Empty light settings for procedural scene;
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@ -36,6 +36,7 @@ namespace Characters.Enemy
|
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private float _stepCycle;
|
||||
private AudioClip _footstepClip;
|
||||
private Vector3 _footstepPrevPosition;
|
||||
private NavMeshPath _navMeshPath;
|
||||
|
||||
private const float StepDelay = 0.12f;
|
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private const float RunSpeed = 4.974f;
|
||||
@ -46,6 +47,7 @@ namespace Characters.Enemy
|
||||
_networkManager = NetworkManager.singleton.GetComponent<CustomNetworkManager>();
|
||||
_networkGameManager = NetworkGameManager.singleton;
|
||||
_footstepClip = Resources.Load<AudioClip>("Audio/EnemySounds/Steps/monsterStep1");
|
||||
_navMeshPath = new();
|
||||
|
||||
networkAnimator = GetComponent<NetworkAnimator>();
|
||||
|
||||
@ -123,14 +125,24 @@ namespace Characters.Enemy
|
||||
ChangeState(EnemyState.Stunned);
|
||||
}
|
||||
|
||||
[Server]
|
||||
public void ChangeState(EnemyState newState)
|
||||
{
|
||||
state = newState;
|
||||
|
||||
RpcChangeState(newState);
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
private void RpcChangeState(EnemyState newState)
|
||||
{
|
||||
stateMachine.SetCurrentState(newState);
|
||||
}
|
||||
|
||||
public Transform GetClosestTarget()
|
||||
{
|
||||
if (!agent.isOnNavMesh) return null;
|
||||
|
||||
var alivePlayers = _networkManager.alive;
|
||||
|
||||
if (HasTarget && alivePlayers.Count == 1 && alivePlayers[0].transform == targetTransform)
|
||||
@ -140,12 +152,14 @@ namespace Characters.Enemy
|
||||
|
||||
Transform closestTarget = null;
|
||||
|
||||
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;
|
||||
|
@ -53,6 +53,8 @@ namespace Characters.Enemy.States
|
||||
}
|
||||
else
|
||||
{
|
||||
_enemy.targetTransform = null;
|
||||
|
||||
_enemy.ChangeState(EnemyState.Idle);
|
||||
}
|
||||
}
|
||||
|
@ -46,6 +46,8 @@ namespace Characters.Enemy.States
|
||||
[Server]
|
||||
void SetRandomDestination()
|
||||
{
|
||||
if (!_enemy.agent.isOnNavMesh) return;
|
||||
|
||||
_enemy.agent.destination = GetRandomLocation();
|
||||
}
|
||||
|
||||
|
@ -8,21 +8,12 @@ namespace Characters
|
||||
{
|
||||
public event Action<Pawn> OnDamage;
|
||||
public event Action<Pawn, bool> 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;
|
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return Mathf.Clamp(lfAngle, lfMin, lfMax);
|
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}
|
||||
}
|
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}
|
@ -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
|
||||
*/
|
||||
@ -96,6 +97,16 @@ namespace StarterAssets
|
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|
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private Vector3 _position;
|
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|
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private float _rotationVelocity;
|
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private Vector2 _mouseLook;
|
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[SyncVar]
|
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public float _cinemachineTargetPitch;
|
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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<CharacterController>();
|
||||
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;
|
||||
}
|
||||
@ -181,6 +193,22 @@ namespace StarterAssets
|
||||
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()
|
||||
{
|
||||
CinemachineCameraTarget.transform.position = headPosition.transform.position;
|
||||
|
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.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<Room> _flattenSpawnedRooms = new();
|
||||
|
||||
private int _size;
|
||||
|
||||
@ -44,6 +46,11 @@ namespace Level.BuildModules
|
||||
PlaceOneRoom();
|
||||
}
|
||||
|
||||
foreach (var room in _flattenSpawnedRooms)
|
||||
{
|
||||
room.GetComponent<NavMeshSurface>().BuildNavMesh();
|
||||
}
|
||||
|
||||
if (enemyList.Count == networkManager.maxMonsters) return;
|
||||
|
||||
if (networkManager.players.Count == networkManager.maxConnections)
|
||||
@ -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;
|
||||
}
|
||||
}
|
||||
|
@ -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()
|
||||
{
|
||||
|
||||
}
|
||||
|
@ -53,7 +53,6 @@ namespace Koptilnya.StateMachine
|
||||
|
||||
if (mCurrentState != null)
|
||||
{
|
||||
Debug.Log($"{mCurrentState.ID} -> {state.ID}");
|
||||
mCurrentState.Exit();
|
||||
}
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user