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
This commit is contained in:
Pedro Gomes 2024-07-19 21:57:47 +01:00
parent 11918e1a0f
commit a42b1ea784
103 changed files with 89010 additions and 234 deletions

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@ -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);
}
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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@ -13,12 +13,15 @@ public class BaseAbility : ScriptableObject
[Space]
public float castTime;
public float manaCost;
public float healthCost = 0;
public float cooldown;
public bool castableWhileMoving;
public AbilityAnimationType animationType;
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)
{
user.GetComponent<Mana>().ChangeValue(-manaCost);
user.GetComponent<Health>().ChangeValue(-healthCost);
}
public virtual void Execute(PhotonView user, Taggable userTag, Transform target)
{
user.GetComponent<Mana>().ChangeValue(-manaCost);
user.GetComponent<Health>().ChangeValue(-healthCost);
}
private void OnValidate()

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@ -0,0 +1,117 @@
using UnityEngine;
using UnityEngine.Events;
using System.Collections;
using Photon.Pun;
public abstract class BaseDamageOverTimeEffectInstance : StatusEffectInstance
{
public float currentDamagePerTick;
public abstract DamageOverTimeType DamageType { get; }
//public UnityEvent OnEffectApplied = new UnityEvent();
public UnityEvent OnEffectTick = new UnityEvent();
//public UnityEvent OnEffectEnded = new UnityEvent();
protected float nextTickTime;
protected override void Awake()
{
base.Awake();
if (owner.IsMine)
{
OnEffectStackAddedEvent.AddListener(() => owner.RPC(nameof(RPC_EffectApplied), RpcTarget.Others));
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
}

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@ -1,8 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BleedEffect : MonoBehaviour
{
}

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@ -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]);
}
}

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@ -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]);
}
}

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@ -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;
}
}

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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));
}
}
}

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@ -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]);
}
}

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@ -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())

View File

@ -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;

View File

@ -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)

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@ -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
}

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@ -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;
}
}

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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");
}
}

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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);
}
}

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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;
}
}

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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;
}
}
}

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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);
}
}

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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);
}
}

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