4 Commits

9 changed files with 269 additions and 5 deletions

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@@ -12,10 +12,13 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: f945e777233a59f4aba40aeca29093a6, type: 3}
m_Name: TestEnemyCombatFSM
m_EditorClassIdentifier: NodeCanvas::NodeCanvas.StateMachines.FSM
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_objectReferences:
@@ -25,7 +28,7 @@ MonoBehaviour:
_version: 3.31
_category:
_comments:
_translation: {x: 132, y: 296}
_translation: {x: 290, y: 452}
_zoomFactor: 1
_haltSerialization: 0
_externalSerializationFile: {fileID: 0}

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@@ -0,0 +1,164 @@
using System;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using Sirenix.Utilities;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Reset.Units {
[Category("Reset/Units")]
[Description("Gives the unit a new direction that causes them to circle the target.")]
public class CircleTarget : ActionTask<UnitMovementHandler>{
enum StrafeDirection{
Forward = 0, Backwards, Left, Right
}
// References
private IUnitTargetProvider targetProvider;
// Pause settings
[Description("How long will this unit wait to stop moving and pause")]
public BBParameter<Vector2> pauseIntervalRange;
[Description("How long this unit will within paused movement")]
public BBParameter<Vector2> unpauseIntervalRange;
// Speed settings
public BBParameter<Vector2> speedRange;
[Description("How long this unit will wait before switching movement speed")]
public BBParameter<Vector2> speedChangeIntervalRange;
[SliderField(0, 1)]
public BBParameter<float> speedSmoothing;
// Strafe direction settings
[Description("How long this unit will wait before switching strafe direction")]
public BBParameter<Vector2> strafeDirectionChangeInterval;
[SliderField(0, 1)]
public BBParameter<float> directionSmoothing;
// Pause state management
private bool strafePaused;
private float lastPauseEnterTime;
private float lastPauseExitTime;
private float pauseChangeTimeElapsed;
private float nextPauseChangeTime;
// Direct state management
private float lastDirectionChangeTime;
private float directionChangeTimeElapsed;
private StrafeDirection currentStrafeDirection;
private float nextDirectionChangeTime;
// Speed state management
private float lastSpeedChangeTime;
private float speedChangeTimeElapsed;
private float currentSpeed;
private float nextSpeedChangeTime;
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
if (pauseIntervalRange.value == Vector2.zero){ Debug.LogError($"Please set a setting for pause intervals on {agent.name}", agent.gameObject);}
if (unpauseIntervalRange.value == Vector2.zero){ Debug.LogError($"Please set a setting for unpause intervals on {agent.name}", agent.gameObject);}
if (speedRange.value == Vector2.zero){ Debug.LogError($"Please set a setting for speed range on {agent.name}", agent.gameObject);}
if (speedChangeIntervalRange.value == Vector2.zero){ Debug.LogError($"Please set a setting for speed change intervals on {agent.name}", agent.gameObject);}
if (strafeDirectionChangeInterval.value == Vector2.zero){ Debug.LogError($"Please set a setting for strafe direction change intervals on {agent.name}", agent.gameObject);}
// Get reference to target provider
targetProvider = agent.gameObject.GetComponent<IUnitTargetProvider>();
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute(){
// Reset timers
lastPauseEnterTime = 0f;
lastPauseExitTime = 0f;
pauseChangeTimeElapsed = 0f;
lastDirectionChangeTime = 0f;
directionChangeTimeElapsed = 0f;
// Initialize with direction
currentStrafeDirection = (StrafeDirection)Random.Range(0, 3);
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
// Set a new direction
agent.SetNewDirection(GetVector3Direction().ToVector2(), directionSmoothing.value, true);
// Set paused or set new speed if unpaused
if (strafePaused) {
agent.SetNewSpeed(0f, speedSmoothing.value, true);
} else {
agent.SetNewSpeed(currentSpeed, speedSmoothing.value, true);
}
// Check the timers
CheckForChange();
}
// Method to quickly transform a strafe direction into a Vector3
Vector3 GetVector3Direction(){
switch (currentStrafeDirection) {
case StrafeDirection.Forward:
return agent.transform.position.DirectionTo(targetProvider.UnitTarget.transform.position);
case StrafeDirection.Backwards:
return -agent.transform.position.DirectionTo(targetProvider.UnitTarget.transform.position);
case StrafeDirection.Left:
return Quaternion.AngleAxis(-90f, Vector3.up) * agent.transform.position.DirectionTo(targetProvider.UnitTarget.transform.position);
case StrafeDirection.Right:
return Quaternion.AngleAxis(90f, Vector3.up) * agent.transform.position.DirectionTo(targetProvider.UnitTarget.transform.position);
default:
return Vector3.zero;
}
}
void SetNewPauseChangeTime(){
if (strafePaused) {
nextPauseChangeTime = elapsedTime + Random.Range(unpauseIntervalRange.value.x, unpauseIntervalRange.value.y);
} else {
nextPauseChangeTime = elapsedTime + Random.Range(pauseIntervalRange.value.x, pauseIntervalRange.value.y);
}
}
void SetNewSpeedChangeTime(){
nextSpeedChangeTime = elapsedTime + Random.Range(speedChangeIntervalRange.value.x, speedChangeIntervalRange.value.y);
}
void SetNewDirectionChangeTime(){
nextDirectionChangeTime = elapsedTime + Random.Range(strafeDirectionChangeInterval.value.x, strafeDirectionChangeInterval.value.y);
}
void CheckForChange(){
if (nextPauseChangeTime > elapsedTime) {
strafePaused = !strafePaused;
SetNewPauseChangeTime();
}
if (nextSpeedChangeTime > elapsedTime) {
currentSpeed = Random.Range(speedRange.value.x, speedRange.value.y);
SetNewSpeedChangeTime();
}
if (nextDirectionChangeTime > elapsedTime) {
currentStrafeDirection = (StrafeDirection)Random.Range(0, 3);
SetNewDirectionChangeTime();
}
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9f9afac70b34c5e44b747e86f7491aa3

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@@ -0,0 +1,48 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using Pathfinding;
namespace Reset.Units {
[Category("Reset/Units")]
[Description("Set a new path towards a provided target")]
public class SetNewPathfindingPath : ActionTask<UnitPathfinding> {
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute() {
agent.seeker.StartPath(agent.transform.position, agent.GetComponent<IUnitTargetProvider>().UnitTarget.transform.position, OnPathComplete);
EndAction(true);
}
public void OnPathComplete(Path p){
if (!p.error) {
agent.AssignNewPath(p);
}
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 71ce4953752dde3449673b8931aefc00

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@@ -0,0 +1,41 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
namespace Reset.Units {
[Category("Reset/Units")]
[Description("Set whether this unit can use pathfinding or not.")]
public class TogglePathfinding : ActionTask<UnitPathfinding>{
public BBParameter<bool> value;
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute(){
agent.pathfindingEnabled = value.value;
EndAction(true);
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e7bebfffaed94604db733c72cde6be7d

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@@ -31,7 +31,7 @@ namespace Reset.Units{
}
private void LateUpdate(){
TurnHead();
// TurnHead();
}
void TurnHead(){

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@@ -12,6 +12,8 @@ namespace Reset.Units{
public class UnitPathfinding : UnitComponent, IUnitDirectionProvider{
public Vector2 Direction{ get; set; }
public bool pathfindingEnabled;
public Seeker seeker;
public float nextWaypointDistance = 3;