11 Commits

35 changed files with 1918 additions and 229 deletions

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@@ -188,7 +188,7 @@ MonoBehaviour:
_version: 3.31 _version: 3.31
_category: _category:
_comments: _comments:
_translation: {x: -371, y: -784} _translation: {x: -55, y: 444}
_zoomFactor: 0.9994002 _zoomFactor: 0.999574
_haltSerialization: 0 _haltSerialization: 0
_externalSerializationFile: {fileID: 0} _externalSerializationFile: {fileID: 0}

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@@ -21,7 +21,7 @@ MonoBehaviour:
_version: 3.31 _version: 3.31
_category: _category:
_comments: _comments:
_translation: {x: 76, y: 96} _translation: {x: 143, y: 75}
_zoomFactor: 1 _zoomFactor: 1
_haltSerialization: 0 _haltSerialization: 0
_externalSerializationFile: {fileID: 0} _externalSerializationFile: {fileID: 0}

View File

@@ -26,7 +26,7 @@ MonoBehaviour:
_version: 3.31 _version: 3.31
_category: _category:
_comments: _comments:
_translation: {x: 308.22415, y: 98.45053} _translation: {x: 112, y: 31}
_zoomFactor: 0.7500701 _zoomFactor: 0.7500701
_haltSerialization: 0 _haltSerialization: 0
_externalSerializationFile: {fileID: 0} _externalSerializationFile: {fileID: 0}

File diff suppressed because it is too large Load Diff

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@@ -12,14 +12,6 @@ namespace Reset.Units{
} }
} }
private UnitMovementHandler _movement;
internal UnitMovementHandler Movement{
get {
if (_movement == null) { _movement = GetComponent<UnitMovementHandler>(); }
return _movement;
}
}
void DisableComponent(){ void DisableComponent(){
enabledAsHost = false; enabledAsHost = false;
} }

View File

@@ -1,8 +1,20 @@
using UnityEngine; using Sirenix.OdinInspector;
using UnityEngine;
namespace Reset.Units{ namespace Reset.Units{
public class EnemyCombat : UnitCombat, IUnitTargetProvider{ public class EnemyCombat : UnitCombat, IUnitTargetProvider{
public GameObject target; public GameObject target;
public GameObject UnitTarget => target; public GameObject UnitTarget => target;
[Button]
public void SetNewTarget(GameObject newTarget){
Unit.Graph.SendEvent("New Target Detected");
target = newTarget;
}
public void DropTarget(){
target = null;
Unit.Graph.SendEvent("Drop Target");
}
} }
} }

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 1a67969fa2454c8f8b5c84c31c95d890
timeCreated: 1761268522

View File

@@ -1,11 +1,22 @@
using System;
using System.Collections.Generic; using System.Collections.Generic;
using Drawing; using Drawing;
using Pathfinding; using Pathfinding;
using Sirenix.OdinInspector; using Sirenix.OdinInspector;
using UnityEngine; using UnityEngine;
using Random = UnityEngine.Random;
namespace Reset.Units{ namespace Reset.Units{
public class EnemySpawn : MonoBehaviour{ public class EnemySpawn : MonoBehaviour{
enum SpawnerState{
Idle = 0,
TargetAcquired,
TargetDropped,
InCombatUnlocked,
InCombatLocked,
Cooldown,
}
public float radius = 30f; public float radius = 30f;
public int minimumEnemies = 1; public int minimumEnemies = 1;
@@ -19,6 +30,9 @@ namespace Reset.Units{
public List<GameObject> enemies; public List<GameObject> enemies;
public GridGraph relatedGraph; public GridGraph relatedGraph;
private SpawnerState spawnerState;
private float timeInState;
void Start(){ void Start(){
CreateAstarGraph(); CreateAstarGraph();
@@ -32,7 +46,7 @@ namespace Reset.Units{
relatedGraph.collision.diameter = 3f; relatedGraph.collision.diameter = 3f;
AstarPath.active.Scan(relatedGraph); AstarPath.active.Scan(relatedGraph);
GetComponent<ProceduralGraphMover>().graph = relatedGraph; GetComponent<ProceduralGraphMover>().graph = relatedGraph;
} }
@@ -56,10 +70,154 @@ namespace Reset.Units{
} }
} }
// Update is called once per frame
void Update(){ void Update(){
Draw.WireCylinder(transform.position, transform.position + Vector3.up * 7f, radius); ProcessStateUpdate();
DrawSpawnStateGizmos();
} }
// Set the new state of the spawner and also reset the timer for state management
void ChangeState(SpawnerState newState){
spawnerState = newState;
ProcessStateStart();
timeInState = 0f;
}
// Does initial actions on state switch
void ProcessStateStart(){
switch (spawnerState) {
case SpawnerState.TargetDropped:
foreach (GameObject thisEnemy in enemies) {
thisEnemy.GetComponent<EnemyCombat>().DropTarget();
}
break;
case SpawnerState.InCombatUnlocked:
foreach (GameObject thisEnemy in enemies) {
thisEnemy.GetComponent<Enemy>().Graph.SendEvent("Enter Combat");
}
break;
}
}
// Actively processes the state of the spawner and its assocaited enemies
void ProcessStateUpdate(){
switch (spawnerState) {
// Check if player is in range of this spawner. If so, set them as the new target
case SpawnerState.Idle:
if (PlayerIsInRange(radius, radius / 2f)) {
foreach (GameObject thisEnemy in enemies) {
thisEnemy.GetComponent<EnemyCombat>().SetNewTarget(PlayerManager.Player);
}
ChangeState(SpawnerState.TargetAcquired);
}
break;
// 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.
case SpawnerState.TargetAcquired:
if (PlayerIsInRange(radius, 8f) && timeInState > 1f) {
ChangeState(SpawnerState.InCombatUnlocked);
return;
}
if (timeInState > 5f) {
if (PlayerIsInRange(radius + 2f, radius * .6f)) {
ChangeState(SpawnerState.InCombatUnlocked);
return;
}
ChangeState(SpawnerState.TargetDropped);
return;
}
break;
// Wait a few seconds after dropping the target before doing anything else
case SpawnerState.TargetDropped:
if (timeInState > 3f) {
ChangeState(SpawnerState.Idle);
return;
}
break;
// Set all units to combat. Drop combat if the target gets too far
case SpawnerState.InCombatUnlocked:
if (!PlayerIsInRange(radius * 1.5f, radius * 1.5f) && timeInState > 5f) {
ChangeState(SpawnerState.TargetDropped);
return;
}
break;
// Lock the player to the spawn. Currently unused.
case SpawnerState.InCombatLocked:
break;
// Long cooldown for after all units have been killed. Currently unused.
case SpawnerState.Cooldown:
break;
}
// Increment state timer
timeInState += 1f * Time.deltaTime;
}
GameObject PlayerIsInRange(float spawnerRange, float enemyRange){
// TODO: Make compatible with all players
if (!PlayerManager.Player) {
return null;
}
Vector3 playerPos = PlayerManager.Player.transform.position;
// Skip checking and return null/false if the player is nowhere near the input range
if (Vector3.Distance(playerPos, transform.position) > spawnerRange * 2f) {
return null;
}
// If they are in range, check if the player is close enough to either an enemy or the input range
if (Vector3.Distance(playerPos, transform.position) < spawnerRange) {
return PlayerManager.Player;
}
foreach (GameObject thisEnemy in enemies) {
if (Vector3.Distance(playerPos, thisEnemy.transform.position) < enemyRange) {
return PlayerManager.Player;
}
}
return null;
}
private void DrawSpawnStateGizmos(){
Color cylinderColor = Color.blue;
switch (spawnerState) {
case SpawnerState.Idle:
break;
case SpawnerState.TargetAcquired:
cylinderColor = Color.coral;
break;
case SpawnerState.TargetDropped:
cylinderColor = Color.khaki;
break;
case SpawnerState.InCombatUnlocked:
cylinderColor = Color.red;
break;
case SpawnerState.InCombatLocked:
cylinderColor = Color.violetRed;
break;
case SpawnerState.Cooldown:
cylinderColor = Color.gray;
break;
}
Draw.WireCylinder(transform.position, transform.position + Vector3.up * 7f, radius, cylinderColor);
}
} }
} }

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 114868761d02e2c4281c0daf79f7c446
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,35 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace Reset.Units {
[Category("Reset/Units")]
[Description("Returns true if this unit is in the same spawn group as the provided value.")]
public class CheckIfSpawnmate : ConditionTask<Enemy>{
protected override string info{ get => $"{target} is spawnmate"; }
public BBParameter<GameObject> target;
//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;
}
//Called whenever the condition gets enabled.
protected override void OnEnable() {
}
//Called whenever the condition gets disabled.
protected override void OnDisable() {
}
//Called once per frame while the condition is active.
//Return whether the condition is success or failure.
protected override bool OnCheck(){
return agent.relatedSpawner.enemies.Contains(target.value);
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 847ff34f59879c844b597a39884f5fe8

View File

@@ -0,0 +1,64 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using Pathfinding;
using UnityEngine;
namespace Reset.Units {
[Category("Reset/Pathfinding")]
[Description("Set the agent's current path to a wandering path.")]
public class SetWanderingPath : 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(){
Enemy thisEnemy = agent.Unit as Enemy;
Vector3 pathTargetPos = agent.transform.position;
if (thisEnemy.relatedSpawner) {
pathTargetPos = thisEnemy.relatedSpawner.transform.position;
}
Vector3 randomizedDestination = new Vector3(
Random.Range(-thisEnemy.relatedSpawner.radius, thisEnemy.relatedSpawner.radius),
0f,
Random.Range(-thisEnemy.relatedSpawner.radius, thisEnemy.relatedSpawner.radius)
);
pathTargetPos += randomizedDestination;
agent.seeker.StartPath(agent.transform.position, pathTargetPos, 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() {
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: a8b7661016b47ae4e9137833e7111460

View File

@@ -24,6 +24,14 @@ namespace Reset.Units{
get{ if (!_graph) { _graph = GetComponent<GraphOwner>(); } return _graph; } get{ if (!_graph) { _graph = GetComponent<GraphOwner>(); } return _graph; }
} }
private UnitCombat _combat;
internal UnitCombat Combat{
get {
if (_combat == null) { _combat = GetComponent<UnitCombat>(); }
return _combat;
}
}
// Debug and Gizmos // Debug and Gizmos
public NetworkVariable<FixedString64Bytes> graphStateAsString; public NetworkVariable<FixedString64Bytes> graphStateAsString;
@@ -94,13 +102,18 @@ namespace Reset.Units{
private void DrawStateGizmo(){ private void DrawStateGizmo(){
// Get state from FSM // Get state from FSM
if (UnitIsLocal()) {
string stateString = "";
if (UnitIsNetworked() && UnitIsLocal()) {
graphStateAsString.Value = FSM.currentRootStateName; graphStateAsString.Value = FSM.currentRootStateName;
stateString = graphStateAsString.Value.ToString();
} else {
stateString = FSM.currentRootStateName;
} }
// Draw state gizmo, regardless of if local or not // Draw state gizmo, regardless of if local or not
try { try {
Draw.ingame.Label2D(transform.position + Vector3.up * 2.7f, graphStateAsString.Value.ToString(), Draw.ingame.Label2D(transform.position + Vector3.up * 2.7f, stateString,
Color.red); Color.red);
} catch (Exception e) { } catch (Exception e) {
Debug.LogError(e.Message); Debug.LogError(e.Message);

View File

@@ -4,6 +4,14 @@ using UnityEngine;
namespace Reset.Units{ namespace Reset.Units{
public class UnitAnimation : UnitComponent{ public class UnitAnimation : UnitComponent{
public Animator modelAnimator; public Animator modelAnimator;
public Transform headBone;
public Transform neckBone;
public Vector3 headRotOffset;
public Vector3 neckRotOffset;
public Vector3 rotationLimit;
// Temporary // Temporary
private float inputMagnitude; private float inputMagnitude;
@@ -18,8 +26,47 @@ namespace Reset.Units{
} catch (Exception e) { } catch (Exception e) {
Debug.LogError($"Failed in setting X and Y move direction floats: {e.Message}"); Debug.LogError($"Failed in setting X and Y move direction floats: {e.Message}");
} }
}
}
}
private void LateUpdate(){
TurnHead();
}
void TurnHead(){
var targetObject = (Unit.Combat as EnemyCombat).UnitTarget;
if (targetObject) {
Vector3 headDirToTarget = headBone.position.DirectionTo(targetObject.transform.position);
Vector3 neckDirToTarget = neckBone.position.DirectionTo(targetObject.transform.position);
Quaternion newHeadRot = Quaternion.LookRotation(headDirToTarget);
Quaternion newNeckRot = Quaternion.LookRotation(neckDirToTarget);
Quaternion offsetHeadRot = Quaternion.Euler(headRotOffset);
Quaternion offsetNeckRot = Quaternion.Euler(neckRotOffset);
Debug.Log(offsetNeckRot.eulerAngles);
Vector3 clampedHeadRot = new Vector3(
Mathf.Clamp(newHeadRot.eulerAngles.x, -rotationLimit.x, rotationLimit.x),
Mathf.Clamp(newHeadRot.eulerAngles.y, -rotationLimit.y, rotationLimit.y),
Mathf.Clamp(newHeadRot.eulerAngles.z, -rotationLimit.z, rotationLimit.z)
);
Vector3 clampedNeckRot = new Vector3(
Mathf.Clamp(newNeckRot.eulerAngles.x, -rotationLimit.x, rotationLimit.x),
Mathf.Clamp(newNeckRot.eulerAngles.y, -rotationLimit.y, rotationLimit.y),
Mathf.Clamp(newNeckRot.eulerAngles.z, -rotationLimit.z, rotationLimit.z)
);
Quaternion outputHeadRot = Quaternion.Lerp(headBone.transform.rotation, Quaternion.Euler(clampedHeadRot), .8f);
Quaternion outputNeckRot = Quaternion.Lerp(neckBone.transform.rotation, Quaternion.Euler(clampedNeckRot), .2f);
headBone.transform.rotation = offsetHeadRot * headBone.transform.rotation * outputHeadRot;
neckBone.transform.rotation = (offsetNeckRot * neckBone.transform.rotation * outputNeckRot);
}
}
}
} }

View File

@@ -7,4 +7,13 @@
Momentum, Momentum,
SpecifiedDirection SpecifiedDirection
} }
public enum PlayerFacingDirection{
TowardsTarget = 0,
MatchInput,
MatchCamera,
Static,
Momentum,
SpecifiedDirection
}
} }

View File

@@ -9,18 +9,16 @@ using Vector3 = UnityEngine.Vector3;
namespace Reset.Units{ namespace Reset.Units{
[RequireComponent(typeof(Seeker))] [RequireComponent(typeof(Seeker))]
public class EnemyPathfinding : UnitComponent, IUnitDirectionProvider{ public class UnitPathfinding : UnitComponent, IUnitDirectionProvider{
public Vector2 Direction{ get; set; } public Vector2 Direction{ get; set; }
private Seeker seeker; public Seeker seeker;
public float nextWaypointDistance = 3; public float nextWaypointDistance = 3;
private int currentWaypoint; private int currentWaypoint;
public Path path; public Path path;
public bool reachedEndOfPath; public bool reachedEndOfPath;
private Coroutine wanderPathCoroutine;
public void Start(){ public void Start(){
seeker = GetComponent<Seeker>(); seeker = GetComponent<Seeker>();
@@ -32,37 +30,9 @@ namespace Reset.Units{
} else { } else {
Debug.LogWarning("Creating a graph for a singular enemy is not yet implemented. Graph mask not set on this unit.", transform); Debug.LogWarning("Creating a graph for a singular enemy is not yet implemented. Graph mask not set on this unit.", transform);
} }
StartCoroutine(WaitForWanderPath());
} }
IEnumerator WaitForWanderPath(){ public void AssignNewPath(Path p){
yield return new WaitForSeconds(Random.Range(1f, 7f));
StartWanderPath();
wanderPathCoroutine = null;
}
void StartWanderPath(){
Enemy thisEnemy = (Unit as Enemy);
Vector3 pathTargetPos = transform.position;
if (thisEnemy.relatedSpawner) {
pathTargetPos = thisEnemy.relatedSpawner.transform.position;
}
Vector3 randomizedDestination = new Vector3(
Random.Range(-thisEnemy.relatedSpawner.radius, thisEnemy.relatedSpawner.radius),
0f,
Random.Range(-thisEnemy.relatedSpawner.radius, thisEnemy.relatedSpawner.radius)
);
pathTargetPos += randomizedDestination;
seeker.StartPath(transform.position, pathTargetPos, OnPathComplete);
}
public void OnPathComplete(Path p){
if (!p.error) { if (!p.error) {
path = p; path = p;
// Reset the waypoint counter so that we start to move towards the first point in the path // Reset the waypoint counter so that we start to move towards the first point in the path
@@ -71,6 +41,10 @@ namespace Reset.Units{
} }
public void Update(){ public void Update(){
FollowCurrentPath();
}
private void FollowCurrentPath(){
if (path == null) { if (path == null) {
// We have no path to follow yet, so don't do anything // We have no path to follow yet, so don't do anything
return; return;
@@ -92,10 +66,6 @@ namespace Reset.Units{
// Set a status variable to indicate that the agent has reached the end of the path. // Set a status variable to indicate that the agent has reached the end of the path.
// You can use this to trigger some special code if your game requires that. // You can use this to trigger some special code if your game requires that.
reachedEndOfPath = true; reachedEndOfPath = true;
if (wanderPathCoroutine == null) {
wanderPathCoroutine = StartCoroutine(WaitForWanderPath());
}
break; break;
} }
@@ -111,7 +81,7 @@ namespace Reset.Units{
} else { } else {
Direction = (path.vectorPath[currentWaypoint] - transform.position).normalized.ToVector2(); Direction = (path.vectorPath[currentWaypoint] - transform.position).normalized.ToVector2();
} }
// Draw an indicator for the path // Draw an indicator for the path
Draw.ingame.SolidCircle(path.vectorPath[currentWaypoint] + Vector3.up * .02f, Vector3.up, .3f); Draw.ingame.SolidCircle(path.vectorPath[currentWaypoint] + Vector3.up * .02f, Vector3.up, .3f);
Draw.ingame.Arrow(transform.position, transform.position + Direction.ToVector3(), Vector3.up, .3f); Draw.ingame.Arrow(transform.position, transform.position + Direction.ToVector3(), Vector3.up, .3f);

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 1a72dabd280fe71488a78596bd852afc