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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