Add: KamikazeAI

This commit is contained in:
manhduyhoang90
2026-06-05 14:47:46 +07:00
parent e6ae15cd2a
commit ea9c27fa33
8 changed files with 494 additions and 0 deletions

View File

@@ -0,0 +1,157 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!1 &6425756872251228809
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 7442554217592711348}
- component: {fileID: 6259819009638257505}
- component: {fileID: 450573224913792705}
- component: {fileID: 6087599376744356948}
- component: {fileID: 3563399533700019190}
- component: {fileID: 681314853465352057}
m_Layer: 0
m_Name: KamikazeAI
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &7442554217592711348
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6425756872251228809}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 3.17522, y: 9.53715, z: -18.50002}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!33 &6259819009638257505
MeshFilter:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6425756872251228809}
m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
--- !u!23 &450573224913792705
MeshRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6425756872251228809}
m_Enabled: 1
m_CastShadows: 1
m_ReceiveShadows: 1
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_ForceMeshLod: -1
m_MeshLodSelectionBias: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 2100000, guid: 9193f4635bbf98d46be9a6357461aa10, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 3
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
m_MaskInteraction: 0
m_AdditionalVertexStreams: {fileID: 0}
--- !u!135 &6087599376744356948
SphereCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6425756872251228809}
m_Material: {fileID: 0}
m_IncludeLayers:
serializedVersion: 2
m_Bits: 0
m_ExcludeLayers:
serializedVersion: 2
m_Bits: 0
m_LayerOverridePriority: 0
m_IsTrigger: 0
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 3
m_Radius: 0.5
m_Center: {x: 0, y: 0, z: 0}
--- !u!195 &3563399533700019190
NavMeshAgent:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6425756872251228809}
m_Enabled: 1
m_AgentTypeID: 0
m_Radius: 0.5
m_Speed: 3.5
m_Acceleration: 8
avoidancePriority: 50
m_AngularSpeed: 120
m_StoppingDistance: 0
m_AutoTraverseOffMeshLink: 1
m_AutoBraking: 1
m_AutoRepath: 1
m_Height: 1
m_BaseOffset: 0.5
m_WalkableMask: 4294967295
m_ObstacleAvoidanceType: 4
--- !u!114 &681314853465352057
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6425756872251228809}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 6008ec58fb909034abd7293b55f0d558, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::KamikazeAI
player: {fileID: 0}
detectRange: 15
patrolSpeed: 2.5
chaseSpeed: 7
patrolRadius: 12
patrolWaitTime: 2
explosionEffectPrefab: {fileID: 8568474719719117872, guid: 39bf32dcd9299df4ca44fd10a817eda4, type: 3}

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 8947c5e2361e67945bda336253786233
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,105 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!1 &8568474719719117872
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 9170216226365166400}
- component: {fileID: 5936645265828481346}
- component: {fileID: 372612951384622263}
- component: {fileID: 454324809550099347}
m_Layer: 0
m_Name: explosionEffectPrefab
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &9170216226365166400
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8568474719719117872}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 3.21488, y: 9.58688, z: -18.00407}
m_LocalScale: {x: 3, y: 3, z: 3}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!33 &5936645265828481346
MeshFilter:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8568474719719117872}
m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
--- !u!23 &372612951384622263
MeshRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8568474719719117872}
m_Enabled: 1
m_CastShadows: 1
m_ReceiveShadows: 1
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_ForceMeshLod: -1
m_MeshLodSelectionBias: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 2100000, guid: b0a84576fc378a24cbb3bfc7be45a02e, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 3
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
m_MaskInteraction: 0
m_AdditionalVertexStreams: {fileID: 0}
--- !u!114 &454324809550099347
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8568474719719117872}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 950ee3c6c086a3b4fa9a7f1e544c1651, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::AutoDestroy

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 39bf32dcd9299df4ca44fd10a817eda4
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,16 @@
using UnityEngine;
public class AutoDestroy : 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()
{
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 950ee3c6c086a3b4fa9a7f1e544c1651

View File

@@ -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<NavMeshAgent>();
// 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<Node>
{
new TaskNode(CheckIsCloseEnoughToExplode),
new TaskNode(ActionTriggerExplosion)
});
var chaseSequence = new Sequence(new List<Node>
{
new TaskNode(CheckCanSeePlayer),
new TaskNode(ActionChase)
});
// Hành động tuần tra ngẫu nhiên
var patrolNode = new TaskNode(ActionRandomPatrol);
behaviorTreeRoot = new Selector(new List<Node>
{
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);
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6008ec58fb909034abd7293b55f0d558