408 lines
14 KiB
C#
408 lines
14 KiB
C#
using System;
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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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using System.Linq;
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using Random = UnityEngine.Random;
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[Serializable]
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public class DialogueResult { public string text; public float speedMod; public float suspicionMod; }
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// Quy trình ưu tiên: Né đòn --> Bắn hạ (Artifact) --> Đuổi theo (Vector) --> Điều tra --> Nói chuyện --> Đi tuần
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[RequireComponent(typeof(NavMeshAgent))]
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[RequireComponent(typeof(Rigidbody))]
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public class EnemyAI : MonoBehaviour
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{
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[Header("References")]
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public Transform player;
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private NavMeshAgent agent;
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private Rigidbody rb;
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private FieldOfView fov;
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[Header("Movement Settings")]
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public float moveSpeed = 3f;
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public float rotateSpeed = 10f;
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[Header("Patrol Settings")]
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public Transform[] patrolWaypoints;
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public int currentWaypointIndex = 0;
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public float patrolWaitTime = 2f;
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private float currentWaitTime = 0f;
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[Header("Combat State")]
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public bool playerHasArtifact;
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public GameObject laserPrefab;
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public Transform firePoint;
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public float minShootDelay = 1f;
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public float maxShootDelay = 3f;
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private float nextShootTime;
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[Header("Dodge Settings")]
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public float dodgeForce = 10f;
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public float dodgeDuration = 0.2f;
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public float dodgeCooldown = 1.2f;
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private bool isDodging = false;
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private float nextDodgeTime = 0f;
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[Header("Conversation Settings")]
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public string npcName = "Guard";
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[TextArea] public string persona = "You are a bored security guard. You love coffee and hate night shifts.";
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public float talkRange = 12f;
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public float talkCooldown = 60f;
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private float lastTalkTime;
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public bool isTalking; // Public để debug
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private EnemyAI talkingPartner;
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private Hallucinate.UI.ChatBubble chatBubble;
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[Header("Suspicion Settings")]
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public float suspicionLevel = 0f;
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public float investigationThreshold = 30f;
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public float alertNeighborsThreshold = 70f;
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public float alertRange = 20f;
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public Node rootNode;
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void Start()
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{
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agent = GetComponent<NavMeshAgent>();
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rb = GetComponent<Rigidbody>();
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fov = GetComponent<FieldOfView>();
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chatBubble = GetComponentInChildren<Hallucinate.UI.ChatBubble>(true);
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rb.isKinematic = true;
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rb.freezeRotation = true;
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if (player == null)
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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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InitTree();
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}
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void InitTree()
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{
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var dodgeSequence = new Sequence(new List<Node> { new TaskNode(CheckDodgeConditions), new TaskNode(ActionDodge) });
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var laserSequence = new Sequence(new List<Node> { new TaskNode(CheckHasArtifact), new TaskNode(ActionFocusAndShoot) });
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var chaseSequence = new Sequence(new List<Node> { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) });
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var investigateSequence = new Sequence(new List<Node> { new TaskNode(CheckHasInvestigateTarget), new TaskNode(ActionInvestigate) });
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var talkSequence = new Sequence(new List<Node> { new TaskNode(CheckCanTalkToNPC), new TaskNode(ActionTalk) });
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var patrolAction = new TaskNode(ActionPatrol);
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rootNode = new Selector(new List<Node>
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{
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dodgeSequence,
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laserSequence,
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chaseSequence,
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investigateSequence,
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talkSequence,
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patrolAction
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});
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}
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void Update()
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{
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if (player == null) return;
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if (!agent.isOnNavMesh) return;
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// Decay suspicion
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suspicionLevel = Mathf.Max(0, suspicionLevel - Time.deltaTime * 0.5f);
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if (!isTalking && !isDodging && agent.isStopped)
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agent.isStopped = false;
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rootNode?.Evaluate();
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}
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#region CONDITIONS
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private NodeState CheckDodgeConditions()
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{
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if (isDodging) return NodeState.Success;
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if (fov != null && fov.canSeePlayer && Input.GetMouseButtonDown(0) && Time.time >= nextDodgeTime)
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return NodeState.Success;
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return NodeState.Failure;
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}
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private NodeState CheckHasArtifact()
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{
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if (playerHasArtifact) StopConversation();
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return playerHasArtifact ? NodeState.Success : NodeState.Failure;
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}
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private NodeState CheckCanSeePlayer()
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{
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bool canSee = fov != null && fov.canSeePlayer;
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if (canSee) { StopConversation(); AlertNeighbors(); suspicionLevel = 100; }
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return canSee ? NodeState.Success : NodeState.Failure;
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}
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private NodeState CheckHasInvestigateTarget()
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{
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if (fov != null && fov.lastKnownPlayerPosition != Vector3.zero)
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{
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if (suspicionLevel > investigationThreshold)
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{
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// Randomly decide to check or stay on patrol
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if (Random.value < (suspicionLevel / 100f)) return NodeState.Success;
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}
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}
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return NodeState.Failure;
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}
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private NodeState CheckCanTalkToNPC()
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{
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if (playerHasArtifact || (fov != null && fov.canSeePlayer)) return NodeState.Failure;
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if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;
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if (isTalking) return NodeState.Success;
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if (Hallucinate.AI.ConversationManager.Instance == null)
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{
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Debug.LogError($"[AI {npcName}] ConversationManager Instance is NULL!");
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return NodeState.Failure;
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}
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if (!Hallucinate.AI.ConversationManager.Instance.CanStartConversation()) return NodeState.Failure;
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Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);
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foreach (var hit in hitColliders)
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{
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if (hit.gameObject == gameObject) continue;
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EnemyAI other = hit.GetComponentInParent<EnemyAI>();
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if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown)
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{
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// Kiểm tra khoảng cách thực tế giữa 2 NPC
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float dist = Vector3.Distance(transform.position, other.transform.position);
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if (dist <= talkRange && gameObject.GetInstanceID() < other.gameObject.GetInstanceID())
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{
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Debug.Log($"<color=green>[AI {npcName}]</color> Found partner: {other.npcName}. Starting conversation.");
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Hallucinate.AI.ConversationManager.Instance.StartConversation(this, other);
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return NodeState.Success;
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}
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}
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}
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return NodeState.Failure;
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}
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#endregion
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#region ACTIONS
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public void HearNoise(Vector3 location, float volume)
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{
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suspicionLevel += volume * 15f;
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if (fov != null) fov.lastKnownPlayerPosition = location;
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if (suspicionLevel >= alertNeighborsThreshold) AlertNeighbors();
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StopConversation();
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Debug.Log($"<color=orange>[AI {npcName}]</color> Heard noise! Suspicion: {suspicionLevel}");
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}
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public void AlertNeighbors()
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{
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Collider[] hitColliders = Physics.OverlapSphere(transform.position, alertRange);
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foreach (var hit in hitColliders)
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{
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EnemyAI neighbor = hit.GetComponentInParent<EnemyAI>();
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if (neighbor != null && neighbor != this)
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{
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neighbor.suspicionLevel = Mathf.Max(neighbor.suspicionLevel, 50f);
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if (fov != null && neighbor.fov != null) neighbor.fov.lastKnownPlayerPosition = fov.lastKnownPlayerPosition;
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}
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}
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}
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private NodeState ActionTalk()
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{
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if (isTalking)
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{
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agent.isStopped = true;
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// Nếu bạn diễn đi quá xa trong khi đang nói, ngắt hội thoại
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if (talkingPartner != null)
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{
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if (Vector3.Distance(transform.position, talkingPartner.transform.position) > talkRange + 2f)
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{
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Debug.Log($"[AI {npcName}] Partner moved too far. Ending conversation.");
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StopConversation();
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return NodeState.Failure;
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}
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}
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return NodeState.Running;
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}
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return NodeState.Failure;
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}
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public void ProcessDialogueResult(string json)
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{
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try
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{
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DialogueResult result = JsonUtility.FromJson<DialogueResult>(json);
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if (chatBubble != null) chatBubble.Show(result.text);
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// Apply minor stat mods
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moveSpeed += result.speedMod;
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suspicionLevel = Mathf.Clamp(suspicionLevel + result.suspicionMod, 0, 100);
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lastTalkTime = Time.time;
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Debug.Log($"<color=green>[AI {npcName}]</color> Conv result: {result.text} | SpeedMod: {result.speedMod}");
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}
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catch { if (chatBubble != null) chatBubble.Show(json); }
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}
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private void StopConversation()
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{
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if (isTalking && Hallucinate.AI.ConversationManager.Instance != null)
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{
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Hallucinate.AI.ConversationManager.Instance.InterruptConversation(this);
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if (chatBubble != null) chatBubble.Show("Wait, what was that?!", 2f);
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}
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}
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private NodeState ActionPatrol()
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{
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if (patrolWaypoints == null || patrolWaypoints.Length == 0) return NodeState.Failure;
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agent.isStopped = false;
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agent.speed = moveSpeed * (suspicionLevel > 20 ? 0.7f : 0.5f); // Walk faster if suspicious
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var target = patrolWaypoints[currentWaypointIndex];
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agent.SetDestination(target.position);
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if (Vector3.Distance(transform.position, target.position) < 1.5f)
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{
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currentWaitTime += Time.deltaTime;
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if (currentWaitTime >= patrolWaitTime)
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{
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currentWaypointIndex = (currentWaypointIndex + 1) % patrolWaypoints.Length;
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currentWaitTime = 0f;
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}
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}
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return NodeState.Running;
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}
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private NodeState ActionChasePlayer()
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{
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agent.isStopped = false;
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agent.speed = moveSpeed;
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agent.SetDestination(player.position);
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return NodeState.Running;
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}
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private NodeState ActionInvestigate()
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{
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agent.isStopped = false;
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agent.speed = moveSpeed * 0.7f;
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agent.SetDestination(fov.lastKnownPlayerPosition);
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if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)
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{
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currentWaitTime += Time.deltaTime;
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if (currentWaitTime > 3f) // Look around for 3 seconds
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{
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fov.lastKnownPlayerPosition = Vector3.zero;
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suspicionLevel *= 0.5f; // Decrease suspicion after check
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return NodeState.Success;
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}
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}
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return NodeState.Running;
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}
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private NodeState ActionFocusAndShoot()
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{
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if (player == null) return NodeState.Failure;
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agent.isStopped = true; // Đứng im bắn cố định khi có cổ vật
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// 1. XOAY THÂN THEO TRỤC NGANG (Giúp NPC luôn đứng thẳng lưng, không bị đổ người)
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Vector3 bodyDir = player.position - transform.position;
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bodyDir.y = 0f; // Khóa trục dọc của thân
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if (bodyDir != Vector3.zero)
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{
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Quaternion targetRotation = Quaternion.LookRotation(bodyDir);
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotateSpeed * Time.deltaTime);
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}
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// 2. XOAY HỌNG SÚNG THEO TRỤC DỌC (Chúi xuống hoặc ngước lên thẳng vào Player)
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if (firePoint != null)
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{
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// Cộng thêm Vector3.up * 1f để họng súng nhắm vào NGỰC/BỤNG player, không bị bắn chúi xuống đất (bắn vào chân)
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Vector3 targetCenter = player.position + Vector3.up * 1f;
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Vector3 aimDir = targetCenter - firePoint.position;
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if (aimDir != Vector3.zero)
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{
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// Họng súng nhìn thẳng hoàn toàn vào Player (bao gồm cả trục Y chéo xuống)
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firePoint.rotation = Quaternion.LookRotation(aimDir);
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}
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}
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// 3. BẮN LASER (Laser sinh ra sẽ tự động lấy rotation chéo của firePoint)
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if (Time.time >= nextShootTime)
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{
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ShootLaser();
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nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);
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}
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return NodeState.Running;
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}
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private void ShootLaser()
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{
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if (laserPrefab == null || firePoint == null) return;
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Instantiate(laserPrefab, firePoint.position, firePoint.rotation);
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Debug.Log($"<color=red>[AI {npcName}]</color> Fired chéo Laser downwards/upwards at Player!");
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}
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private NodeState ActionDodge()
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{
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if (!isDodging) StartCoroutine(DodgeRollRoutine());
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return NodeState.Running;
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}
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private IEnumerator DodgeRollRoutine()
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{
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isDodging = true;
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agent.enabled = false;
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rb.isKinematic = false;
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Vector3 dir = (player.position - transform.position).normalized;
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Vector3 perp = new Vector3(-dir.z, 0, dir.x);
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rb.AddForce((Random.value > 0.5f ? perp : -perp) * dodgeForce, ForceMode.Impulse);
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yield return new WaitForSeconds(dodgeDuration);
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rb.linearVelocity = Vector3.zero;
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rb.isKinematic = true;
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agent.enabled = true;
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isDodging = false;
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}
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public void SetTalkingPartner(EnemyAI partner)
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{
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talkingPartner = partner;
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}
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public void FaceTarget(Vector3 pos)
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{
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Vector3 dir = (pos - transform.position);
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dir.y = 0;
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if (dir != Vector3.zero) transform.rotation = Quaternion.LookRotation(dir);
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}
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#endregion
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private void OnDrawGizmos()
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{
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// Vẽ vùng nói chuyện (Xanh lá)
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Gizmos.color = Color.green;
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Gizmos.DrawWireSphere(transform.position, talkRange);
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// Vẽ đường nối tới bạn diễn nếu đang nói
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if (isTalking && talkingPartner != null)
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{
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Gizmos.color = Color.yellow;
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Gizmos.DrawLine(transform.position + Vector3.up, talkingPartner.transform.position + Vector3.up);
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}
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}
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}
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