Empty light settings for procedural scene;
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spritePixelsToUnits: 100
|
||||||
|
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
spriteGenerateFallbackPhysicsShape: 1
|
||||||
|
alphaUsage: 1
|
||||||
|
alphaIsTransparency: 0
|
||||||
|
spriteTessellationDetail: -1
|
||||||
|
textureType: 0
|
||||||
|
textureShape: 2
|
||||||
|
singleChannelComponent: 0
|
||||||
|
flipbookRows: 1
|
||||||
|
flipbookColumns: 1
|
||||||
|
maxTextureSizeSet: 0
|
||||||
|
compressionQualitySet: 0
|
||||||
|
textureFormatSet: 0
|
||||||
|
ignorePngGamma: 0
|
||||||
|
applyGammaDecoding: 0
|
||||||
|
platformSettings:
|
||||||
|
- serializedVersion: 3
|
||||||
|
buildTarget: DefaultTexturePlatform
|
||||||
|
maxTextureSize: 2048
|
||||||
|
resizeAlgorithm: 0
|
||||||
|
textureFormat: -1
|
||||||
|
textureCompression: 1
|
||||||
|
compressionQuality: 100
|
||||||
|
crunchedCompression: 0
|
||||||
|
allowsAlphaSplitting: 0
|
||||||
|
overridden: 0
|
||||||
|
androidETC2FallbackOverride: 0
|
||||||
|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||||
|
spriteSheet:
|
||||||
|
serializedVersion: 2
|
||||||
|
sprites: []
|
||||||
|
outline: []
|
||||||
|
physicsShape: []
|
||||||
|
bones: []
|
||||||
|
spriteID:
|
||||||
|
internalID: 0
|
||||||
|
vertices: []
|
||||||
|
indices:
|
||||||
|
edges: []
|
||||||
|
weights: []
|
||||||
|
secondaryTextures: []
|
||||||
|
nameFileIdTable: {}
|
||||||
|
spritePackingTag:
|
||||||
|
pSDRemoveMatte: 0
|
||||||
|
pSDShowRemoveMatteOption: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -36,6 +36,7 @@ namespace Characters.Enemy
|
|||||||
private float _stepCycle;
|
private float _stepCycle;
|
||||||
private AudioClip _footstepClip;
|
private AudioClip _footstepClip;
|
||||||
private Vector3 _footstepPrevPosition;
|
private Vector3 _footstepPrevPosition;
|
||||||
|
private NavMeshPath _navMeshPath;
|
||||||
|
|
||||||
private const float StepDelay = 0.12f;
|
private const float StepDelay = 0.12f;
|
||||||
private const float RunSpeed = 4.974f;
|
private const float RunSpeed = 4.974f;
|
||||||
@ -46,6 +47,7 @@ namespace Characters.Enemy
|
|||||||
_networkManager = NetworkManager.singleton.GetComponent<CustomNetworkManager>();
|
_networkManager = NetworkManager.singleton.GetComponent<CustomNetworkManager>();
|
||||||
_networkGameManager = NetworkGameManager.singleton;
|
_networkGameManager = NetworkGameManager.singleton;
|
||||||
_footstepClip = Resources.Load<AudioClip>("Audio/EnemySounds/Steps/monsterStep1");
|
_footstepClip = Resources.Load<AudioClip>("Audio/EnemySounds/Steps/monsterStep1");
|
||||||
|
_navMeshPath = new();
|
||||||
|
|
||||||
networkAnimator = GetComponent<NetworkAnimator>();
|
networkAnimator = GetComponent<NetworkAnimator>();
|
||||||
|
|
||||||
@ -123,14 +125,24 @@ namespace Characters.Enemy
|
|||||||
ChangeState(EnemyState.Stunned);
|
ChangeState(EnemyState.Stunned);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[Server]
|
||||||
public void ChangeState(EnemyState newState)
|
public void ChangeState(EnemyState newState)
|
||||||
{
|
{
|
||||||
state = newState;
|
state = newState;
|
||||||
|
|
||||||
|
RpcChangeState(newState);
|
||||||
|
}
|
||||||
|
|
||||||
|
[ClientRpc]
|
||||||
|
private void RpcChangeState(EnemyState newState)
|
||||||
|
{
|
||||||
stateMachine.SetCurrentState(newState);
|
stateMachine.SetCurrentState(newState);
|
||||||
}
|
}
|
||||||
|
|
||||||
public Transform GetClosestTarget()
|
public Transform GetClosestTarget()
|
||||||
{
|
{
|
||||||
|
if (!agent.isOnNavMesh) return null;
|
||||||
|
|
||||||
var alivePlayers = _networkManager.alive;
|
var alivePlayers = _networkManager.alive;
|
||||||
|
|
||||||
if (HasTarget && alivePlayers.Count == 1 && alivePlayers[0].transform == targetTransform)
|
if (HasTarget && alivePlayers.Count == 1 && alivePlayers[0].transform == targetTransform)
|
||||||
@ -140,12 +152,14 @@ namespace Characters.Enemy
|
|||||||
|
|
||||||
Transform closestTarget = null;
|
Transform closestTarget = null;
|
||||||
|
|
||||||
float sortDistance = float.MaxValue;
|
var sortDistance = float.MaxValue;
|
||||||
foreach (var player in _networkManager.alive)
|
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;
|
sortDistance = distance;
|
||||||
closestTarget = player.transform;
|
closestTarget = player.transform;
|
||||||
|
@ -53,6 +53,8 @@ namespace Characters.Enemy.States
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
_enemy.targetTransform = null;
|
||||||
|
|
||||||
_enemy.ChangeState(EnemyState.Idle);
|
_enemy.ChangeState(EnemyState.Idle);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -46,6 +46,8 @@ namespace Characters.Enemy.States
|
|||||||
[Server]
|
[Server]
|
||||||
void SetRandomDestination()
|
void SetRandomDestination()
|
||||||
{
|
{
|
||||||
|
if (!_enemy.agent.isOnNavMesh) return;
|
||||||
|
|
||||||
_enemy.agent.destination = GetRandomLocation();
|
_enemy.agent.destination = GetRandomLocation();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -8,21 +8,12 @@ namespace Characters
|
|||||||
{
|
{
|
||||||
public event Action<Pawn> OnDamage;
|
public event Action<Pawn> OnDamage;
|
||||||
public event Action<Pawn, bool> OnLiveState;
|
public event Action<Pawn, bool> OnLiveState;
|
||||||
public int health = 100;
|
|
||||||
public bool Alive = true;
|
public bool Alive = true;
|
||||||
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
RotationSpeed = PlayerPrefs.GetFloat("Sensitivity");
|
|
||||||
}
|
|
||||||
|
|
||||||
[SyncVar]
|
[SyncVar]
|
||||||
public float _speedMul = 1f;
|
public float _speedMul = 1f;
|
||||||
|
|
||||||
public virtual void TakeDamage()
|
public virtual void TakeDamage() {}
|
||||||
{
|
|
||||||
OnDamage?.Invoke(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
[Command]
|
[Command]
|
||||||
public void CmdDie()
|
public void CmdDie()
|
||||||
@ -53,38 +44,5 @@ namespace Characters
|
|||||||
{
|
{
|
||||||
_speedMul = mul;
|
_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);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -3,6 +3,7 @@ using Mirror;
|
|||||||
using TMPro;
|
using TMPro;
|
||||||
using Characters;
|
using Characters;
|
||||||
using Debuffs;
|
using Debuffs;
|
||||||
|
using Koptilnya;
|
||||||
|
|
||||||
/* Note: animations are called via the controller for both the character and capsule using animator null checks
|
/* 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;
|
public Color gunColor;
|
||||||
|
|
||||||
private Vector3 _position;
|
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]
|
[Command]
|
||||||
public void CmdSetupPlayer(string _name, float r, float g, float b)
|
public void CmdSetupPlayer(string _name, float r, float g, float b)
|
||||||
@ -121,6 +132,7 @@ namespace StarterAssets
|
|||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
|
RotationSpeed = PlayerPrefs.GetFloat("Sensitivity");
|
||||||
_controller = GetComponent<CharacterController>();
|
_controller = GetComponent<CharacterController>();
|
||||||
this.OnDamage += OnTakeDamage;
|
this.OnDamage += OnTakeDamage;
|
||||||
|
|
||||||
@ -153,7 +165,7 @@ namespace StarterAssets
|
|||||||
|
|
||||||
if (!isLocalPlayer)
|
if (!isLocalPlayer)
|
||||||
{
|
{
|
||||||
if (netIdentity.isActiveAndEnabled && floatingInfo != null)
|
if (netIdentity.isActiveAndEnabled && floatingInfo != null && Camera.main)
|
||||||
floatingInfo.transform.LookAt(Camera.main.transform);
|
floatingInfo.transform.LookAt(Camera.main.transform);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@ -180,6 +192,22 @@ namespace StarterAssets
|
|||||||
CameraRotation();
|
CameraRotation();
|
||||||
SetCamToHeadPos();
|
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()
|
private void SetCamToHeadPos()
|
||||||
{
|
{
|
||||||
|
15
Assets/Scripts/Extensions.cs
Normal file
15
Assets/Scripts/Extensions.cs
Normal file
@ -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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
3
Assets/Scripts/Extensions.cs.meta
Normal file
3
Assets/Scripts/Extensions.cs.meta
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 58a54aa31ac945f98b665526ac0849f8
|
||||||
|
timeCreated: 1710931930
|
@ -3,6 +3,7 @@ using System.Collections;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using Mirror;
|
using Mirror;
|
||||||
|
using Unity.AI.Navigation;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Serialization;
|
using UnityEngine.Serialization;
|
||||||
using Random = UnityEngine.Random;
|
using Random = UnityEngine.Random;
|
||||||
@ -15,6 +16,7 @@ namespace Level.BuildModules
|
|||||||
[FormerlySerializedAs("StartingRoom")] public Room startingRoom;
|
[FormerlySerializedAs("StartingRoom")] public Room startingRoom;
|
||||||
|
|
||||||
private Room[,] _spawnedRooms;
|
private Room[,] _spawnedRooms;
|
||||||
|
private List<Room> _flattenSpawnedRooms = new();
|
||||||
|
|
||||||
private int _size;
|
private int _size;
|
||||||
|
|
||||||
@ -43,6 +45,11 @@ namespace Level.BuildModules
|
|||||||
|
|
||||||
PlaceOneRoom();
|
PlaceOneRoom();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
foreach (var room in _flattenSpawnedRooms)
|
||||||
|
{
|
||||||
|
room.GetComponent<NavMeshSurface>().BuildNavMesh();
|
||||||
|
}
|
||||||
|
|
||||||
if (enemyList.Count == networkManager.maxMonsters) return;
|
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;
|
newRoom.transform.position = new Vector3(position.x - _startCellX, 0, position.y - _startCellY) * newRoom.roomSize;
|
||||||
_spawnedRooms[position.x, position.y] = newRoom;
|
_spawnedRooms[position.x, position.y] = newRoom;
|
||||||
|
_flattenSpawnedRooms.Add(newRoom);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -7,12 +7,7 @@ public class NavmeshBaker : MonoBehaviour
|
|||||||
{
|
{
|
||||||
public NavMeshSurface Surface;
|
public NavMeshSurface Surface;
|
||||||
|
|
||||||
private void Start()
|
void Start()
|
||||||
{
|
|
||||||
// yield return new WaitForSeconds(1);
|
|
||||||
Surface.BuildNavMesh();
|
|
||||||
}
|
|
||||||
void Update()
|
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -53,7 +53,6 @@ namespace Koptilnya.StateMachine
|
|||||||
|
|
||||||
if (mCurrentState != null)
|
if (mCurrentState != null)
|
||||||
{
|
{
|
||||||
Debug.Log($"{mCurrentState.ID} -> {state.ID}");
|
|
||||||
mCurrentState.Exit();
|
mCurrentState.Exit();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user