Finally bots can die. Player to. And another fixes.

This commit is contained in:
2022-05-17 00:21:53 +07:00
parent 06fdfc077c
commit 229c4490c4
15 changed files with 160 additions and 171 deletions

View File

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@ -1,4 +1,6 @@
using Unity.Mathematics;
using System;
using CameraScripts;
using Unity.Mathematics;
using UnityEngine;
namespace Animators.Leonid_Animator
@ -10,7 +12,7 @@ namespace Animators.Leonid_Animator
private int _horizontal;
private int _vertical;
private bool _isCrouching = false;
public bool isCrouching = false;
private bool _isJumping;
private int _crouch;
@ -77,14 +79,8 @@ namespace Animators.Leonid_Animator
if (pressedCrouching == true)
{
_isCrouching = !_isCrouching;
if (_isCrouching == true)
transform.Rotate(Vector3.up, 45);
else
{
transform.Rotate(Vector3.up, -45);
}
anim.SetBool(_crouch, _isCrouching);
isCrouching = !isCrouching;
anim.SetBool(_crouch, isCrouching);
}
anim.SetBool(_jump, pressedJumped);

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@ -1,4 +1,5 @@
using UnityEngine;
using System;
using UnityEngine;
namespace Animators.Leonid_Animator.Player
{
@ -19,15 +20,19 @@ namespace Animators.Leonid_Animator.Player
[SerializeField] public float jumpForce;
[Header("Stats")]
[SerializeField] private float movementSpeed = 5;
[SerializeField] private float movementSpeed = 25;
[SerializeField] private float rotationSpeed = 10;
private void Start()
private void Awake()
{
myRigidbody = GetComponent<Rigidbody>();
_inputHandler = GetComponent<InputHandler>();
myAnimatorHandler = GetComponent<AnimatorHandler>();
}
private void Start()
{
_cameraObject = Camera.main.transform;
myTransform = transform;
myAnimatorHandler.Initialize();
@ -70,6 +75,16 @@ namespace Animators.Leonid_Animator.Player
_inputHandler.crouchPressed = false;
}
public Vector3 GetMeshCenter()
{
if (myAnimatorHandler.isCrouching)
return transform.position + 1f * Vector3.up;
else
{
return transform.position + 2f * Vector3.up;
}
}
#region Movement
private Vector3 _normalVector;

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@ -1,4 +1,5 @@
using CameraScripts;
using System;
using CameraScripts;
using UnityEngine;
namespace Animators.Leonid_Animator.Player
@ -21,7 +22,7 @@ namespace Animators.Leonid_Animator.Player
private CameraHandler _cameraHandler;
private void Awake()
private void Start()
{
_cameraHandler = CameraHandler.Singleton;
if (_cameraHandler == null)

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@ -1,7 +1,9 @@
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using Unity.Barracuda;
using Unity.MLAgents.Policies;
using UnityEngine;
using Random = UnityEngine.Random;
public class CharacterFactory : MonoBehaviour
{
@ -14,7 +16,7 @@ public class CharacterFactory : MonoBehaviour
[SerializeField] private GameObject PlayerPrefab;
private List<GameObject> bots = new List<GameObject>();
public GameObject player { get; private set; }
public GameObject Player { get; private set; }
private void Awake()
{
@ -27,6 +29,11 @@ public class CharacterFactory : MonoBehaviour
}
}
private void Update()
{
print(Player == null);
}
private void Start()
{
var attcNum = SettingsReader.Instance.GetSettings.NumOfAttackers;
@ -37,12 +44,6 @@ public class CharacterFactory : MonoBehaviour
if (humanAtc == 1 && humanDef == 1)
throw new System.ArgumentException("Can be only one human player");
for (int i = 0; i < attcNum - humanAtc; i++)
InstantiateEntity(Team.Attackers, TypeAI.D0DiskAI,
spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)]);
for (int i = 0; i < defNum - humanDef; i++)
InstantiateEntity(Team.Defenders, TypeAI.D0DiskAI,
spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)]);
if (humanAtc == 1)
InstantiateEntity(Team.Attackers, TypeAI.HumanAI,
spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)]);
@ -50,6 +51,13 @@ public class CharacterFactory : MonoBehaviour
InstantiateEntity(Team.Defenders, TypeAI.HumanAI,
spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)]);
for (int i = 0; i < attcNum - humanAtc; i++)
InstantiateEntity(Team.Attackers, TypeAI.D0DiskAI,
spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)]);
for (int i = 0; i < defNum - humanDef; i++)
InstantiateEntity(Team.Defenders, TypeAI.D0DiskAI,
spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)]);
GameManager.OnResetScene += ResetCharacters;
}
@ -65,8 +73,9 @@ public class CharacterFactory : MonoBehaviour
if (typeAi == TypeAI.HumanAI)
{
print("added player to list");
gameobject.GetComponent<Player>().GetCharacter.Team = team;
player = gameobject;
Player = gameobject;
}
else
{
@ -101,18 +110,23 @@ public class CharacterFactory : MonoBehaviour
}
}
public void ReSpawn(ICharacter character, ref Vector3 pos, ref int startPointId)
public void ReSpawn(ICharacter character, GameObject go)
{
character.ResetCharacter();
var team = character.GetCharacter.Team;
var ai = character.GetCharacter.TypeAi;
NavPoint navPoint;
if (team == Team.Attackers)
navPoint = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)];
else
navPoint = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)];
pos = navPoint.Position;
startPointId = navPoint.PointId;
go.transform.position = navPoint.Position;
if (ai == TypeAI.D0DiskAI)
{
var mc =go.GetComponent<MovementController>();
mc.PointStartID = navPoint.PointId;
}
}
private void ResetCharacters()
@ -131,9 +145,9 @@ public class CharacterFactory : MonoBehaviour
{
player.ResetCharacter();
if (player.GetCharacter.Team == Team.Attackers)
this.player.transform.position = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)].Position;
this.Player.transform.position = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)].Position;
else
this.player.transform.position = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)].Position;
this.Player.transform.position = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)].Position;
}
}
}

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@ -1,4 +1,6 @@
using System;
using Animators.Leonid_Animator;
using Animators.Leonid_Animator.Player;
using Unity.Mathematics;
using UnityEngine;
@ -7,50 +9,52 @@ namespace CameraScripts
public class CameraHandler : MonoBehaviour
{
public Transform targetTransform;
public Transform cameraTransform;
public Transform cameraPivotTransform;
private Transform _myTransform;
private Vector3 _cameraTransformPosition;
private LayerMask ignoreLayers = ~(1 << 8 | 1 << 9 | 1 << 10);
[SerializeField] private Transform cameraTransform;
public static CameraHandler Singleton;
[SerializeField] private float LookSpeed = 0.1f;
[SerializeField] private float FollowSpeed = 0.1f;
[SerializeField] private float PivotSpeed = 0.03f;
[SerializeField] private float lookSpeed = 0.1f;
[SerializeField] private float followSpeed = 0.1f;
[SerializeField] private float pivotSpeed = 0.03f;
private float _defaultPosition;
private float _lookAngle;
public float LookAngle;
private float _pivotAngle;
public float minimumPivot = -35;
public float maximumPivot = 35;
private AnimatorHandler _animatorHandler;
private void Awake()
{
Application.targetFrameRate = 60;
Singleton = this;
_myTransform = transform;
_defaultPosition = _myTransform.localPosition.z;
}
private void Start()
{
_animatorHandler = gameObject.GetComponent<AnimatorHandler>();
if (_animatorHandler == null)
print(gameObject.name);
}
public void TargetPosition(float delta)
{
var toTargetPosition = Vector3.Lerp(_myTransform.position, targetTransform.position, delta /FollowSpeed);
var toTargetPosition = Vector3.Lerp(_myTransform.position, targetTransform.position, delta /followSpeed);
_myTransform.position = toTargetPosition;
}
public void HandleCameraRotation(float delta, float mouseX, float mouseY)
{
_lookAngle += (mouseX * LookSpeed) / delta;
_pivotAngle -= (mouseY * PivotSpeed) / delta;
LookAngle += (mouseX * lookSpeed) / delta;
_pivotAngle -= (mouseY * pivotSpeed) / delta;
_pivotAngle = Mathf.Clamp(_pivotAngle, minimumPivot, maximumPivot);
var rotation = Vector3.zero;
rotation.y = _lookAngle;
var targetRotation = Quaternion.Euler(rotation);
targetTransform.rotation = targetRotation;
rotation.y = LookAngle;
transform.rotation = Quaternion.Euler(rotation);
}
}
}

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@ -4,6 +4,7 @@ public class Character
public Team Team { get; set; }
public float LastTimeHit = 0;
public CharacterCondition Condition;
public TypeAI TypeAi;
public Character()
{

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@ -204,18 +204,20 @@ public class NPC : Agent, ICharacter
_condition.GiveHealth(-Mathf.RoundToInt(damage * (1 - _condition.ArmourPoints * 0.5f)));
_condition.GiveArmour(-Mathf.RoundToInt(Mathf.Sqrt(damage) * 5));
OnDamageReceived?.Invoke(damage, GetCharacter.Team);
if (_condition.HealthPoints < 0)
if (_condition.HealthPoints < 1)
{
OnDeathEvent?.Invoke(true);
MapManager.AddDeathAttributeToPoints(_moveController.PointStartID, _moveController.PointEndID,
_moveController.DistanceToGo, _moveController.RemainingDistance);
var pos = gameObject.transform.position;
var id = _moveController.PointStartID;
CharacterFactory.Instance.ReSpawn(this, ref pos, ref id);
Die();
}
}
private void Die()
{
OnDeathEvent?.Invoke(true);
MapManager.AddDeathAttributeToPoints(_moveController.PointStartID, _moveController.PointEndID,
_moveController.DistanceToGo, _moveController.RemainingDistance);
CharacterFactory.Instance.ReSpawn(this, gameObject);
}
public void ResetCharacter()
{
_condition.Reset();

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@ -27,8 +27,15 @@ public class Player : MonoBehaviour, ICharacter
Condition.GiveHealth(-Mathf.RoundToInt(damage * (1 - Condition.ArmourPoints * 0.5f)));
Condition.GiveArmour(-Mathf.RoundToInt(Mathf.Sqrt(damage) * 5));
if (Condition.HealthPoints < 0)
OnDeathEvent?.Invoke(true);
if (Condition.HealthPoints < 1)
Die();
}
private void Die()
{
print("dead");
OnDeathEvent?.Invoke(true);
CharacterFactory.Instance.ReSpawn(this, gameObject);
}
public void ResetCharacter()

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@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using Animators.Leonid_Animator.Player;
using Unity.MLAgents;
using UnityEngine;
@ -48,7 +49,7 @@ public class GameManager : MonoBehaviour
if ((SettingsReader.Instance.GetSettings.HasHumanAttacker == true && oppositeTeam == Team.Attackers) ||
(SettingsReader.Instance.GetSettings.HasHumanDefender == true && oppositeTeam == Team.Defenders))
{
if (distToNavPoint > (currentTransform - CharacterFactory.Instance.player.transform.position).magnitude)
if (distToNavPoint > (currentTransform - CharacterFactory.Instance.Player.transform.position).magnitude)
return true;
}
return false;
@ -64,7 +65,7 @@ public class GameManager : MonoBehaviour
if ((SettingsReader.Instance.GetSettings.HasHumanAttacker == true && oppositeTeam == Team.Attackers) ||
(SettingsReader.Instance.GetSettings.HasHumanDefender == true && oppositeTeam == Team.Defenders))
{
if ((currentTransform - CharacterFactory.Instance.player.transform.position).magnitude < SettingsReader.Instance.GetSettings.ViewDistance)
if ((currentTransform - CharacterFactory.Instance.Player.transform.position).magnitude < SettingsReader.Instance.GetSettings.ViewDistance)
return true;
}
return false;
@ -99,9 +100,9 @@ public class GameManager : MonoBehaviour
if ((SettingsReader.Instance.GetSettings.HasHumanAttacker == true && oppositeTeam == Team.Attackers) ||
(SettingsReader.Instance.GetSettings.HasHumanDefender == true && oppositeTeam == Team.Defenders))
{
var player = CharacterFactory.Instance.player;
var player = CharacterFactory.Instance.Player;
if (Physics.Raycast(position,
(player.GetComponent<MeshRenderer>().bounds.center - position).normalized,
(player.GetComponent<CharacterLocomotion>().GetMeshCenter() - position).normalized,
out rayHit,
SettingsReader.Instance.GetSettings.ViewDistance))
{

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@ -47,16 +47,15 @@ public class MapManager : MonoBehaviour
var startNavPoint = _instance.IDToNavPoint[startPoint];
var endNavPoint = _instance.IDToNavPoint[endPoint];
float coef;
try
if (allDistance != 0)
{
coef = remainingDistance / allDistance;
startNavPoint.DeathAttr += 1 - coef;
endNavPoint.DeathAttr += coef;
}
catch (System.ArithmeticException)
else
{
Debug.LogError("Path Length is zero");
return;
startNavPoint.DeathAttr += 1;
}
startNavPoint.DeathAttr += 1 - coef;
endNavPoint.DeathAttr += coef;
}
}

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@ -30,9 +30,6 @@ public class FlagZone : MonoBehaviour
case "Attacker":
occupAttackers++;
break;
default:
Debug.LogWarning("Entered non-team entity");
break;
}
}
private void OnTriggerExit(Collider other)

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@ -11,7 +11,7 @@ public class Shooting : MonoBehaviour
[SerializeField] private GameObject projectilePrefab;
private float hSliderValue = 0.1f;
private float _fireCountdown = 1f;
private float _fireCountdown = 0.1f;
public GameObject gun;
private void Update()
@ -25,18 +25,32 @@ public class Shooting : MonoBehaviour
{
_fireCountdown = 0;
_fireCountdown += hSliderValue;
Shoot();
PlayerShoot();
}
_fireCountdown -= Time.deltaTime;
}
private void PlayerShoot()
{
Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
if (Physics.Raycast(raycast.transform.position,
raycast.transform.forward, out var hit,
SettingsReader.Instance.GetSettings.ViewDistance))
{
if (hit.transform.TryGetComponent<NPC>(out var target))
{
target.GetDamage(SettingsReader.Instance.GetSettings.RifleDamage);
}
}
}
public void Shoot()
{
if (Physics.Raycast(raycast.transform.position,
raycast.transform.forward, out var hit,
SettingsReader.Instance.GetSettings.ViewDistance))
{
if (hit.transform.TryGetComponent<NPC>(out var target))
if (hit.transform.TryGetComponent<ICharacter>(out var target))
{
Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
target.GetDamage(SettingsReader.Instance.GetSettings.RifleDamage);

View File

@ -19,9 +19,9 @@ MonoBehaviour:
MovementSpeed: 1
DefTeamAI: 3
AtcTeamAI: 3
NumOfDefenders: 2
NumOfAttackers: 2
HasHumanDefender: 0
NumOfDefenders: 1
NumOfAttackers: 1
HasHumanDefender: 1
HasHumanAttacker: 0
HealthPickupAmount: 50
ArmourPickupAmount: 50
@ -37,7 +37,7 @@ MonoBehaviour:
DoDamageChanceInDirectPoint: 70
DoDamageChanceInRunning: 30
DoDamageChanceInCover: 25
RifleDamage: 0
RifleDamage: 100
RateOfFire: 1
CrouchingCoefficient: 1.4
atcMaterial: {fileID: 2100000, guid: ce639cf318364cf449d4fd87a69da579, type: 2}