Final commit

This commit is contained in:
2022-05-18 00:21:35 +07:00
parent ebddcadc38
commit 4132787ef8
1671 changed files with 697308 additions and 714 deletions

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@ -1,5 +1,5 @@
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@ -9,29 +9,32 @@ namespace Animators.Leonid_Animator.Bot
public class BotLocomotion : MonoBehaviour
{
private Vector3 _moveDirection;
private Transform _myTransform;
private AnimatorHandler _myAnimatorHandler;
private MovementController _movementController;
private NPC _npc;
private Rigidbody _myRigidbody;
private NpcBodyState _crouchBuffer = NpcBodyState.Standing;
private void Start()
{
_myRigidbody = GetComponent<Rigidbody>();
_myAnimatorHandler = GetComponent<AnimatorHandler>();
_movementController = GetComponent<MovementController>();
_npc = GetComponent<NPC>();
_myTransform = transform;
_myAnimatorHandler.Initialize();
}
private bool CrouchPressed(NpcBodyState state)
{
if (_crouchBuffer == state) return false;
_crouchBuffer = state;
return true;
}
public void UpdateAnimatorValues()
{
var movementDir = _movementController.Velocity;
_myAnimatorHandler.UpdateAnimatorValues( Mathf.Clamp01(movementDir.magnitude), 0,
false, _npc.NpcBodyState is NpcCrouchingState, _npc.IsFiring);
false, CrouchPressed(_npc.NpcBodyState.State), _npc.IsFiring);
}
}
}

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@ -23,10 +23,12 @@ public class MovementController : MonoBehaviour
public Vector3 Velocity => navMeshAgent.velocity;
private Dictionary<int, NavPoint> _idNavPointDict;
private NPC _myNpc;
private Settings _settings;
private void Awake()
{
navMeshAgent.speed = SettingsReader.Instance.GetSettings.MovementSpeed;
_settings = SettingsReader.Instance.GetSettings;
navMeshAgent.speed = _settings.MovementSpeed;
_idNavPointDict = MapManager.Instance.IDToNavPoint;
_myNpc = GetComponent<NPC>();
_firePointTransform = transform.GetChild(0);
@ -42,15 +44,23 @@ public class MovementController : MonoBehaviour
private void Update()
{
print($"{_myNpc.NpcState.ToString()}, {_myNpc.GetCharacter.Team}");
if (Velocity.magnitude > 0)
_myNpc.ChangeBaseState(NpcEnumState.InRunning);
else
if (ReachedDestination())
{
_myNpc.ChangeBaseState(_idNavPointDict[PointStartID].navType == NavPointType.Cover
_myNpc.ChangePointState(_idNavPointDict[PointStartID].navType == NavPointType.Cover
? NpcEnumState.InCover
: NpcEnumState.InDirectPoint);
}
else
{
_myNpc.ChangeBodyState(NpcBodyState.Standing);
_myNpc.ChangePointState(NpcEnumState.InRunning);
}
if (_myNpc.NpcBodyState.State == NpcBodyState.Crouching)
navMeshAgent.speed = _settings.MovementSpeed / 2;
else
navMeshAgent.speed = _settings.MovementSpeed;
}
private void UpdateFlagPosition()
@ -68,7 +78,7 @@ public class MovementController : MonoBehaviour
{
return MapManager.Instance.NavPoints
.Where(point =>
(transform.position - point.Position).magnitude < SettingsReader.Instance.GetSettings.MovementDistance)
(transform.position - point.Position).magnitude < _settings.MovementDistance)
.ToList();
}
@ -93,11 +103,13 @@ public class MovementController : MonoBehaviour
navMeshAgent.isStopped = true;
}
public void ReachedDestination()
public bool ReachedDestination()
{
if (navMeshAgent.remainingDistance < float.Epsilon)
if (navMeshAgent.remainingDistance < 0.1f)
{
PointStartID = PointEndID;
return true;
}
return false;
}
}

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@ -36,7 +36,7 @@ public class NPC : Agent, ICharacter
public bool IsFiring => _assistant.fireAnimation;
public void ChangeBaseState(NpcEnumState state)
public void ChangePointState(NpcEnumState state)
{
switch (state)
{
@ -51,6 +51,19 @@ public class NPC : Agent, ICharacter
break;
}
}
public void ChangeBodyState(NpcBodyState state)
{
switch (state)
{
case global::NpcBodyState.Crouching:
NpcBodyState = _crouchingState;
break;
case global::NpcBodyState.Standing:
NpcBodyState = _standingState;
break;
}
}
#region UnityEvents and ML
private void Awake()
@ -96,7 +109,6 @@ public class NPC : Agent, ICharacter
if (_navPointIdDict is null)
Debug.LogError("Cant Find Nav Point Dictionary");
NpcState = _directState;
_flagZone = GameObject.FindObjectOfType<FlagZone>();
}
@ -143,35 +155,41 @@ public class NPC : Agent, ICharacter
} ;
}
public override void WriteDiscreteActionMask(IDiscreteActionMask actionMask)
{
if (!NpcState.InCover)
actionMask.SetActionEnabled(0,0,false);
if (!NpcState.InDirectPoint)
actionMask.SetActionEnabled(0,1,false);
if (!NpcState.IsRunning)
actionMask.SetActionEnabled(0,2,false);
base.WriteDiscreteActionMask(actionMask);
}
public override void OnActionReceived(ActionBuffers actions)
{
var result = actions.DiscreteActions;
if (result[0] == 0)
{
if (_navPointIdDict[_moveController.PointStartID].navType != NavPointType.Cover)
return;
NpcState = _coverState;
switch (result[1])
{
case 0: Peek(); break;
case 1: Cover(); break;
case 2: Peek(); _moveController.GoToNextNavPoint(_navPointIdDict[result[2]]); break;
case 2: Peek();
_moveController.GoToNextNavPoint(_navPointIdDict[result[2]]);
break;
case 3: break;
default: throw new ArgumentException("Undefined Action received");
}
}
if (result[0] == 1)
{
if (_navPointIdDict[_moveController.PointStartID].navType != NavPointType.Direction)
{
return;
}
switch (result[1])
{
case 0: _moveController.GoToNextNavPoint(_navPointIdDict[result[2]]);
NpcState = _runningState; break;
case 1: NpcState = _directState; break;
case 0:
_moveController.GoToNextNavPoint(_navPointIdDict[result[2]]);break;
case 1: break;
case 2: break;
case 3: break;
default: throw new ArgumentException("Undefined Action received");
@ -179,13 +197,11 @@ public class NPC : Agent, ICharacter
}
if (result[0] == 2)
{
if (_moveController.PointStartID == _moveController.PointEndID && _moveController.PointEndID != -1)
return;
{
switch (result[1])
{
case 0: _moveController.StopOnPath(); NpcState = _directState; break;
case 1: _moveController.ReturnToStartPoint(); NpcState = _runningState; break;
case 0: _moveController.StopOnPath(); break;
case 1: _moveController.ReturnToStartPoint(); break;
case 2: break;
case 3: break;
default: throw new ArgumentException("Undefined Action received");

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@ -1,5 +1,7 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MapManager : MonoBehaviour
{
@ -19,12 +21,20 @@ public class MapManager : MonoBehaviour
Debug.LogError("Only 1 Instance");
}
NavPoints = new List<NavPoint>();
var navPointSet = GameObject.Find("NavPoint Set");
var count = navPointSet.transform.childCount;
for (var i=0; i < count; i++)
NavPoints.Add(navPointSet.transform.GetChild(i)
.gameObject.GetComponent<NavPoint>());
// NavPoints = new List<NavPoint>();
// var navPointSet = GameObject.Find("NavPoint Set");
// var count = navPointSet.transform.childCount;
// for (var i=0; i < count; i++)
// NavPoints.Add(navPointSet.transform.GetChild(i)
// .gameObject.GetComponent<NavPoint>());
var rootObjInScene = new List<GameObject>();
var scene = SceneManager.GetActiveScene();
scene.GetRootGameObjects(rootObjInScene);
foreach (var t in rootObjInScene)
{
NavPoints = t.GetComponentsInChildren<NavPoint>(true).ToList();
}
NavPointSetToID();
}

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@ -16,7 +16,7 @@ public class Log
public class StatisticManager : MonoBehaviour
{
private Log _log = new Log();
private LoggerSideChannel _myLoggerSideChannel;
private LoggerSideChannel _myLoggerSideChannel = new LoggerSideChannel();
private void Awake()
{
foreach (var npc in GameObject.FindObjectsOfType<NPC>())
@ -25,6 +25,7 @@ public class StatisticManager : MonoBehaviour
GlobalEventManager.OnCaptureFlag += RegisterWin;
GlobalEventManager.OnTimeLeft += RegisterTimeOut;
GameManager.OnResetScene += SendMessage;
}
private void RegisterDamage(int damage, Team team)

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@ -1,24 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Target : MonoBehaviour
{
// Start is called before the first frame update
public float health = 50f;
public void TakeDamage(float amount)
{
health -= amount;
if (health <= 0f)
{
Die();
}
}
void Die()
{
Destroy(gameObject);
}
}

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