Massive update on NPCs and damage over time effects
- NPC controller reworked completely - ability priority list for npc's - npc's with animations - damage over time effect added - burn, poison and bleed over time effects added
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19262
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Load Diff
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1703
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Load Diff
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49
Assets/Scripts/AbilitySystem/Base/AbilityCooldownTracker.cs
Normal file
49
Assets/Scripts/AbilitySystem/Base/AbilityCooldownTracker.cs
Normal file
@ -0,0 +1,49 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class AbilityCooldownTracker : MonoBehaviour
|
||||
{
|
||||
public List<AbilityCooldownEntry> abilityCooldowns = new List<AbilityCooldownEntry>();
|
||||
|
||||
public void StartAbilityCooldown(BaseAbility ability)
|
||||
{
|
||||
AbilityCooldownEntry entry = new AbilityCooldownEntry();
|
||||
|
||||
entry.ability = ability;
|
||||
entry.cooldownCoroutine = StartCoroutine(TrackCooldown(entry, RemoveEntryOnCooldownReset));
|
||||
|
||||
abilityCooldowns.Add(entry);
|
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}
|
||||
|
||||
public void RemoveEntryOnCooldownReset(AbilityCooldownEntry entryToRemove)
|
||||
{
|
||||
abilityCooldowns.Remove(entryToRemove);
|
||||
}
|
||||
|
||||
public bool OnCooldown(BaseAbility ability)
|
||||
{
|
||||
for (int i = 0; i < abilityCooldowns.Count; i++)
|
||||
{
|
||||
if (abilityCooldowns[i].ability == ability)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
IEnumerator TrackCooldown(AbilityCooldownEntry entry, Action<AbilityCooldownEntry> RemoveOnCooldownEnded)
|
||||
{
|
||||
yield return new WaitForSeconds(entry.ability.cooldown);
|
||||
|
||||
if (RemoveOnCooldownEnded != null)
|
||||
RemoveOnCooldownEnded.Invoke(entry);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public class AbilityCooldownEntry
|
||||
{
|
||||
public BaseAbility ability;
|
||||
public Coroutine cooldownCoroutine;
|
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}
|
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@ -13,12 +13,15 @@ public class BaseAbility : ScriptableObject
|
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[Space]
|
||||
public float castTime;
|
||||
public float manaCost;
|
||||
public float healthCost = 0;
|
||||
public float cooldown;
|
||||
public bool castableWhileMoving;
|
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public AbilityAnimationType animationType;
|
||||
|
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public virtual void Execute(PhotonView user, Taggable userTag)
|
||||
{
|
||||
user.GetComponent<Mana>().ChangeValue(-manaCost);
|
||||
user.GetComponent<Health>().ChangeValue(-healthCost);
|
||||
|
||||
//for (int i = 0; i < abilityEffects.Count; i++)
|
||||
//{
|
||||
@ -28,11 +31,13 @@ public class BaseAbility : ScriptableObject
|
||||
public virtual void Execute(PhotonView user, Taggable userTag, Vector3 point)
|
||||
{
|
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user.GetComponent<Mana>().ChangeValue(-manaCost);
|
||||
user.GetComponent<Health>().ChangeValue(-healthCost);
|
||||
}
|
||||
|
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public virtual void Execute(PhotonView user, Taggable userTag, Transform target)
|
||||
{
|
||||
user.GetComponent<Mana>().ChangeValue(-manaCost);
|
||||
user.GetComponent<Health>().ChangeValue(-healthCost);
|
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}
|
||||
|
||||
private void OnValidate()
|
||||
|
@ -0,0 +1,117 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using System.Collections;
|
||||
using Photon.Pun;
|
||||
|
||||
public abstract class BaseDamageOverTimeEffectInstance : StatusEffectInstance
|
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{
|
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public float currentDamagePerTick;
|
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public abstract DamageOverTimeType DamageType { get; }
|
||||
|
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//public UnityEvent OnEffectApplied = new UnityEvent();
|
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public UnityEvent OnEffectTick = new UnityEvent();
|
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//public UnityEvent OnEffectEnded = new UnityEvent();
|
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|
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protected float nextTickTime;
|
||||
|
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protected override void Awake()
|
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{
|
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base.Awake();
|
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if (owner.IsMine)
|
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{
|
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OnEffectStackAddedEvent.AddListener(() => owner.RPC(nameof(RPC_EffectApplied), RpcTarget.Others));
|
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OnEffectEnded.AddListener(() => owner.RPC(nameof(RPC_EffectEnded), RpcTarget.Others));
|
||||
}
|
||||
}
|
||||
|
||||
protected override void AddStack(StatusEffect addedEffect)
|
||||
{
|
||||
DamageOverTimeEffect dotEffect = (DamageOverTimeEffect)addedEffect;
|
||||
currentDamagePerTick += dotEffect.damagePerTick;
|
||||
base.AddStack(addedEffect);
|
||||
}
|
||||
|
||||
protected override void RefreshEffect(StatusEffect effect)
|
||||
{
|
||||
base.RefreshEffect(effect);
|
||||
currentDamagePerTick = GetHighestDamagePerTick();
|
||||
OnEffectStackAdded();
|
||||
}
|
||||
|
||||
protected override IEnumerator EffectStateCoroutine()
|
||||
{
|
||||
nextTickTime = Time.time + ((DamageOverTimeEffect)activeStacks[0]).tickRate;
|
||||
|
||||
while (Time.time < endEffectTime)
|
||||
{
|
||||
if (Time.time >= nextTickTime)
|
||||
{
|
||||
ApplyDamage();
|
||||
nextTickTime = Time.time + ((DamageOverTimeEffect)activeStacks[0]).tickRate;
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
|
||||
EffectStateEnded();
|
||||
}
|
||||
|
||||
protected virtual void ApplyDamage()
|
||||
{
|
||||
Health targetHealth = GetComponent<Health>();
|
||||
if (targetHealth != null)
|
||||
{
|
||||
targetHealth.ChangeValue(-currentDamagePerTick);
|
||||
}
|
||||
OnEffectTick.Invoke();
|
||||
}
|
||||
|
||||
protected override void EffectStateStarted()
|
||||
{
|
||||
base.EffectStateStarted();
|
||||
OnEffectStackAddedEvent.Invoke();
|
||||
}
|
||||
|
||||
protected override void EffectStateEnded()
|
||||
{
|
||||
currentDamagePerTick = 0;
|
||||
OnEffectEnded.Invoke();
|
||||
base.EffectStateEnded();
|
||||
}
|
||||
|
||||
private float GetHighestDamagePerTick()
|
||||
{
|
||||
float highestDamage = 0;
|
||||
for (int i = activeStacks.Count - 1; i >= 0; i--)
|
||||
{
|
||||
if (((DamageOverTimeEffect)activeStacks[i]).damagePerTick > highestDamage)
|
||||
highestDamage = ((DamageOverTimeEffect)activeStacks[i]).damagePerTick;
|
||||
}
|
||||
return highestDamage;
|
||||
}
|
||||
|
||||
[PunRPC]
|
||||
public void RPC_ApplyDamageOverTimeEffect(int effectIndex)
|
||||
{
|
||||
ApplyEffect(StatusEffectIndexer.Instance.StatusEffects[effectIndex]);
|
||||
}
|
||||
|
||||
[PunRPC]
|
||||
public void RPC_EffectApplied()
|
||||
{
|
||||
OnEffectStackAddedEvent.Invoke();
|
||||
}
|
||||
|
||||
[PunRPC]
|
||||
public void RPC_EffectEnded()
|
||||
{
|
||||
OnEffectEnded.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
public enum DamageOverTimeType
|
||||
{
|
||||
Burn,
|
||||
Poison,
|
||||
Bleed
|
||||
// Add more types as needed
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9db5504778baa35438a05e59e62ea218
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,8 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BleedEffect : MonoBehaviour
|
||||
{
|
||||
|
||||
}
|
12
Assets/Scripts/AbilitySystem/Effects/BleedEffectInstance.cs
Normal file
12
Assets/Scripts/AbilitySystem/Effects/BleedEffectInstance.cs
Normal file
@ -0,0 +1,12 @@
|
||||
using Photon.Pun;
|
||||
|
||||
public class BleedEffectInstance : BaseDamageOverTimeEffectInstance
|
||||
{
|
||||
public override DamageOverTimeType DamageType => DamageOverTimeType.Bleed;
|
||||
|
||||
[PunRPC]
|
||||
public void RPC_ApplyDamageOverTimeEffectBleed(int effectIndex)
|
||||
{
|
||||
ApplyEffect(StatusEffectIndexer.Instance.StatusEffects[effectIndex]);
|
||||
}
|
||||
}
|
12
Assets/Scripts/AbilitySystem/Effects/BurnEffectInstance.cs
Normal file
12
Assets/Scripts/AbilitySystem/Effects/BurnEffectInstance.cs
Normal file
@ -0,0 +1,12 @@
|
||||
using Photon.Pun;
|
||||
|
||||
public class BurnEffectInstance : BaseDamageOverTimeEffectInstance
|
||||
{
|
||||
public override DamageOverTimeType DamageType => DamageOverTimeType.Burn;
|
||||
|
||||
[PunRPC]
|
||||
public void RPC_ApplyDamageOverTimeEffectBurn(int effectIndex)
|
||||
{
|
||||
ApplyEffect(StatusEffectIndexer.Instance.StatusEffects[effectIndex]);
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9d56bc7037aecb344b6d896e7094980f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
59
Assets/Scripts/AbilitySystem/Effects/DamageOverTimeEffect.cs
Normal file
59
Assets/Scripts/AbilitySystem/Effects/DamageOverTimeEffect.cs
Normal file
@ -0,0 +1,59 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using Kryz.CharacterStats.Examples;
|
||||
using Kryz.CharacterStats;
|
||||
|
||||
[CreateAssetMenu(fileName = "DamageOverTimeEffect", menuName = "RiftMayhem/AbilitySystem/Effects/Damage Over Time Effect", order = 1)]
|
||||
public class DamageOverTimeEffect : StatusEffect
|
||||
{
|
||||
[Space]
|
||||
public float damagePerTick;
|
||||
public float percentStatInfluence;
|
||||
public float tickRate = 1f;
|
||||
public DamageOverTimeType damageType;
|
||||
|
||||
private float finalTickValue;
|
||||
private CharacterStats stats;
|
||||
|
||||
public override void ApplyEffect(Taggable user, List<Taggable> targets)
|
||||
{
|
||||
base.ApplyEffect(user, targets);
|
||||
|
||||
if (applyToTargetsHit)
|
||||
{
|
||||
foreach (Taggable target in targets)
|
||||
{
|
||||
BaseDamageOverTimeEffectInstance dotInstance = GetOrAddCorrectInstance(target);
|
||||
dotInstance.owner.RPC((nameof(dotInstance.RPC_ApplyDamageOverTimeEffect)+damageType.ToString()), dotInstance.owner.Owner, StatusEffectIndexer.Instance.StatusEffects.IndexOf(this));
|
||||
}
|
||||
}
|
||||
if (applyToSelf)
|
||||
{
|
||||
BaseDamageOverTimeEffectInstance dotInstance = GetOrAddCorrectInstance(user);
|
||||
dotInstance.ApplyEffect(this);
|
||||
}
|
||||
}
|
||||
|
||||
private BaseDamageOverTimeEffectInstance GetOrAddCorrectInstance(Taggable target)
|
||||
{
|
||||
switch (damageType)
|
||||
{
|
||||
case DamageOverTimeType.Burn:
|
||||
return target.GetComponent<BurnEffectInstance>() ?? target.gameObject.AddComponent<BurnEffectInstance>();
|
||||
case DamageOverTimeType.Poison:
|
||||
return target.GetComponent<PoisonEffectInstance>() ?? target.gameObject.AddComponent<PoisonEffectInstance>();
|
||||
case DamageOverTimeType.Bleed:
|
||||
return target.GetComponent<BleedEffectInstance>() ?? target.gameObject.AddComponent<BleedEffectInstance>();
|
||||
default:
|
||||
throw new System.ArgumentException("Unknown damage type");
|
||||
}
|
||||
}
|
||||
|
||||
private void GetFinalValue(CharacterStat stat)
|
||||
{
|
||||
if (stat == null)
|
||||
finalTickValue = damagePerTick;
|
||||
else
|
||||
finalTickValue = damagePerTick + stat.Value * percentStatInfluence;
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: af01294d38acd8c4ba867154b71b9ec6
|
||||
MonoImporter:
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externalObjects: {}
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||||
serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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|
||||
userData:
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||||
assetBundleName:
|
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assetBundleVariant:
|
@ -0,0 +1,25 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class DamageOverTimeVFXManager : MonoBehaviour
|
||||
{
|
||||
public GameObject burnVFX;
|
||||
public GameObject poisonVFX;
|
||||
public GameObject bleedVFX;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
SetupEffectInstance<BurnEffectInstance>(burnVFX);
|
||||
SetupEffectInstance<PoisonEffectInstance>(poisonVFX);
|
||||
SetupEffectInstance<BleedEffectInstance>(bleedVFX);
|
||||
}
|
||||
|
||||
private void SetupEffectInstance<T>(GameObject vfx) where T : BaseDamageOverTimeEffectInstance
|
||||
{
|
||||
T instance = GetComponent<T>();
|
||||
if (instance != null)
|
||||
{
|
||||
instance.OnEffectStackAddedEvent.AddListener(() => vfx.SetActive(true));
|
||||
instance.OnEffectEnded.AddListener(() => vfx.SetActive(false));
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 88a4c67f5abc6544e83efa5dedd057c1
|
||||
MonoImporter:
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
|
12
Assets/Scripts/AbilitySystem/Effects/PoisonEffectInstance.cs
Normal file
12
Assets/Scripts/AbilitySystem/Effects/PoisonEffectInstance.cs
Normal file
@ -0,0 +1,12 @@
|
||||
using Photon.Pun;
|
||||
|
||||
public class PoisonEffectInstance : BaseDamageOverTimeEffectInstance
|
||||
{
|
||||
public override DamageOverTimeType DamageType => DamageOverTimeType.Poison;
|
||||
|
||||
[PunRPC]
|
||||
public void RPC_ApplyDamageOverTimeEffectPoison(int effectIndex)
|
||||
{
|
||||
ApplyEffect(StatusEffectIndexer.Instance.StatusEffects[effectIndex]);
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 70248ebe0c4107246bddef82854d8bde
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -24,6 +24,11 @@ public class StatusEffectInstance : MonoBehaviour
|
||||
|
||||
protected Coroutine effectStateCoroutine;
|
||||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
owner = GetComponentInParent<PhotonView>();
|
||||
}
|
||||
|
||||
public virtual void ApplyEffect(StatusEffect effect)
|
||||
{
|
||||
if (CanAddStack())
|
||||
|
@ -47,6 +47,12 @@ public static class GameConstants
|
||||
public static int MinimumNumberOfWavesPerRift = 3;
|
||||
public static int MaximumNumberOfWavesPerRift = 5;
|
||||
|
||||
public static int MinimumQuantityIndex0 = 2;
|
||||
public static int MaximumQuantityIndex0 = 5;
|
||||
|
||||
public static int MinimumQuantityIndex1 = 2;
|
||||
public static int MaximumQuantityIndex1 = 5;
|
||||
|
||||
public static float RiftDelayBetweenSpawns = 1f;
|
||||
|
||||
public static float BossTargetLockInPhaseDuration = 6f;
|
||||
|
@ -102,6 +102,11 @@ public class Health : Resource
|
||||
onResourceChanged.Invoke(currentValue);
|
||||
}
|
||||
|
||||
public bool EnoughHealth(float cost)
|
||||
{
|
||||
return cost <= currentValue;
|
||||
}
|
||||
|
||||
|
||||
[PunRPC]
|
||||
public void RPC_ChangeValueHealth(float value)
|
||||
|
8
Assets/Scripts/NPC/NPCControllers_v2.meta
Normal file
8
Assets/Scripts/NPC/NPCControllers_v2.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
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||||
guid: ee8f2841ea9184a489b0d85409796bf4
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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externalObjects: {}
|
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userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
8
Assets/Scripts/NPC/NPCControllers_v2/-Data.meta
Normal file
8
Assets/Scripts/NPC/NPCControllers_v2/-Data.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 72b68e9bc8be7fc469ecee747a0f8fac
|
||||
folderAsset: yes
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DefaultImporter:
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externalObjects: {}
|
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,20 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class AbilityCastCondition
|
||||
{
|
||||
public AbilityCastConditionType conditionType;
|
||||
}
|
||||
|
||||
|
||||
[System.Serializable]
|
||||
public enum AbilityCastConditionType
|
||||
{
|
||||
Mana,
|
||||
Health,
|
||||
MeleeDistance,
|
||||
RangedDistance,
|
||||
Cooldown
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6c65cb20a08055e4d844fc207b84e4e8
|
||||
MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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|
||||
userData:
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||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,52 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class AbilityConditionManager
|
||||
{
|
||||
public BaseAbility ability;
|
||||
public List<AbilityCastCondition> castConditions = new List<AbilityCastCondition>();
|
||||
|
||||
|
||||
public bool CanCastAbility(NPCControllerBase npc)
|
||||
{
|
||||
foreach (AbilityCastCondition condition in castConditions)
|
||||
{
|
||||
switch (condition.conditionType)
|
||||
{
|
||||
case AbilityCastConditionType.Mana:
|
||||
{
|
||||
if (npc.Mana.EnoughMana(ability.manaCost))
|
||||
continue;
|
||||
else return false;
|
||||
}
|
||||
case AbilityCastConditionType.Health:
|
||||
{
|
||||
if (npc.Health.EnoughHealth(ability.manaCost))
|
||||
continue;
|
||||
else return false;
|
||||
}
|
||||
case AbilityCastConditionType.MeleeDistance:
|
||||
{
|
||||
if (npc.IsCloseEnough(npc.currentTarget.transform.position, npc.MeleeRange))
|
||||
continue;
|
||||
else return false;
|
||||
}
|
||||
case AbilityCastConditionType.RangedDistance:
|
||||
{
|
||||
if (npc.IsCloseEnough(npc.currentTarget.transform.position, npc.ProjectileRange))
|
||||
continue;
|
||||
else return false;
|
||||
}
|
||||
case AbilityCastConditionType.Cooldown:
|
||||
{
|
||||
if (!npc.abilityCooldownTracker.OnCooldown(ability))
|
||||
continue;
|
||||
else return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2ba44b432b1bc6e45be14915f9aa0e90
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MonoImporter:
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|
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Scripts/NPC/NPCControllers_v2/BasicEnemy.meta
Normal file
8
Assets/Scripts/NPC/NPCControllers_v2/BasicEnemy.meta
Normal file
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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||||
guid: 8b298a7d8831b944b8433985ac70e5e3
|
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folderAsset: yes
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
|
@ -0,0 +1,142 @@
|
||||
using Photon.Pun;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BasicEnemyNPCController : NPCControllerBase
|
||||
{
|
||||
[Header("Events:")]
|
||||
[SerializeField] protected GameEvent_Float experienceOnDeath;
|
||||
|
||||
protected DropTable dropTable;
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
dropTable = GetComponentInChildren<DropTable>();
|
||||
base.Awake();
|
||||
}
|
||||
|
||||
protected override void OnDeath()
|
||||
{
|
||||
photonView.RPC(nameof(RPC_OnDeath), RpcTarget.All, dropTable.CalculateLootDrop());
|
||||
}
|
||||
|
||||
[PunRPC]
|
||||
protected override void RPC_OnDeath(bool lootDropped)
|
||||
{
|
||||
if (isDead) return;
|
||||
|
||||
Debug.Log($"{this.gameObject.name} died!");
|
||||
|
||||
isDead = true;
|
||||
|
||||
agent.enabled = false;
|
||||
|
||||
experienceOnDeath.Raise(health.GetMaxValue() * GameConstants.GameBalancing.HealthIntoExperienceMultiplier);
|
||||
|
||||
dropTable.DropLoot(lootDropped);
|
||||
|
||||
animatorController.SetDead();
|
||||
|
||||
if (!photonView.IsMine) return;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
protected override void OnNewTargetIdentifiedAndHasTarget()
|
||||
{
|
||||
//someone entered sight, npc already has a target
|
||||
Debug.Log("New Target available, current target = " + currentTarget.name);
|
||||
}
|
||||
|
||||
protected override void OnNewTargetIdentifiedAndNoCurrentTarget()
|
||||
{
|
||||
//someone entered sight, npc does not have a target yet
|
||||
Debug.Log("New Target available, current target = null, updating target with closest");
|
||||
UpdateCurrentTarget(GetClosestTarget());
|
||||
}
|
||||
|
||||
protected override void OnPossibleTargetLostAndHasTargetAndVision()
|
||||
{
|
||||
//someone exited sight, npc already has target and vision
|
||||
}
|
||||
|
||||
protected override void OnPossibleTargetLostAndHasTargetButNoVision()
|
||||
{
|
||||
//someone exited sight, npc already has target but no vision of it (possibly his target was the one getting out of sight)
|
||||
base.OnPossibleTargetLostAndHasTargetButNoVision();
|
||||
UpdateCurrentTarget(GetClosestTarget());
|
||||
}
|
||||
|
||||
protected override void OnPossibleTargetLostAndHasNoCurrentTargetButHasAvailableTargets()
|
||||
{
|
||||
//someone exited sight, npc has no target yet, there are available targets to pick
|
||||
|
||||
UpdateCurrentTarget(GetClosestTarget());
|
||||
}
|
||||
|
||||
protected override void OnPossibleTargetLostAndHasNoCurrentTargetAndNoAvailableTargets()
|
||||
{
|
||||
//someone exited sight, npc has no target yet, there are NO available targets
|
||||
|
||||
PatrolNewPosition();
|
||||
}
|
||||
|
||||
protected override void ChasingUpdate()
|
||||
{
|
||||
base.ChasingUpdate();
|
||||
}
|
||||
|
||||
protected override void PatrollingUpdate()
|
||||
{
|
||||
base.PatrollingUpdate();
|
||||
}
|
||||
|
||||
protected override void TryAttack()
|
||||
{
|
||||
if (waitingForAttackAnimation) return;
|
||||
|
||||
ability = abilityPriorityManager.GetHighestPriorityAvailableAbility();
|
||||
|
||||
|
||||
if (ability == null)
|
||||
{
|
||||
Debug.Log("No abilities available for current conditional state");
|
||||
SetupAgentStats(currentTarget.transform.position, true);
|
||||
SetAgentMoving(true);
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.Log("Ability with highest priority = " + ability.name);
|
||||
|
||||
waitingForAttackAnimation = true;
|
||||
|
||||
SetAgentMoving(false);
|
||||
|
||||
animatorController.SetTriggerBasedOnAbility(ability.animationType);
|
||||
}
|
||||
|
||||
public override void OnAttackAnimationEventTriggered()
|
||||
{
|
||||
if (!photonView.IsMine) return;
|
||||
|
||||
Debug.Log("Controller on attack animation event triggered, executing ability = " + ability.name);
|
||||
|
||||
if (ability is AreaOfEffectAbility && !((AreaOfEffectAbility)ability).spawnUnderUser)
|
||||
{
|
||||
ability.Execute(photonView, myTag, currentTarget.transform);
|
||||
}
|
||||
else
|
||||
{
|
||||
ability.Execute(photonView, myTag);
|
||||
}
|
||||
if (ability.cooldown > 0)
|
||||
abilityCooldownTracker.StartAbilityCooldown(ability);
|
||||
|
||||
ResetCounterOnAttackPerformed();
|
||||
waitingForAttackAnimation = false;
|
||||
SetAgentMoving(true);
|
||||
Debug.Log("Attack cycle done");
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
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8
Assets/Scripts/NPC/NPCControllers_v2/BossEnemy.meta
Normal file
8
Assets/Scripts/NPC/NPCControllers_v2/BossEnemy.meta
Normal file
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,20 @@
|
||||
using Photon.Pun;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BossEnemyNPCController : BasicEnemyNPCController
|
||||
{
|
||||
[Header("Boss Related:")]
|
||||
[SerializeField] protected GameEvent onBossDead;
|
||||
|
||||
[PunRPC]
|
||||
protected override void RPC_OnDeath(bool lootDropped)
|
||||
{
|
||||
if (isDead) return;
|
||||
|
||||
onBossDead.Raise();
|
||||
|
||||
base.RPC_OnDeath(lootDropped);
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d1fac69c49488124c9f1af17d85f8377
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,26 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class NPCAbilityPriorityManager : MonoBehaviour
|
||||
{
|
||||
public List<AbilityConditionManager> abilityPriorityList = new List<AbilityConditionManager>();
|
||||
|
||||
NPCControllerBase npcController;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
npcController = GetComponentInParent<NPCControllerBase>();
|
||||
}
|
||||
|
||||
public BaseAbility GetHighestPriorityAvailableAbility()
|
||||
{
|
||||
for (int i = 0; i < abilityPriorityList.Count; i++)
|
||||
{
|
||||
if (abilityPriorityList[i].CanCastAbility(npcController))
|
||||
return abilityPriorityList[i].ability;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 49ff56c0620bbdb47bc2f1c936ce1215
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,76 @@
|
||||
using Photon.Pun;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
|
||||
public class NPCAnimatorControllerBase : MonoBehaviour
|
||||
{
|
||||
protected Animator anim;
|
||||
protected NavMeshAgent agent;
|
||||
protected PhotonView photonView;
|
||||
protected NPCControllerBase npcController;
|
||||
|
||||
protected bool isLockedInAnimation = false;
|
||||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
anim = GetComponent<Animator>();
|
||||
agent = GetComponentInParent<NavMeshAgent>();
|
||||
photonView = GetComponentInParent<PhotonView>();
|
||||
npcController = GetComponentInParent<NPCControllerBase>();
|
||||
}
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
protected void Update()
|
||||
{
|
||||
if (!photonView.IsMine) return;
|
||||
|
||||
anim.SetFloat("movementSpeed", agent.velocity.magnitude);
|
||||
}
|
||||
|
||||
protected virtual void OnAttackAnimationEvent()
|
||||
{
|
||||
if (!photonView.IsMine) return;
|
||||
|
||||
Debug.Log("Sending Notice On Attack Animation Event Trigger");
|
||||
//send notice for brain/abilitybinder to execute queued action/ability
|
||||
npcController.OnAttackAnimationEventTriggered();
|
||||
}
|
||||
|
||||
protected virtual void OnDeathAnimationEvent()
|
||||
{
|
||||
if (!photonView.IsMine) return;
|
||||
|
||||
//send notice for brain/abilitybinder to execute queued action/ability
|
||||
npcController.OnDeathAnimationEventTriggered();
|
||||
}
|
||||
|
||||
public void SetDead()
|
||||
{
|
||||
anim.SetTrigger("dead");
|
||||
}
|
||||
|
||||
public void SetTriggerBasedOnAbility(AbilityAnimationType animationType)
|
||||
{
|
||||
Debug.Log("Setting animation trigger = " + animationType);
|
||||
switch (animationType)
|
||||
{
|
||||
case AbilityAnimationType.Throw:
|
||||
anim.SetTrigger("throw");
|
||||
break;
|
||||
case AbilityAnimationType.Spell:
|
||||
anim.SetTrigger("cast");
|
||||
break;
|
||||
case AbilityAnimationType.Melee:
|
||||
anim.SetTrigger("melee");
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f965d6ce9b8ab3942a0f66c008c8a99c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
386
Assets/Scripts/NPC/NPCControllers_v2/NPCControllerBase.cs
Normal file
386
Assets/Scripts/NPC/NPCControllers_v2/NPCControllerBase.cs
Normal file
@ -0,0 +1,386 @@
|
||||
using Photon.Pun;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class NPCControllerBase : MonoBehaviour
|
||||
{
|
||||
[Header("Settings:")]
|
||||
[SerializeField] protected float projectileRange;
|
||||
[SerializeField] protected float meleeRange;
|
||||
[SerializeField] protected float distanceToChangePatrolDestination;
|
||||
[SerializeField] protected float patrolAgentSpeed;
|
||||
[SerializeField] protected float chasingAgentSpeed;
|
||||
[SerializeField] protected float timeBetweenAttacks = 1f; //change in editor
|
||||
|
||||
public float ProjectileRange => projectileRange;
|
||||
public float MeleeRange => meleeRange;
|
||||
|
||||
[HideInInspector]
|
||||
public PhotonView photonView;
|
||||
[HideInInspector]
|
||||
public Taggable myTag;
|
||||
[HideInInspector]
|
||||
public NPCAnimatorControllerBase animatorController;
|
||||
[HideInInspector]
|
||||
public NPCAbilityPriorityManager abilityPriorityManager;
|
||||
[HideInInspector]
|
||||
public AbilityCooldownTracker abilityCooldownTracker;
|
||||
|
||||
protected NavMeshAgent agent;
|
||||
|
||||
public List<Taggable> possibleTargets = new List<Taggable>();
|
||||
public Taggable currentTarget;
|
||||
|
||||
protected BaseAbility ability;
|
||||
|
||||
protected float targetDistance = float.MaxValue;
|
||||
protected float distance;
|
||||
protected Taggable resultTarget;
|
||||
|
||||
protected Vector3 patrolDestination = new Vector3();
|
||||
|
||||
protected float counter = 0f;
|
||||
|
||||
protected Health health;
|
||||
protected Mana mana;
|
||||
|
||||
public Health Health => health;
|
||||
public Mana Mana => mana;
|
||||
|
||||
protected bool isDead = false;
|
||||
|
||||
protected bool waitingForAttackAnimation = false;
|
||||
|
||||
public UnityEvent onPossibleTargetEnteredSight = new UnityEvent();
|
||||
public UnityEvent onPossibleTargetExitedSight = new UnityEvent();
|
||||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
myTag = GetComponentInParent<Taggable>();
|
||||
agent = GetComponentInParent<NavMeshAgent>();
|
||||
photonView = GetComponentInParent<PhotonView>();
|
||||
health = GetComponent<Health>();
|
||||
mana = GetComponent<Mana>();
|
||||
abilityPriorityManager = GetComponentInChildren<NPCAbilityPriorityManager>();
|
||||
abilityCooldownTracker = GetComponentInChildren<AbilityCooldownTracker>();
|
||||
|
||||
animatorController = GetComponentInChildren<NPCAnimatorControllerBase>();
|
||||
|
||||
if (!photonView.IsMine) return;
|
||||
|
||||
onPossibleTargetEnteredSight.AddListener(OnNewTargetIdentified);
|
||||
onPossibleTargetExitedSight.AddListener(OnPossibleExistingTargetLost);
|
||||
}
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
if (!photonView.IsMine) return;
|
||||
|
||||
isDead = false;
|
||||
|
||||
counter = timeBetweenAttacks / 2f;
|
||||
|
||||
health.onDeath.AddListener(OnDeath);
|
||||
}
|
||||
|
||||
protected virtual void Update()
|
||||
{
|
||||
if (!photonView.IsMine) return;
|
||||
if (isDead) return;
|
||||
|
||||
counter += Time.deltaTime;
|
||||
|
||||
if (HasTarget())
|
||||
{
|
||||
ChasingUpdate();
|
||||
}
|
||||
else
|
||||
{
|
||||
PatrollingUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
#region Checks
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
/// <returns>possibleTargets.Count > 0</returns>
|
||||
public virtual bool HasAvailableTargets()
|
||||
{
|
||||
return possibleTargets.Count > 0;
|
||||
}
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
/// <returns>currentTarget != null</returns>
|
||||
public virtual bool HasTarget()
|
||||
{
|
||||
return currentTarget != null;
|
||||
}
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
/// <returns>possibleTargets.Contains(currentTarget)</returns>
|
||||
public virtual bool HasVisionOfCurrentTarget()
|
||||
{
|
||||
return possibleTargets.Contains(currentTarget);
|
||||
}
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
/// <returns>agent.destination != null</returns>
|
||||
public virtual bool HasDestination()
|
||||
{
|
||||
return agent.destination != null;
|
||||
}
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
/// <param name="positionCheck"></param>
|
||||
/// <param name="distanceCheck"></param>
|
||||
/// <returns> Distance between agent.transform.position and positionCheck less than distanceCheck</returns>
|
||||
public virtual bool IsCloseEnough(Vector3 positionCheck, float distanceCheck)
|
||||
{
|
||||
return Vector3.Distance(agent.transform.position, positionCheck) <= distanceCheck;
|
||||
}
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
/// <returns> counter >= timeBetweenAttacks</returns>
|
||||
public virtual bool IsReadyToAttack()
|
||||
{
|
||||
return counter >= timeBetweenAttacks;
|
||||
}
|
||||
#endregion
|
||||
|
||||
protected virtual void ResetCounterOnAttackPerformed()
|
||||
{
|
||||
counter = 0;
|
||||
}
|
||||
protected virtual Taggable GetClosestTarget()
|
||||
{
|
||||
targetDistance = float.MaxValue;
|
||||
resultTarget = null;
|
||||
|
||||
Debug.Log("CLOSEST COUNT: " + possibleTargets.Count);
|
||||
for (int i = 0; i < possibleTargets.Count; i++)
|
||||
{
|
||||
distance = Vector3.Distance(possibleTargets[i].transform.position, agent.transform.position);
|
||||
if (distance < targetDistance)
|
||||
{
|
||||
targetDistance = distance;
|
||||
resultTarget = possibleTargets[i];
|
||||
}
|
||||
}
|
||||
|
||||
return resultTarget;
|
||||
}
|
||||
protected virtual Taggable GetFurthestAwayTarget()
|
||||
{
|
||||
targetDistance = 0f;
|
||||
resultTarget = null;
|
||||
|
||||
for (int i = 0; i < possibleTargets.Count; i++)
|
||||
{
|
||||
distance = Vector3.Distance(possibleTargets[i].transform.position, agent.transform.position);
|
||||
if (distance > targetDistance)
|
||||
{
|
||||
targetDistance = distance;
|
||||
resultTarget = possibleTargets[i];
|
||||
}
|
||||
}
|
||||
|
||||
return resultTarget;
|
||||
}
|
||||
protected virtual void UpdateCurrentTarget(Taggable target)
|
||||
{
|
||||
if (target == null)
|
||||
{
|
||||
PatrolNewPosition();
|
||||
return;
|
||||
}
|
||||
currentTarget = target;
|
||||
SetupAgentStats(currentTarget.transform.position, true);
|
||||
}
|
||||
protected virtual void UpdatePatrolTarget(Vector3 destination)
|
||||
{
|
||||
SetupAgentStats(destination);
|
||||
}
|
||||
protected virtual void SetupAgentStats(Vector3 destination, bool chasing = false)
|
||||
{
|
||||
if (isDead) return;
|
||||
|
||||
agent.speed = chasing ? chasingAgentSpeed : patrolAgentSpeed;
|
||||
patrolDestination = destination;
|
||||
patrolDestination.y = 0f;
|
||||
agent.SetDestination(patrolDestination);
|
||||
}
|
||||
protected virtual void SetAgentMoving(bool isMoving)
|
||||
{
|
||||
if (isDead) return;
|
||||
|
||||
agent.isStopped = !isMoving;
|
||||
}
|
||||
|
||||
|
||||
protected virtual void OnNewTargetIdentified()
|
||||
{
|
||||
if (HasTarget())
|
||||
{
|
||||
OnNewTargetIdentifiedAndHasTarget();
|
||||
}
|
||||
else //no current target
|
||||
{
|
||||
OnNewTargetIdentifiedAndNoCurrentTarget();
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void OnPossibleExistingTargetLost()
|
||||
{
|
||||
if (HasTarget())
|
||||
{
|
||||
if (HasVisionOfCurrentTarget()) //current target inside sight (possibleTargets list)
|
||||
{
|
||||
OnPossibleTargetLostAndHasTargetAndVision();
|
||||
}
|
||||
else //current target outside sight (possibleTargets list)
|
||||
{
|
||||
OnPossibleTargetLostAndHasTargetButNoVision();
|
||||
}
|
||||
}
|
||||
else //no current target
|
||||
{
|
||||
if (HasAvailableTargets())
|
||||
{
|
||||
OnPossibleTargetLostAndHasNoCurrentTargetButHasAvailableTargets();
|
||||
}
|
||||
else //no available targets in sight
|
||||
{
|
||||
OnPossibleTargetLostAndHasNoCurrentTargetAndNoAvailableTargets();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void OnNewTargetIdentifiedAndHasTarget()
|
||||
{
|
||||
//someone entered sight, npc already has a target
|
||||
}
|
||||
protected virtual void OnNewTargetIdentifiedAndNoCurrentTarget()
|
||||
{
|
||||
//someone entered sight, npc does not have a target yet
|
||||
}
|
||||
protected virtual void OnPossibleTargetLostAndHasTargetAndVision()
|
||||
{
|
||||
//someone exited sight, npc already has target and vision
|
||||
}
|
||||
protected virtual void OnPossibleTargetLostAndHasTargetButNoVision()
|
||||
{
|
||||
//someone exited sight, npc already has target but no vision of it (possibly his target was the one getting out of sight)
|
||||
currentTarget = null;
|
||||
}
|
||||
protected virtual void OnPossibleTargetLostAndHasNoCurrentTargetButHasAvailableTargets()
|
||||
{
|
||||
//someone exited sight, npc has no target yet, there are available targets to pick
|
||||
}
|
||||
protected virtual void OnPossibleTargetLostAndHasNoCurrentTargetAndNoAvailableTargets()
|
||||
{
|
||||
//someone exited sight, npc has no target yet, there are NO available targets
|
||||
}
|
||||
|
||||
|
||||
protected virtual void TryAttack()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
protected virtual void ChasingUpdate()
|
||||
{
|
||||
if (IsReadyToAttack())
|
||||
{
|
||||
TryAttack();
|
||||
}
|
||||
else
|
||||
{
|
||||
SetupAgentStats(currentTarget.transform.position, true);
|
||||
|
||||
if (agent.remainingDistance > agent.stoppingDistance)
|
||||
SetAgentMoving(true);
|
||||
else
|
||||
SetAgentMoving(false);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void PatrollingUpdate()
|
||||
{
|
||||
if (!HasAvailableTargets())
|
||||
{
|
||||
if (currentTarget != null)
|
||||
{
|
||||
currentTarget = null;
|
||||
}
|
||||
if (agent.destination == null)
|
||||
{
|
||||
PatrolNewPosition();
|
||||
}
|
||||
else if (agent.remainingDistance < distanceToChangePatrolDestination)
|
||||
{
|
||||
PatrolNewPosition();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Patrolling update, available targets, waiting for sight to do its job");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
public virtual void OnAttackAnimationEventTriggered()
|
||||
{
|
||||
//execute ability
|
||||
}
|
||||
public virtual void OnDeathAnimationEventTriggered()
|
||||
{
|
||||
DestroyAfterEffect();
|
||||
}
|
||||
|
||||
protected virtual void OnDeath()
|
||||
{
|
||||
photonView.RPC(nameof(RPC_OnDeath), RpcTarget.All);
|
||||
}
|
||||
|
||||
[PunRPC]
|
||||
protected virtual void RPC_OnDeath(bool lootDropped = false)
|
||||
{
|
||||
if (isDead) return;
|
||||
|
||||
Debug.Log($"{this.gameObject.name} died!");
|
||||
|
||||
isDead = true;
|
||||
|
||||
agent.enabled = false;
|
||||
|
||||
if (!photonView.IsMine) return;
|
||||
|
||||
animatorController.SetDead();
|
||||
}
|
||||
|
||||
protected virtual void DestroyAfterEffect()
|
||||
{
|
||||
if (!photonView.IsMine) return;
|
||||
|
||||
PhotonNetwork.Destroy(this.gameObject);
|
||||
}
|
||||
|
||||
protected virtual void PatrolNewPosition()
|
||||
{
|
||||
agent.speed = patrolAgentSpeed;
|
||||
patrolDestination.x = Random.Range(-5, 5);
|
||||
patrolDestination.y = 0f;
|
||||
patrolDestination.z = Random.Range(-5, 5);
|
||||
UpdatePatrolTarget(transform.position + patrolDestination);
|
||||
SetAgentMoving(true);
|
||||
}
|
||||
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 829632361fd3f1743800b741b5556dd2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,88 @@
|
||||
using Photon.Pun;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class NPCSightControllerBase : MonoBehaviour
|
||||
{
|
||||
[Header("Settings:")]
|
||||
[SerializeField] protected float sightRange;
|
||||
|
||||
protected SphereCollider sight;
|
||||
|
||||
protected PhotonView photonView;
|
||||
protected PhotonView otherView;
|
||||
|
||||
protected Taggable myTag;
|
||||
protected Taggable possibleTarget;
|
||||
|
||||
protected NPCControllerBase npcController;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
npcController = GetComponentInParent<NPCControllerBase>();
|
||||
myTag = GetComponentInParent<Taggable>();
|
||||
photonView = GetComponentInParent<PhotonView>();
|
||||
}
|
||||
|
||||
protected void Start()
|
||||
{
|
||||
if (!photonView.IsMine) return;
|
||||
|
||||
sight = this.gameObject.AddComponent<SphereCollider>();
|
||||
sight.radius = sightRange;
|
||||
sight.isTrigger = true;
|
||||
}
|
||||
|
||||
protected virtual void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (!photonView.IsMine) return;
|
||||
|
||||
otherView = other.GetComponentInParent<PhotonView>();
|
||||
if (otherView != null)
|
||||
{
|
||||
if (otherView == photonView) return;
|
||||
}
|
||||
|
||||
possibleTarget = other.GetComponentInParent<Taggable>();
|
||||
|
||||
if (possibleTarget == null) return;
|
||||
|
||||
if (possibleTarget.targetTag == myTag.targetTag || myTag.targetTag.AlliedTags.Contains(possibleTarget.targetTag)) return;
|
||||
|
||||
if (npcController.possibleTargets.Contains(possibleTarget)) return;
|
||||
|
||||
npcController.possibleTargets.Add(possibleTarget);
|
||||
|
||||
npcController.onPossibleTargetEnteredSight.Invoke();
|
||||
}
|
||||
|
||||
protected virtual void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (!photonView.IsMine) return;
|
||||
|
||||
otherView = other.GetComponentInParent<PhotonView>();
|
||||
if (otherView != null)
|
||||
{
|
||||
if (otherView == photonView) return;
|
||||
}
|
||||
|
||||
possibleTarget = other.GetComponentInParent<Taggable>();
|
||||
|
||||
if (possibleTarget == null) return;
|
||||
|
||||
if (possibleTarget.targetTag == myTag.targetTag) return;
|
||||
|
||||
if (!npcController.possibleTargets.Contains(possibleTarget)) return;
|
||||
|
||||
npcController.possibleTargets.Remove(possibleTarget);
|
||||
|
||||
npcController.onPossibleTargetExitedSight.Invoke();
|
||||
}
|
||||
|
||||
|
||||
protected virtual void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.DrawWireSphere(this.transform.position, sightRange);
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5ebd865fb7095524c8620113a3e1f40d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
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Reference in New Issue
Block a user