CheckHasArtifact()
|
||||
{
|
||||
Debug.Log($"Moving to Player");
|
||||
Vector3 dir = (player.position - transform.position).normalized;
|
||||
transform.position += dir * moveSpeed * Time.deltaTime;
|
||||
return NodeState.Running;
|
||||
return playerHasArtifact
|
||||
? NodeState.Success
|
||||
: NodeState.Failure;
|
||||
}
|
||||
|
||||
private NodeState CheckCanSeePlayer()
|
||||
{
|
||||
if (player == null)
|
||||
{
|
||||
return NodeState.Failure;
|
||||
}
|
||||
float distance = Vector3.Distance(transform.position,player.position);
|
||||
if (distance < detectRange)
|
||||
|
||||
float distance =
|
||||
Vector3.Distance(transform.position, player.position);
|
||||
|
||||
if (distance <= detectRange)
|
||||
{
|
||||
Debug.Log($"Player detected!");
|
||||
return NodeState.Success;
|
||||
}
|
||||
|
||||
return NodeState.Failure;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ACTIONS
|
||||
|
||||
private NodeState ActionRotationScan()
|
||||
{
|
||||
Debug.Log("Scanning...");
|
||||
|
||||
transform.Rotate(
|
||||
Vector3.up,
|
||||
rotateSpeed * Time.deltaTime);
|
||||
|
||||
return NodeState.Running;
|
||||
}
|
||||
|
||||
private NodeState ActionMoveToPlayer()
|
||||
{
|
||||
if (player == null)
|
||||
return NodeState.Failure;
|
||||
|
||||
Debug.Log("Chasing Player");
|
||||
|
||||
Vector3 dir =
|
||||
(player.position - transform.position).normalized;
|
||||
|
||||
transform.position +=
|
||||
dir *
|
||||
moveSpeed *
|
||||
Time.deltaTime;
|
||||
|
||||
return NodeState.Running;
|
||||
}
|
||||
|
||||
private NodeState ActionFocusAndShoot()
|
||||
{
|
||||
if (player == null)
|
||||
return NodeState.Failure;
|
||||
|
||||
// Focus 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,
|
||||
5f * Time.deltaTime);
|
||||
}
|
||||
|
||||
// Shoot with random delay
|
||||
if (Time.time >= nextShootTime)
|
||||
{
|
||||
ShootLaser();
|
||||
|
||||
nextShootTime =
|
||||
Time.time +
|
||||
Random.Range(minShootDelay, maxShootDelay);
|
||||
}
|
||||
|
||||
return NodeState.Running;
|
||||
}
|
||||
|
||||
private void ShootLaser()
|
||||
{
|
||||
if (laserPrefab == null || firePoint == null)
|
||||
return;
|
||||
|
||||
Instantiate(
|
||||
laserPrefab,
|
||||
firePoint.position,
|
||||
firePoint.rotation);
|
||||
|
||||
Debug.Log("Laser Shot!");
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
30
Assets/Scripts/AI NPC/LaserProjectile.cs
Normal file
30
Assets/Scripts/AI NPC/LaserProjectile.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class LaserProjectile : MonoBehaviour
|
||||
{
|
||||
public float speed = 5f;
|
||||
public float lifeTime = 5f;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
Destroy(gameObject, lifeTime);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
transform.position +=
|
||||
transform.forward *
|
||||
speed *
|
||||
Time.deltaTime;
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
||||
Debug.Log("Player Hit");
|
||||
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/AI NPC/LaserProjectile.cs.meta
Normal file
2
Assets/Scripts/AI NPC/LaserProjectile.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4e4f602386d4d484ea7a2a3b0c19ac21
|
||||
16
Assets/Scripts/AI NPC/RagNPC.cs
Normal file
16
Assets/Scripts/AI NPC/RagNPC.cs
Normal file
@@ -0,0 +1,16 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class RagNPC : MonoBehaviour
|
||||
{
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/AI NPC/RagNPC.cs.meta
Normal file
2
Assets/Scripts/AI NPC/RagNPC.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 30cdc86fe97fa95428a4b31052cfb22f
|
||||
Reference in New Issue
Block a user