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player = GameObject.FindGameObjectWithTag("Player").transform; + agent = GetComponent(); + agent.speed = moveSpeed; + + // Lưu lại vị trí ban đầu để làm tâm của khu vực tuần tra + startPosition = transform.position; + nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay); InitBehaviorTree(); + FindPlayer(); } - - private void Update() { + // Nếu mất reference (Player chết hoặc chưa spawn), liên tục tìm lại + if (player == null) + { + FindPlayer(); + } + + // Chỉ chạy AI nếu đã tìm thấy player (hoặc bạn có thể cho tuần tra ngay cả khi chưa có player tùy logic game) behaviorTreeRoot?.Evaluate(); } + private void FindPlayer() + { + GameObject playerObj = GameObject.FindGameObjectWithTag("Player"); + if (playerObj != null) + { + player = playerObj.transform; + } + } + private void InitBehaviorTree() { // Player có artifact -> focus + shoot @@ -54,14 +83,14 @@ public class EnemyAI : MonoBehaviour new TaskNode(ActionMoveToPlayer) }); - // Không thấy ai -> scan - var scanNode = new TaskNode(ActionRotationScan); + // Không thấy ai -> Tuần tra bằng NavMesh + var patrolNode = new TaskNode(ActionPatrol); behaviorTreeRoot = new Selector(new List { laserSequence, chaseSequence, - scanNode + patrolNode }); } @@ -69,18 +98,14 @@ public class EnemyAI : MonoBehaviour private NodeState CheckHasArtifact() { - return playerHasArtifact - ? NodeState.Success - : NodeState.Failure; + return playerHasArtifact ? NodeState.Success : NodeState.Failure; } private NodeState CheckCanSeePlayer() { - if (player == null) - return NodeState.Failure; + if (player == null) return NodeState.Failure; - float distance = - Vector3.Distance(transform.position, player.position); + float distance = Vector3.Distance(transform.position, player.position); if (distance <= detectRange) { @@ -94,66 +119,74 @@ public class EnemyAI : MonoBehaviour #region ACTIONS - private NodeState ActionRotationScan() + private NodeState ActionPatrol() { - Debug.Log("Scanning..."); + Debug.Log("Patrolling..."); + agent.isStopped = false; // Đảm bảo NPC được phép di chuyển + agent.speed = moveSpeed * 0.5f; // Đi dạo nên đi chậm lại một chút - transform.Rotate( - Vector3.up, - rotateSpeed * Time.deltaTime); + // Kiểm tra xem NPC đã đến điểm đích chưa + if (!agent.pathPending && agent.remainingDistance <= agent.stoppingDistance) + { + currentWaitTime += Time.deltaTime; + + // Chờ một lúc rồi mới chọn điểm mới + if (currentWaitTime >= patrolWaitTime) + { + // Tìm một điểm ngẫu nhiên trong bán kính cho trước + Vector3 randomDirection = Random.insideUnitSphere * patrolRadius; + randomDirection += startPosition; + NavMeshHit hit; + + // Đảm bảo điểm ngẫu nhiên nằm trên bề mặt NavMesh hợp lệ + if (NavMesh.SamplePosition(randomDirection, out hit, patrolRadius, 1)) + { + agent.SetDestination(hit.position); + } + currentWaitTime = 0f; + } + } return NodeState.Running; } private NodeState ActionMoveToPlayer() { - if (player == null) - return NodeState.Failure; + if (player == null) return NodeState.Failure; Debug.Log("Chasing Player"); - - Vector3 dir = - (player.position - transform.position).normalized; - - transform.position += - dir * - moveSpeed * - Time.deltaTime; + + agent.isStopped = false; + agent.speed = moveSpeed; // Phục hồi tốc độ rượt đuổi + agent.SetDestination(player.position); return NodeState.Running; } private NodeState ActionFocusAndShoot() { - if (player == null) - return NodeState.Failure; + if (player == null) return NodeState.Failure; + + Debug.Log("Focus and Shoot!"); + + // Dừng NavMeshAgent lại để đứng bắn, tránh bị trượt + agent.isStopped = true; // Focus player - Vector3 dir = - player.position - transform.position; - + 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); + Quaternion targetRotation = Quaternion.LookRotation(dir); + transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotateSpeed * Time.deltaTime); } // Shoot with random delay if (Time.time >= nextShootTime) { ShootLaser(); - - nextShootTime = - Time.time + - Random.Range(minShootDelay, maxShootDelay); + nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay); } return NodeState.Running; @@ -161,14 +194,8 @@ public class EnemyAI : MonoBehaviour private void ShootLaser() { - if (laserPrefab == null || firePoint == null) - return; - - Instantiate( - laserPrefab, - firePoint.position, - firePoint.rotation); - + if (laserPrefab == null || firePoint == null) return; + Instantiate(laserPrefab, firePoint.position, firePoint.rotation); Debug.Log("Laser Shot!"); } diff --git a/ProjectSettings/NavMeshAreas.asset b/ProjectSettings/NavMeshAreas.asset index 3b0b7c3d..4031b4b7 100644 --- a/ProjectSettings/NavMeshAreas.asset +++ b/ProjectSettings/NavMeshAreas.asset @@ -69,9 +69,9 @@ NavMeshProjectSettings: cost: 1 - name: cost: 1 - m_LastAgentTypeID: -887442657 + m_LastAgentTypeID: -334000983 m_Settings: - - serializedVersion: 2 + - serializedVersion: 3 agentTypeID: 0 agentRadius: 0.5 agentHeight: 2 @@ -84,7 +84,9 @@ NavMeshProjectSettings: cellSize: 0.16666667 manualTileSize: 0 tileSize: 256 - accuratePlacement: 0 + buildHeightMesh: 0 + maxJobWorkers: 0 + preserveTilesOutsideBounds: 0 debug: m_Flags: 0 m_SettingNames: