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float sortDistance = float.MaxValue; + var sortDistance = float.MaxValue; foreach (var player in _networkManager.alive) { - float distance = Vector3.Distance(player.transform.position, transform.position); + var targetPosition = player.transform.position; + var distance = Vector3.Distance(targetPosition, transform.position); + var canReachTarget = agent.CalculatePath(targetPosition, _navMeshPath) && _navMeshPath.status == NavMeshPathStatus.PathComplete; - if (distance <= aggressionDistance && distance < sortDistance && agent.SetDestination(player.transform.position)) + if (distance <= aggressionDistance && distance < sortDistance && canReachTarget) { sortDistance = distance; closestTarget = player.transform; diff --git a/Assets/Scripts/Characters/Enemy/States/ChaseState.cs b/Assets/Scripts/Characters/Enemy/States/ChaseState.cs index 61272d4..5c81d53 100644 --- a/Assets/Scripts/Characters/Enemy/States/ChaseState.cs +++ b/Assets/Scripts/Characters/Enemy/States/ChaseState.cs @@ -53,6 +53,8 @@ namespace Characters.Enemy.States } else { + _enemy.targetTransform = null; + _enemy.ChangeState(EnemyState.Idle); } } diff --git a/Assets/Scripts/Characters/Enemy/States/PatrolState.cs b/Assets/Scripts/Characters/Enemy/States/PatrolState.cs index e447dc5..41b8d40 100644 --- a/Assets/Scripts/Characters/Enemy/States/PatrolState.cs +++ b/Assets/Scripts/Characters/Enemy/States/PatrolState.cs @@ -46,6 +46,8 @@ namespace Characters.Enemy.States [Server] void SetRandomDestination() { + if (!_enemy.agent.isOnNavMesh) return; + _enemy.agent.destination = GetRandomLocation(); } diff --git a/Assets/Scripts/Characters/Pawn.cs b/Assets/Scripts/Characters/Pawn.cs index 944a78d..045beab 100644 --- a/Assets/Scripts/Characters/Pawn.cs +++ b/Assets/Scripts/Characters/Pawn.cs @@ -8,21 +8,12 @@ namespace Characters { public event Action OnDamage; public event Action OnLiveState; - public int health = 100; public bool Alive = true; - void Start() - { - RotationSpeed = PlayerPrefs.GetFloat("Sensitivity"); - } - [SyncVar] public float _speedMul = 1f; - public virtual void TakeDamage() - { - OnDamage?.Invoke(this); - } + public virtual void TakeDamage() {} [Command] public void CmdDie() @@ -53,38 +44,5 @@ namespace Characters { _speedMul = mul; } - - private Vector2 _mouseLook; - [SyncVar] - public float _cinemachineTargetPitch; - private float _rotationVelocity; - public float RotationSpeed = 1f; - public float BottomClamp = -90.0f; - public float TopClamp = 90.0f; - public GameObject CinemachineCameraTarget; - - - public void CameraRotation() - { - if (Cursor.lockState == CursorLockMode.None) return; - - _mouseLook = new Vector2(Input.GetAxis("Mouse X"), -Input.GetAxis("Mouse Y")); - _cinemachineTargetPitch += _mouseLook.y * RotationSpeed; - _rotationVelocity = _mouseLook.x * RotationSpeed; - - _cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp); - - transform.Rotate(Vector3.up * _rotationVelocity); - - CinemachineCameraTarget.transform.localRotation = Quaternion.Euler(_cinemachineTargetPitch, 0.0f, 0.0f); - // CmdSetCameraPitch(_cinemachineTargetPitch); - } - - private static float ClampAngle(float lfAngle, float lfMin, float lfMax) - { - if (lfAngle < -360f) lfAngle += 360f; - if (lfAngle > 360f) lfAngle -= 360f; - return Mathf.Clamp(lfAngle, lfMin, lfMax); - } } } \ No newline at end of file diff --git a/Assets/Scripts/Characters/PersonController/PersonController.cs b/Assets/Scripts/Characters/PersonController/PersonController.cs index c92dfd4..dfc0b77 100644 --- a/Assets/Scripts/Characters/PersonController/PersonController.cs +++ b/Assets/Scripts/Characters/PersonController/PersonController.cs @@ -3,6 +3,7 @@ using Mirror; using TMPro; using Characters; using Debuffs; +using Koptilnya; /* Note: animations are called via the controller for both the character and capsule using animator null checks */ @@ -95,6 +96,16 @@ namespace StarterAssets public Color gunColor; private Vector3 _position; + + private float _rotationVelocity; + private Vector2 _mouseLook; + [SyncVar] + public float _cinemachineTargetPitch; + public GameObject CinemachineCameraTarget; + public float RotationSpeed = 1f; + public float BottomClamp = -90.0f; + public float TopClamp = 90.0f; + [Command] public void CmdSetupPlayer(string _name, float r, float g, float b) @@ -121,6 +132,7 @@ namespace StarterAssets private void Start() { + RotationSpeed = PlayerPrefs.GetFloat("Sensitivity"); _controller = GetComponent(); this.OnDamage += OnTakeDamage; @@ -153,7 +165,7 @@ namespace StarterAssets if (!isLocalPlayer) { - if (netIdentity.isActiveAndEnabled && floatingInfo != null) + if (netIdentity.isActiveAndEnabled && floatingInfo != null && Camera.main) floatingInfo.transform.LookAt(Camera.main.transform); return; } @@ -180,6 +192,22 @@ namespace StarterAssets CameraRotation(); SetCamToHeadPos(); } + + void CameraRotation() + { + if (Cursor.lockState == CursorLockMode.None) return; + + _mouseLook = new Vector2(Input.GetAxis("Mouse X"), -Input.GetAxis("Mouse Y")); + _cinemachineTargetPitch += _mouseLook.y * RotationSpeed; + _rotationVelocity = _mouseLook.x * RotationSpeed; + + _cinemachineTargetPitch = _cinemachineTargetPitch.ClampAngle(BottomClamp, TopClamp); + + transform.Rotate(Vector3.up * _rotationVelocity); + + CinemachineCameraTarget.transform.localRotation = Quaternion.Euler(_cinemachineTargetPitch, 0.0f, 0.0f); + // CmdSetCameraPitch(_cinemachineTargetPitch); + } private void SetCamToHeadPos() { diff --git a/Assets/Scripts/Extensions.cs b/Assets/Scripts/Extensions.cs new file mode 100644 index 0000000..88711e5 --- /dev/null +++ b/Assets/Scripts/Extensions.cs @@ -0,0 +1,15 @@ +using UnityEngine; + +namespace Koptilnya +{ + public static class Extensions + { + public static float ClampAngle(this float value, float min, float max) + { + if (value < -360f) value += 360f; + if (value > 360f) value -= 360f; + + return Mathf.Clamp(value, min, max); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Extensions.cs.meta b/Assets/Scripts/Extensions.cs.meta new file mode 100644 index 0000000..a24bde0 --- /dev/null +++ b/Assets/Scripts/Extensions.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 58a54aa31ac945f98b665526ac0849f8 +timeCreated: 1710931930 \ No newline at end of file diff --git a/Assets/Scripts/Level/BuildModules/ProceduralPrefabs.cs b/Assets/Scripts/Level/BuildModules/ProceduralPrefabs.cs index c1971e8..1f246dd 100644 --- a/Assets/Scripts/Level/BuildModules/ProceduralPrefabs.cs +++ b/Assets/Scripts/Level/BuildModules/ProceduralPrefabs.cs @@ -3,6 +3,7 @@ using System.Collections; using System.Collections.Generic; using System.Linq; using Mirror; +using Unity.AI.Navigation; using UnityEngine; using UnityEngine.Serialization; using Random = UnityEngine.Random; @@ -15,6 +16,7 @@ namespace Level.BuildModules [FormerlySerializedAs("StartingRoom")] public Room startingRoom; private Room[,] _spawnedRooms; + private List _flattenSpawnedRooms = new(); private int _size; @@ -43,6 +45,11 @@ namespace Level.BuildModules PlaceOneRoom(); } + + foreach (var room in _flattenSpawnedRooms) + { + room.GetComponent().BuildNavMesh(); + } if (enemyList.Count == networkManager.maxMonsters) return; @@ -92,6 +99,7 @@ namespace Level.BuildModules { newRoom.transform.position = new Vector3(position.x - _startCellX, 0, position.y - _startCellY) * newRoom.roomSize; _spawnedRooms[position.x, position.y] = newRoom; + _flattenSpawnedRooms.Add(newRoom); return; } } diff --git a/Assets/Scripts/Level/NavmeshBaker.cs b/Assets/Scripts/Level/NavmeshBaker.cs index 0279c49..4de188b 100644 --- a/Assets/Scripts/Level/NavmeshBaker.cs +++ b/Assets/Scripts/Level/NavmeshBaker.cs @@ -7,12 +7,7 @@ public class NavmeshBaker : MonoBehaviour { public NavMeshSurface Surface; - private void Start() - { - // yield return new WaitForSeconds(1); - Surface.BuildNavMesh(); - } - void Update() + void Start() { } diff --git a/Assets/Scripts/StateMachine/StateMachine.cs b/Assets/Scripts/StateMachine/StateMachine.cs index a043765..f45b8c2 100644 --- a/Assets/Scripts/StateMachine/StateMachine.cs +++ b/Assets/Scripts/StateMachine/StateMachine.cs @@ -53,7 +53,6 @@ namespace Koptilnya.StateMachine if (mCurrentState != null) { - Debug.Log($"{mCurrentState.ID} -> {state.ID}"); mCurrentState.Exit(); }