Add: KamikazeAI
This commit is contained in:
157
Assets/Prefabs/NPC/KamikazeAI.prefab
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157
Assets/Prefabs/NPC/KamikazeAI.prefab
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chaseSpeed: 7
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7
Assets/Prefabs/NPC/KamikazeAI.prefab.meta
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105
Assets/Prefabs/NPC/explosionEffectPrefab.prefab
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105
Assets/Prefabs/NPC/explosionEffectPrefab.prefab
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16
Assets/Scripts/AI NPC/AutoDestroy.cs
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16
Assets/Scripts/AI NPC/AutoDestroy.cs
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using UnityEngine;
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public class AutoDestroy : MonoBehaviour
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{
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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198
Assets/Scripts/AI NPC/KamikazeAI.cs
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198
Assets/Scripts/AI NPC/KamikazeAI.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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[RequireComponent(typeof(NavMeshAgent))]
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public class KamikazeAI : 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 detectRange = 15f;
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private bool canSeePlayer = false;
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[Header("Movement & Random Patrol")]
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public float patrolSpeed = 2.5f;
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public float chaseSpeed = 7f;
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public float patrolRadius = 12f; // Bán kính của khu vực tuần tra ngẫu nhiên
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public float patrolWaitTime = 2f; // Thời gian đứng nghỉ trước khi đổi sang điểm ngẫu nhiên mới
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private Vector3 startPosition; // Tâm của khu vực tuần tra (Vị trí ban đầu)
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private float currentWaitTime;
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private NavMeshAgent agent;
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private bool isExploding = false;
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public Node behaviorTreeRoot;
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public GameObject explosionEffectPrefab;
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private void Start()
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{
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agent = GetComponent<NavMeshAgent>();
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// Lưu lại vị trí xuất phát để làm tâm, NPC sẽ chỉ đi loay hoay quanh khu vực này
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startPosition = transform.position;
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InitBehaviorTree();
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}
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private void Update()
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{
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if (isExploding) return;
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if (player == null) FindPlayer();
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else CheckVision();
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behaviorTreeRoot?.Evaluate();
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}
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private void FindPlayer()
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{
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GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
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if (playerObj != null) player = playerObj.transform;
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}
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private void CheckVision()
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{
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if (Vector3.Distance(transform.position, player.position) <= detectRange)
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canSeePlayer = true;
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else
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canSeePlayer = false;
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}
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private void InitBehaviorTree()
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{
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var explodeSequence = new Sequence(new List<Node>
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{
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new TaskNode(CheckIsCloseEnoughToExplode),
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new TaskNode(ActionTriggerExplosion)
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});
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var chaseSequence = new Sequence(new List<Node>
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{
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new TaskNode(CheckCanSeePlayer),
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new TaskNode(ActionChase)
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});
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// Hành động tuần tra ngẫu nhiên
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var patrolNode = new TaskNode(ActionRandomPatrol);
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behaviorTreeRoot = new Selector(new List<Node>
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||||
{
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explodeSequence,
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chaseSequence,
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patrolNode
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||||
});
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}
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#region CONDITIONS
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private NodeState CheckCanSeePlayer()
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||||
{
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return canSeePlayer ? NodeState.Success : NodeState.Failure;
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}
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private NodeState CheckIsCloseEnoughToExplode()
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{
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if (player == null) return NodeState.Failure;
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float dist = Vector3.Distance(transform.position, player.position);
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return dist <= 3f ? NodeState.Success : NodeState.Failure;
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}
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#endregion
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#region ACTIONS
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// HÀM TUẦN TRA NGẪU NHIÊN MỚI
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private NodeState ActionRandomPatrol()
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{
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Debug.Log("Wandering randomly...");
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agent.isStopped = false;
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agent.speed = patrolSpeed;
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||||
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||||
// Kiểm tra xem NPC đã đi đến điểm ngẫu nhiên hiện tại chưa
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if (!agent.pathPending && agent.remainingDistance <= agent.stoppingDistance)
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||||
{
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||||
currentWaitTime += Time.deltaTime;
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||||
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||||
// Đứng đợi hết thời gian quy định rồi mới tìm đường mới
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if (currentWaitTime >= patrolWaitTime)
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||||
{
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||||
// 1. Lấy một điểm ngẫu nhiên trong không gian hình cầu dựa trên bán kính
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Vector3 randomDirection = Random.insideUnitSphere * patrolRadius;
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||||
randomDirection += startPosition; // Cộng với tâm ban đầu để giới hạn khu vực
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||||
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||||
NavMeshHit hit;
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||||
// 2. Ép tọa độ ngẫu nhiên đó phải nằm TRÊN bề mặt xanh của NavMesh (tránh kẹt tường)
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||||
// Số 1 ở cuối là Area Mask (thường là Walkable)
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||||
if (NavMesh.SamplePosition(randomDirection, out hit, patrolRadius, 1))
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||||
{
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||||
agent.SetDestination(hit.position);
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}
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||||
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currentWaitTime = 0f; // Reset thời gian chờ
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||||
}
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||||
}
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||||
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||||
return NodeState.Running;
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||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/AI NPC/KamikazeAI.cs.meta
Normal file
2
Assets/Scripts/AI NPC/KamikazeAI.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6008ec58fb909034abd7293b55f0d558
|
||||
Reference in New Issue
Block a user