change: enemy combat/detection state now handled by the spawner
This commit is contained in:
@@ -14,18 +14,16 @@ MonoBehaviour:
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m_EditorClassIdentifier: NodeCanvas::NodeCanvas.StateMachines.FSM
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_serializedGraph: '{"type":"NodeCanvas.StateMachines.FSM","nodes":[{"_actionList":{"executionMode":1,"actions":[]},"_color":{"r":1.0,"g":0.42,"b":0.32,"a":1.0},"_position":{"x":522.1997,"y":608.5296},"$type":"NodeCanvas.StateMachines.ActionState","$id":"0"},{"_onEnterList":{"executionMode":1,"actions":[{"minValue":{"_value":2.0},"maxValue":{"_value":8.0},"floatVariable":{"_name":"_wanderTimer"},"$type":"NodeCanvas.Tasks.Actions.SetFloatRandom"}]},"_onUpdateList":{"executionMode":1,"actions":[]},"_onExitList":{"executionMode":1,"actions":[]},"foldEnter":true,"foldUpdate":true,"_color":{"r":1.0,"g":0.42,"b":0.32,"a":1.0},"_name":"Wander
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Stand-by","_position":{"x":83.0,"y":289.0},"$type":"NodeCanvas.StateMachines.SuperActionState","$id":"1"},{"_onEnterList":{"executionMode":1,"actions":[{"moveSpeed":{"label":"Move
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Speed","changeValue":{"_value":1},"value":{},"_changeSmoothing":{},"_smoothing":{},"_changeEasing":{},"_easing":{}},"acceleration":{"label":"Acceleration","changeValue":{},"value":{},"_changeSmoothing":{},"_smoothing":{},"_changeEasing":{},"_easing":{}},"deacceleration":{"label":"Deacceleration","changeValue":{},"value":{},"_changeSmoothing":{},"_smoothing":{},"_changeEasing":{},"_easing":{}},"$type":"Reset.Units.ChangeMoveSpeedSettings"},{"log":{"_value":"Detected
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Player"},"$type":"NodeCanvas.Tasks.Actions.DebugLogText"},{"newSpeed":{},"absolute":{},"relativity":{},"$type":"Reset.Units.SetNewSpeed"},{"log":{"_value":"!?"},"secondsToRun":2.0,"verboseMode":2,"$type":"NodeCanvas.Tasks.Actions.DebugLogText"}]},"_onUpdateList":{"executionMode":1,"actions":[]},"_onExitList":{"executionMode":1,"actions":[]},"foldEnter":true,"_color":{"r":1.0,"g":0.42,"b":0.32,"a":1.0},"_name":"Detect","_position":{"x":486.012,"y":-14.01074},"$type":"NodeCanvas.StateMachines.SuperActionState","$id":"2"},{"_actionList":{"executionMode":1,"actions":[{"saveAs":{"_name":"_self"},"$type":"NodeCanvas.Tasks.Actions.GetSelf"},{"eventName":{"_value":"Start
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Combat"},"eventValue":{"_name":"_self"},"delay":{},"$type":"NodeCanvas.Tasks.Actions.SendEvent`1[[UnityEngine.GameObject,
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UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]"}]},"_color":{"r":1.0,"g":0.42,"b":0.32,"a":1.0},"_name":"Signal
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Spawnmates","_position":{"x":673.0,"y":-182.0},"$type":"NodeCanvas.StateMachines.ActionState","$id":"3"},{"_actionList":{"executionMode":1,"actions":[]},"_color":{"r":1.0,"g":0.42,"b":0.32,"a":1.0},"_name":"Enter
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Combat","_position":{"x":1049.0,"y":32.0},"$type":"NodeCanvas.StateMachines.ActionState","$id":"4"},{"_nestedFSM":{"_value":1},"_position":{"x":1167.398,"y":424.1194},"$type":"NodeCanvas.StateMachines.NestedFSMState","$id":"5"},{"_name":"Check
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for same spawner","_position":{"x":711.0,"y":193.0},"$type":"NodeCanvas.StateMachines.EmptyState","$id":"6"},{"_actionList":{"executionMode":1,"actions":[{"$type":"Reset.Units.SetWanderingPath"},{"minValue":{"_value":2.0},"maxValue":{"_value":7.0},"floatVariable":{"_name":"_newSpeed"},"$type":"NodeCanvas.Tasks.Actions.SetFloatRandom"},{"moveSpeed":{"label":"Move
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Speed","changeValue":{"_value":1},"value":{},"_changeSmoothing":{},"_smoothing":{},"_changeEasing":{},"_easing":{}},"acceleration":{"label":"Acceleration","changeValue":{},"value":{},"_changeSmoothing":{},"_smoothing":{},"_changeEasing":{},"_easing":{}},"deacceleration":{"label":"Deacceleration","changeValue":{},"value":{},"_changeSmoothing":{},"_smoothing":{},"_changeEasing":{},"_easing":{}},"$type":"Reset.Units.ChangeMoveSpeedSettings"},{"newSpeed":{},"absolute":{},"relativity":{},"$type":"Reset.Units.SetNewSpeed"},{"log":{"_value":"!?"},"secondsToRun":3.0,"verboseMode":2,"$type":"NodeCanvas.Tasks.Actions.DebugLogText"}]},"_onUpdateList":{"executionMode":1,"actions":[]},"_onExitList":{"executionMode":1,"actions":[]},"foldEnter":true,"_color":{"r":1.0,"g":0.42,"b":0.32,"a":1.0},"_name":"Detect","_position":{"x":486.012,"y":-16.01074},"$type":"NodeCanvas.StateMachines.SuperActionState","$id":"2"},{"_actionList":{"executionMode":1,"actions":[{"log":{"_value":"Entering
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Combat!"},"$type":"NodeCanvas.Tasks.Actions.DebugLogText"}]},"_color":{"r":1.0,"g":0.42,"b":0.32,"a":1.0},"_name":"Enter
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Combat","_position":{"x":756.0,"y":-110.0},"$type":"NodeCanvas.StateMachines.ActionState","$id":"3"},{"_nestedFSM":{"_value":1},"_name":"In
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Combat","_position":{"x":966.3979,"y":378.1194},"$type":"NodeCanvas.StateMachines.NestedFSMState","$id":"4"},{"_actionList":{"executionMode":1,"actions":[{"$type":"Reset.Units.SetWanderingPath"},{"minValue":{"_value":2.0},"maxValue":{"_value":7.0},"floatVariable":{"_name":"_newSpeed"},"$type":"NodeCanvas.Tasks.Actions.SetFloatRandom"},{"moveSpeed":{"label":"Move
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Speed","changeValue":{"_value":1},"value":{"_name":"_newSpeed"},"_changeSmoothing":{},"_smoothing":{},"_changeEasing":{},"_easing":{}},"acceleration":{"label":"Acceleration","changeValue":{},"value":{},"_changeSmoothing":{},"_smoothing":{},"_changeEasing":{},"_easing":{}},"deacceleration":{"label":"Deacceleration","changeValue":{},"value":{},"_changeSmoothing":{},"_smoothing":{},"_changeEasing":{},"_easing":{}},"$type":"Reset.Units.ChangeMoveSpeedSettings"},{"newSpeed":{"_name":"_newSpeed"},"absolute":{},"relativity":{},"$type":"Reset.Units.SetNewSpeed"}]},"_color":{"r":1.0,"g":0.42,"b":0.32,"a":1.0},"_name":"Get
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New Wandering Path","_position":{"x":-134.0,"y":112.0},"$type":"NodeCanvas.StateMachines.ActionState","$id":"7"}],"connections":[{"_sourceNode":{"$ref":"0"},"_targetNode":{"$ref":"1"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"eventName":{"_value":"New
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Target Set"},"$type":"NodeCanvas.Tasks.Conditions.CheckEvent"},"_sourceNode":{"$ref":"1"},"_targetNode":{"$ref":"2"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"timeout":{"_name":"_wanderTimer"},"$type":"NodeCanvas.Tasks.Conditions.Timeout"},"_sourceNode":{"$ref":"1"},"_targetNode":{"$ref":"7"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"timeout":{"_value":6.0},"$type":"NodeCanvas.Tasks.Conditions.Timeout"},"_sourceNode":{"$ref":"2"},"_targetNode":{"$ref":"3"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"eventName":{"_value":"Start
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Combat"},"saveEventValue":{"_name":"_calledBy"},"$type":"NodeCanvas.Tasks.Conditions.CheckEvent`1[[UnityEngine.GameObject,
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UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]"},"_sourceNode":{"$ref":"2"},"_targetNode":{"$ref":"6"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"3"},"_targetNode":{"$ref":"4"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"4"},"_targetNode":{"$ref":"5"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"target":{"_name":"_calledBy"},"$type":"Reset.Units.CheckIfSpawnmate"},"_sourceNode":{"$ref":"6"},"_targetNode":{"$ref":"4"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"6"},"_targetNode":{"$ref":"2"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"7"},"_targetNode":{"$ref":"1"},"$type":"NodeCanvas.StateMachines.FSMConnection"}],"canvasGroups":[],"localBlackboard":{"_variables":{}}}'
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New Wandering Path","_position":{"x":-134.0,"y":112.0},"$type":"NodeCanvas.StateMachines.ActionState","$id":"5"}],"connections":[{"_sourceNode":{"$ref":"0"},"_targetNode":{"$ref":"1"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"eventName":{"_value":"New
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Target Detected"},"$type":"NodeCanvas.Tasks.Conditions.CheckEvent"},"_sourceNode":{"$ref":"1"},"_targetNode":{"$ref":"2"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"timeout":{"_name":"_wanderTimer"},"$type":"NodeCanvas.Tasks.Conditions.Timeout"},"_sourceNode":{"$ref":"1"},"_targetNode":{"$ref":"5"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"eventName":{"_value":"Drop
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Target"},"$type":"NodeCanvas.Tasks.Conditions.CheckEvent"},"_sourceNode":{"$ref":"2"},"_targetNode":{"$ref":"1"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"eventName":{"_value":"Enter
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Combat"},"$type":"NodeCanvas.Tasks.Conditions.CheckEvent"},"_sourceNode":{"$ref":"2"},"_targetNode":{"$ref":"3"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"3"},"_targetNode":{"$ref":"4"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"eventName":{"_value":"Drop
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Target"},"$type":"NodeCanvas.Tasks.Conditions.CheckEvent"},"_sourceNode":{"$ref":"4"},"_targetNode":{"$ref":"1"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"5"},"_targetNode":{"$ref":"1"},"$type":"NodeCanvas.StateMachines.FSMConnection"}],"canvasGroups":[],"localBlackboard":{"_variables":{}}}'
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_objectReferences:
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- {fileID: 0}
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- {fileID: 11400000, guid: 66d780be76d914c40afd1b3f00df719f, type: 2}
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@@ -33,7 +31,7 @@ MonoBehaviour:
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_version: 3.31
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_category:
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_comments:
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_translation: {x: -7, y: 478}
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_translation: {x: 178, y: 300}
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_zoomFactor: 1
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_haltSerialization: 0
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_externalSerializationFile: {fileID: 0}
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@@ -8,8 +8,13 @@ namespace Reset.Units{
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[Button]
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public void SetNewTarget(GameObject newTarget){
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Unit.Graph.SendEvent("New Target Set");
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Unit.Graph.SendEvent("New Target Detected");
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target = newTarget;
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}
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public void DropTarget(){
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target = null;
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Unit.Graph.SendEvent("Drop Target");
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}
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}
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}
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@@ -1,11 +1,22 @@
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using System;
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using System.Collections.Generic;
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using Drawing;
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using Pathfinding;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Reset.Units{
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public class EnemySpawn : MonoBehaviour{
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enum SpawnerState{
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Idle = 0,
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TargetAcquired,
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TargetDropped,
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InCombatUnlocked,
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InCombatLocked,
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Cooldown,
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}
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public float radius = 30f;
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public int minimumEnemies = 1;
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@@ -20,6 +31,9 @@ namespace Reset.Units{
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public GridGraph relatedGraph;
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private SpawnerState spawnerState;
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private float timeInState;
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void Start(){
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CreateAstarGraph();
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SpawnEnemies();
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@@ -56,31 +70,121 @@ namespace Reset.Units{
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}
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}
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// Update is called once per frame
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void Update(){
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Draw.WireCylinder(transform.position, transform.position + Vector3.up * 7f, radius);
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ProcessStateUpdate();
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DrawSpawnStateGizmos();
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}
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if (PlayerIsInRange()) {
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SetPlayerAsTarget();
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// Set the new state of the spawner and also reset the timer for state management
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void ChangeState(SpawnerState newState){
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spawnerState = newState;
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ProcessStateStart();
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timeInState = 0f;
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}
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// Does initial actions on state switch
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void ProcessStateStart(){
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switch (spawnerState) {
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case SpawnerState.TargetDropped:
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foreach (GameObject thisEnemy in enemies) {
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thisEnemy.GetComponent<EnemyCombat>().DropTarget();
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}
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break;
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case SpawnerState.InCombatUnlocked:
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foreach (GameObject thisEnemy in enemies) {
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thisEnemy.GetComponent<Enemy>().Graph.SendEvent("Enter Combat");
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}
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break;
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}
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}
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GameObject PlayerIsInRange(){
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// TODO: Make compatible with all players
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Vector3 playerPos = PlayerManager.Player.transform.position;
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// Actively processes the state of the spawner and its assocaited enemies
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void ProcessStateUpdate(){
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switch (spawnerState) {
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// Check if player is in range of this spawner. If so, set them as the new target
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case SpawnerState.Idle:
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if (PlayerIsInRange(radius, radius / 2f)) {
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foreach (GameObject thisEnemy in enemies) {
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thisEnemy.GetComponent<EnemyCombat>().SetNewTarget(PlayerManager.Player);
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}
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ChangeState(SpawnerState.TargetAcquired);
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}
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break;
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// Skip checking and return null/false if the player is nowhere near the spawn
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if (Vector3.Distance(playerPos, transform.position) < radius * 1.5f) {
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// After grabbing a player in range, make sure they stay in range. If they aren't in range after 5 seconds, disengage. If they are or get too close, engage.
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case SpawnerState.TargetAcquired:
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if (PlayerIsInRange(radius, 8f) && timeInState > 1f) {
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ChangeState(SpawnerState.InCombatUnlocked);
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return;
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}
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if (timeInState > 5f) {
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if (PlayerIsInRange(radius + 2f, radius * .6f)) {
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ChangeState(SpawnerState.InCombatUnlocked);
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return;
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}
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ChangeState(SpawnerState.TargetDropped);
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return;
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}
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break;
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// Wait a few seconds after dropping the target before doing anything else
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case SpawnerState.TargetDropped:
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if (timeInState > 3f) {
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ChangeState(SpawnerState.Idle);
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return;
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}
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break;
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// Set all units to combat. Drop combat if the target gets too far
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case SpawnerState.InCombatUnlocked:
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if (!PlayerIsInRange(radius * 1.5f, radius * 1.5f) && timeInState > 5f) {
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ChangeState(SpawnerState.TargetDropped);
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return;
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}
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break;
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// Lock the player to the spawn. Currently unused.
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case SpawnerState.InCombatLocked:
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break;
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// Long cooldown for after all units have been killed. Currently unused.
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case SpawnerState.Cooldown:
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break;
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}
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// Increment state timer
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timeInState += 1f * Time.deltaTime;
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}
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GameObject PlayerIsInRange(float spawnerRange, float enemyRange){
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// TODO: Make compatible with all players
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if (!PlayerManager.Player) {
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return null;
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}
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// If they are in range, check if the player is close enough to either an enemy or the spawn center
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if (Vector3.Distance(playerPos, transform.position) < radius * .33f) {
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Vector3 playerPos = PlayerManager.Player.transform.position;
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// Skip checking and return null/false if the player is nowhere near the input range
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if (Vector3.Distance(playerPos, transform.position) > spawnerRange * 2f) {
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return null;
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}
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// If they are in range, check if the player is close enough to either an enemy or the input range
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if (Vector3.Distance(playerPos, transform.position) < spawnerRange) {
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return PlayerManager.Player;
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}
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foreach (GameObject thisEnemy in enemies) {
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if (Vector3.Distance(playerPos, thisEnemy.transform.position) < radius / 2f) {
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if (Vector3.Distance(playerPos, thisEnemy.transform.position) < enemyRange) {
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return PlayerManager.Player;
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}
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}
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@@ -88,11 +192,32 @@ namespace Reset.Units{
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return null;
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}
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void SetPlayerAsTarget(){
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foreach (GameObject thisEnemy in enemies) {
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thisEnemy.GetComponent<EnemyCombat>().SetNewTarget(PlayerManager.Player);
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private void DrawSpawnStateGizmos(){
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Color cylinderColor = Color.blue;
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switch (spawnerState) {
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case SpawnerState.Idle:
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break;
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case SpawnerState.TargetAcquired:
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cylinderColor = Color.coral;
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break;
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case SpawnerState.TargetDropped:
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cylinderColor = Color.khaki;
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break;
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case SpawnerState.InCombatUnlocked:
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cylinderColor = Color.red;
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break;
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case SpawnerState.InCombatLocked:
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cylinderColor = Color.violetRed;
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break;
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case SpawnerState.Cooldown:
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cylinderColor = Color.gray;
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break;
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}
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Draw.WireCylinder(transform.position, transform.position + Vector3.up * 7f, radius, cylinderColor);
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}
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}
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}
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