fixed player in bot fights and their scaled time features (player not time scaled). Now player can join to fights for justice.

This commit is contained in:
2022-05-20 02:22:22 +07:00
parent 7db8dbcfcf
commit 9faeccdae3
20 changed files with 176 additions and 224 deletions

View File

@ -1,11 +1,12 @@
using System.Collections;
using UnityEngine;
using Weapons;
[RequireComponent(typeof(NPC))]
public class AimAssistant : MonoBehaviour
{
[HideInInspector] public GameObject enemy;
private Shooting _shooting;
private BotShooter _botShooter;
public bool isFiring = false;
private NPC _myNpc;
[SerializeField] private float lookSpeed = 400f;
@ -19,14 +20,13 @@ public class AimAssistant : MonoBehaviour
private void Awake()
{
_myNpc = GetComponent<NPC>();
_shooting = GetComponent<Shooting>();
_botShooter = GetComponent<BotShooter>();
_myTransform = transform;
_fireCountdown = 1f / SettingsReader.Instance.GetSettings.RateOfFire;
}
private void FixedUpdate()
{
//Ищем противника на сцене.
if (isFiring == false)
{
var enemies = GameManager.GetVisibleEnemies(_myNpc.GetCharacter.Team.GetOppositeTeam(), transform.position);
@ -72,6 +72,7 @@ public class AimAssistant : MonoBehaviour
if (enemy != null)
{
var direction = enemy.transform.position - gameObject.transform.position;
if (direction == Vector3.zero) return;
var targetRotation = Quaternion.LookRotation(direction);
var lookAt = Quaternion.RotateTowards(gameObject.transform.rotation, targetRotation,
Time.deltaTime * lookSpeed);
@ -92,8 +93,9 @@ public class AimAssistant : MonoBehaviour
{
while (true)
{
_shooting.BotShoot();
_botShooter.BotShoot();
yield return new WaitForSeconds(_fireCountdown);
}
}
}

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@ -0,0 +1,50 @@
using UnityEngine;
namespace Weapons
{
public class BotShooter : MonoBehaviour
{
[SerializeField] private GameObject firePoint;
[SerializeField] private ParticleSystem projectilePrefab;
private NPC _myNpc;
private MovementController _moveCtrl;
private AudioSource _audioSource;
private void Awake()
{
_myNpc = GetComponent<NPC>();
_moveCtrl = GetComponent<MovementController>();
_audioSource = GetComponent<AudioSource>();
}
public void BotShoot()
{
if (Physics.Raycast(firePoint.transform.position,
firePoint.transform.forward, out var hit,
SettingsReader.Instance.GetSettings.ViewDistance))
{
if (hit.transform.TryGetComponent<ICharacter>(out var target))
{
print($"did damage to {hit.transform.name}");
_audioSource.Play();
Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
var mySpeed = _moveCtrl.Velocity.magnitude;
var enemySpeed = 0f;
var inCover = false;
if (target.GetCharacter.TypeAi == TypeAI.HumanAI)
enemySpeed = hit.rigidbody.velocity.magnitude;
else
{
enemySpeed = hit.collider.GetComponent<MovementController>().Velocity.magnitude;
inCover = hit.collider.GetComponent<NPC>().NpcState.InCover;
}
var hitChance = (1 - 0.5 * mySpeed) * (1 - 0.5 * enemySpeed + 0.5*inCover.ToInt()) / 1.5f;
if (!(Random.Range(0f, 1f) < hitChance)) return;
_myNpc.AddReward(0.05f);
target.GetDamage(SettingsReader.Instance.GetSettings.RifleDamage);
}
}
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 2a6ce8ea5e584f40922a36bdb4219494
timeCreated: 1652982070

View File

@ -0,0 +1,57 @@
using Animators.Leonid_Animator.Player;
using UnityEngine;
namespace Weapons
{
[RequireComponent(typeof(AudioSource))]
[RequireComponent(typeof(InputHandler))]
public class PlayerShooter : MonoBehaviour
{
public GameObject firePoint;
public ParticleSystem projectilePrefab;
private float _fireCountdown = 0.5f;
private AudioSource _audioSource;
private InputHandler _inputHandler;
private void Awake()
{
_audioSource = GetComponent<AudioSource>();
_inputHandler = GetComponent<InputHandler>();
}
private void Update()
{
HandleMouseButton();
}
private void HandleMouseButton()
{
if (_inputHandler.firePressed && _fireCountdown <= 0f)
{
_fireCountdown = 0.5f;
PlayerShoot();
}
_fireCountdown -= Time.unscaledDeltaTime;
}
private void PlayerShoot()
{
_audioSource.Play();
Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
if (Physics.Raycast(firePoint.transform.position,
firePoint.transform.forward, out var hit,
SettingsReader.Instance.GetSettings.ViewDistance))
{
if (hit.transform.TryGetComponent<NPC>(out var target))
{
print($"did damage to {hit.transform.name}");
target.GetDamage(SettingsReader.Instance.GetSettings.RifleDamage);
}
}
}
}
}

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@ -1,90 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using JetBrains.Annotations;
using UnityEngine;
[RequireComponent(typeof(AudioSource))]
public class Shooting : MonoBehaviour
{
public GameObject raycast;
public GameObject firePoint;
public ParticleSystem projectilePrefab;
private float hSliderValue = 0.1f;
private float _fireCountdown = 0.1f;
public AudioSource audioSource;
private NPC _myNpc;
private MovementController _moveCtrl;
private void Awake()
{
audioSource = GetComponent<AudioSource>();
TryGetComponent(out _moveCtrl);
TryGetComponent(out _myNpc);
}
private void Update()
{
HandleMouseButton();
}
private void HandleMouseButton()
{
if (Input.GetMouseButton(0) && _fireCountdown <= 0f)
{
_fireCountdown = 0;
_fireCountdown += hSliderValue;
PlayerShoot();
}
_fireCountdown -= Time.deltaTime;
}
private void PlayerShoot()
{
audioSource.Play();
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 BotShoot()
{
if (Physics.Raycast(raycast.transform.position,
raycast.transform.forward, out var hit,
SettingsReader.Instance.GetSettings.ViewDistance))
{
if (hit.transform.TryGetComponent<ICharacter>(out var target))
{
audioSource.Play();
Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
var mySpeed = _moveCtrl.Velocity.magnitude;
var enemySpeed = 0f;
var inCover = false;
if (target.GetCharacter.TypeAi == TypeAI.HumanAI)
enemySpeed = hit.rigidbody.velocity.magnitude;
else
{
enemySpeed = hit.collider.GetComponent<MovementController>().Velocity.magnitude;
inCover = hit.collider.GetComponent<NPC>().NpcState.InCover;
}
var hitChance = (1 - 0.5 * mySpeed) * (1 - 0.5 * enemySpeed + 0.5*inCover.ToInt()) / 1.5f;
if (!(UnityEngine.Random.Range(0f, 1f) < hitChance)) return;
_myNpc.AddReward(0.05f);
target.GetDamage(SettingsReader.Instance.GetSettings.RifleDamage);
}
}
}
}