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92da0e2ee9
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92da0e2ee9 | ||
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846ddb25ce |
8
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8
Assets/Prefabs/projectile.meta
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249
Assets/Prefabs/projectile/_LazerPrọectile.prefab
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249
Assets/Prefabs/projectile/_LazerPrọectile.prefab
Normal file
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7
Assets/Prefabs/projectile/_LazerPrọectile.prefab.meta
Normal file
7
Assets/Prefabs/projectile/_LazerPrọectile.prefab.meta
Normal file
@@ -0,0 +1,7 @@
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@@ -3,71 +3,171 @@ using UnityEngine;
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|||||||
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||||||
public class EnemyAI : MonoBehaviour
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public class EnemyAI : MonoBehaviour
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||||||
{
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{
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||||||
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[Header("References")]
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||||||
public Transform player;
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public Transform player;
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||||||
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[Header("Detection")]
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||||||
public float detectRange = 10f;
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public float detectRange = 10f;
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||||||
public float moveSpeed = 3f;
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public float moveSpeed = 3f;
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||||||
public float rotateSpeed = 50f;
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public float rotateSpeed = 50f;
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public bool isAttackReady;
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[Header("Artifact")]
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public bool playerHasArtifact;
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||||||
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||||||
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[Header("Laser")]
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||||||
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public GameObject laserPrefab;
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||||||
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public Transform firePoint;
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||||||
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public float minShootDelay = 1f;
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||||||
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public float maxShootDelay = 3f;
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||||||
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||||||
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private float nextShootTime;
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||||||
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||||||
public Node behaviorTreeRoot;
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public Node behaviorTreeRoot;
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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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private void Start()
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||||||
void Start()
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|
||||||
{
|
{
|
||||||
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nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);
|
||||||
InitBehaviorTree();
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InitBehaviorTree();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
private void Update()
|
||||||
void Update()
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|
||||||
{
|
{
|
||||||
if (behaviorTreeRoot != null)
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behaviorTreeRoot?.Evaluate();
|
||||||
{
|
|
||||||
behaviorTreeRoot.Evaluate();
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|
||||||
}
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|
||||||
}
|
}
|
||||||
|
|
||||||
void InitBehaviorTree()
|
private void InitBehaviorTree()
|
||||||
{
|
{
|
||||||
|
// Player có artifact -> focus + shoot
|
||||||
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var laserSequence = new Sequence(new List<Node>
|
||||||
|
{
|
||||||
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new TaskNode(CheckHasArtifact),
|
||||||
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new TaskNode(ActionFocusAndShoot)
|
||||||
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});
|
||||||
|
|
||||||
|
// Thấy player -> chạy tới
|
||||||
var chaseSequence = new Sequence(new List<Node>
|
var chaseSequence = new Sequence(new List<Node>
|
||||||
{
|
{
|
||||||
new TaskNode(CheckCanSeePlayer),
|
new TaskNode(CheckCanSeePlayer),
|
||||||
new TaskNode(ActionMoveToPlayer)
|
new TaskNode(ActionMoveToPlayer)
|
||||||
});
|
});
|
||||||
var rotationScanNode = new TaskNode(ActionRotationScan);
|
|
||||||
|
// Không thấy ai -> scan
|
||||||
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var scanNode = new TaskNode(ActionRotationScan);
|
||||||
|
|
||||||
behaviorTreeRoot = new Selector(new List<Node>
|
behaviorTreeRoot = new Selector(new List<Node>
|
||||||
{
|
{
|
||||||
|
laserSequence,
|
||||||
chaseSequence,
|
chaseSequence,
|
||||||
rotationScanNode
|
scanNode
|
||||||
});
|
});
|
||||||
}
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}
|
||||||
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|
||||||
private NodeState ActionRotationScan()
|
#region CONDITIONS
|
||||||
{
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|
||||||
Debug.Log("ActionRotationScan");
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||||||
transform.Rotate(Vector3.up, rotateSpeed * Time.deltaTime);
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|
||||||
return NodeState.Running;
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|
||||||
}
|
|
||||||
|
|
||||||
private NodeState ActionMoveToPlayer()
|
private NodeState CheckHasArtifact()
|
||||||
{
|
{
|
||||||
Debug.Log($"Moving to Player");
|
return playerHasArtifact
|
||||||
Vector3 dir = (player.position - transform.position).normalized;
|
? NodeState.Success
|
||||||
transform.position += dir * moveSpeed * Time.deltaTime;
|
: NodeState.Failure;
|
||||||
return NodeState.Running;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private NodeState CheckCanSeePlayer()
|
private NodeState CheckCanSeePlayer()
|
||||||
{
|
{
|
||||||
if (player == null)
|
if (player == null)
|
||||||
{
|
|
||||||
return NodeState.Failure;
|
return NodeState.Failure;
|
||||||
}
|
|
||||||
float distance = Vector3.Distance(transform.position,player.position);
|
float distance =
|
||||||
if (distance < detectRange)
|
Vector3.Distance(transform.position, player.position);
|
||||||
|
|
||||||
|
if (distance <= detectRange)
|
||||||
{
|
{
|
||||||
Debug.Log($"Player detected!");
|
|
||||||
return NodeState.Success;
|
return NodeState.Success;
|
||||||
}
|
}
|
||||||
|
|
||||||
return NodeState.Failure;
|
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