Added Main menu Changes to UI
Added Rules Menu Changes to UI Added Cutscenes to the rules scene Reorganised Files
This commit is contained in:
299
Assets/Scripts/A.I. Scripts/DumbEnemyHoverMovement.cs
Normal file
299
Assets/Scripts/A.I. Scripts/DumbEnemyHoverMovement.cs
Normal file
@ -0,0 +1,299 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class DumbEnemyHoverMovement : HoverMovement
|
||||
{
|
||||
// Game object to track the player GO
|
||||
private GameObject _player;
|
||||
private GameObject _blackHole;
|
||||
|
||||
// Residual Thrust variables to handle the "glide" after the gameObject has moved
|
||||
public float residualThrustStep;
|
||||
public float residualThrustMax;
|
||||
public float residualThrustTimeTickMax;
|
||||
public float residualThrustDecayRate;
|
||||
public float residualThrustIdleDecayRate;
|
||||
|
||||
public float jumpForce;
|
||||
public float jumpMaxTime;
|
||||
|
||||
private float _residualThrust;
|
||||
private float _residualThrustCurrentTime;
|
||||
|
||||
private float _currentJumpTime;
|
||||
private bool _isJumping;
|
||||
|
||||
// Variables for RNG movement
|
||||
private float _aiVert;
|
||||
private float _aiHorz;
|
||||
private bool _aiJump;
|
||||
|
||||
public float maxRNGThrust;
|
||||
public float movementDecayRate;
|
||||
public float movementTickMax;
|
||||
private float _movementCurrentTick;
|
||||
|
||||
private float _currentHoldHeight;
|
||||
private float _heightChangeTick;
|
||||
public float heightChangeInterval;
|
||||
|
||||
public override void DoAwakeTasks()
|
||||
{
|
||||
base.DoAwakeTasks();
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
// We have to find the player since setting it in the editor doesnt work correctly
|
||||
_player = GameObject.Find("Player");
|
||||
_blackHole = GameObject.Find("BlackHole");
|
||||
|
||||
_residualThrust = 0.0f;
|
||||
_residualThrustCurrentTime = 0.0f;
|
||||
_currentJumpTime = 0.0f;
|
||||
_isJumping = false;
|
||||
|
||||
_aiJump = false;
|
||||
_aiHorz = 0.0f;
|
||||
_aiVert = 0.0f;
|
||||
|
||||
_currentHoldHeight = GetCurrentHeight();
|
||||
_heightChangeTick = 0.0f;
|
||||
|
||||
BaseOnStart();
|
||||
// Custom start stuff can go here
|
||||
}
|
||||
|
||||
void DoAIPhysics(float currentTimeStep)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates some RNG movement for the attached Enemy.
|
||||
/// </summary>
|
||||
/// <param name="currentTimeStep">The time unit currently used, typically deltatime or deltafixed time depending on if its the fixed update or not.</param>
|
||||
void DoAI(float currentTimeStep)
|
||||
{
|
||||
// Get the Up vector of each gameObject so we can compare its X values rather than the Y
|
||||
Vector3 playerDirection = _player.transform.position - transform.position;
|
||||
Vector3 playerLocation = Vector3.ProjectOnPlane(_player.transform.position, Vector3.up);
|
||||
Vector3 myLocation = Vector3.ProjectOnPlane(transform.position, Vector3.forward);
|
||||
|
||||
// Added a check to see if the difference is big enough to warrant a turn otherwise they just get stuck turning forever
|
||||
float playerHeight = _player.GetComponent<PlayerHoverMovement>().GetCurrentHeight();
|
||||
|
||||
_aiVert = 1;
|
||||
if (_movementCurrentTick >= movementTickMax)
|
||||
{
|
||||
// Pick a random horz value
|
||||
if (_aiHorz == 0)
|
||||
{
|
||||
_aiHorz = Random.Range(0, maxRNGThrust);
|
||||
}
|
||||
|
||||
// Pick a random vert value
|
||||
if (_aiVert == 0)
|
||||
{
|
||||
_aiVert = Random.Range(0, maxRNGThrust);
|
||||
}
|
||||
|
||||
_movementCurrentTick = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Reset the variables to stop it turning/moving
|
||||
if (_aiHorz > 0)
|
||||
{
|
||||
_aiHorz = Mathf.Clamp(_aiHorz - movementDecayRate, 0, maxRNGThrust); ;
|
||||
}
|
||||
if (_aiVert > 0)
|
||||
{
|
||||
_aiVert = Mathf.Clamp(_aiVert - movementDecayRate, 0, maxRNGThrust);
|
||||
}
|
||||
|
||||
_movementCurrentTick += currentTimeStep;
|
||||
}
|
||||
|
||||
if (_currentHoldHeight >= GetCurrentHeight())
|
||||
{
|
||||
RaycastHit aboveCheck;
|
||||
Physics.SphereCast(transform.position, 3.0f, transform.up, out aboveCheck, 5.0f, LayerMask.GetMask("Player"));
|
||||
if (aboveCheck.rigidbody != null)
|
||||
{
|
||||
if ((GetCurrentHeight() < playerHeight))
|
||||
{
|
||||
_objectRigidbody.velocity = Vector3.zero;
|
||||
_aiJump = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
_aiJump = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_aiJump = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_aiJump = false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Processes the inputs needed to move the gameObject, the turn direction, thrust direction and any residual thrust calculations so that we dont just stop in place.
|
||||
/// Anything in this method can be removed, as long as the _turnDirection and _thrustDirection are set then the parent script with handle the orbit and positioning.
|
||||
/// </summary>
|
||||
/// <param name="currentTimeStep">The time unit currently used, typically deltatime or deltafixed time depending on if its the fixed update or not.</param>
|
||||
public override void ProcessPreMovement(float currentTimeStep)
|
||||
{
|
||||
// Check if movement has been frozen
|
||||
if (!freezeMovement)
|
||||
{
|
||||
// Get the Horz and Vert axis from the RNG (or whatever vars you want)
|
||||
float horzInput = _aiHorz;
|
||||
float vertInput = _aiVert;
|
||||
|
||||
// Check horz direction value, pos = Right, neg = Left
|
||||
if (horzInput > 0)
|
||||
{
|
||||
_turnDirection = 1;
|
||||
}
|
||||
else if (horzInput < 0)
|
||||
{
|
||||
_turnDirection = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
_turnDirection = 0;
|
||||
}
|
||||
|
||||
// Check if the vert is pushed forwards or back, pos = forward, neg = back
|
||||
if (vertInput > 0)
|
||||
{
|
||||
_thrusting = true;
|
||||
_thrustDirection = 1;
|
||||
if (_residualThrust < residualThrustMax)
|
||||
{
|
||||
_residualThrust += residualThrustStep * currentTimeStep;
|
||||
}
|
||||
}
|
||||
// If the Enemy is holding backwards
|
||||
else if (vertInput < 0)
|
||||
{
|
||||
if (_residualThrust > 0.0f)
|
||||
{
|
||||
if (_residualThrustCurrentTime >= residualThrustTimeTickMax)
|
||||
{
|
||||
_residualThrust -= residualThrustDecayRate;
|
||||
}
|
||||
_thrustDirection = _residualThrust / residualThrustMax;
|
||||
}
|
||||
else
|
||||
{
|
||||
_thrusting = true;
|
||||
_thrustDirection = -1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_residualThrust > 0.0f)
|
||||
{
|
||||
if (_residualThrustCurrentTime >= residualThrustTimeTickMax)
|
||||
{
|
||||
_residualThrust -= residualThrustIdleDecayRate;
|
||||
}
|
||||
_thrustDirection = _residualThrust / residualThrustMax;
|
||||
}
|
||||
else
|
||||
{
|
||||
_thrusting = false;
|
||||
_thrustDirection = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Clamp the residual thrust so we cant fall below 0 or greater than the max value set
|
||||
_residualThrust = Mathf.Clamp(_residualThrust, 0, residualThrustMax);
|
||||
if (_residualThrustCurrentTime >= residualThrustTimeTickMax)
|
||||
{
|
||||
_residualThrustCurrentTime = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
_residualThrustCurrentTime += currentTimeStep;
|
||||
}
|
||||
|
||||
// Check if the jump button
|
||||
if (_aiJump && !_isJumping)
|
||||
{
|
||||
_isJumping = true;
|
||||
}
|
||||
|
||||
// Run any base class stuff
|
||||
base.ProcessPreMovement(currentTimeStep);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method for dealing with the jump physics, this should be in the fixed update since it uses rigidbody physics
|
||||
/// </summary>
|
||||
void ProcessJump()
|
||||
{
|
||||
// If the enemy is jumping add the jump force
|
||||
if (_isJumping)
|
||||
{
|
||||
_objectRigidbody.AddRelativeForce(Vector3.up * jumpForce * Time.fixedDeltaTime, ForceMode.Impulse);
|
||||
if (_currentJumpTime >= jumpMaxTime)
|
||||
{
|
||||
_currentJumpTime = 0.0f;
|
||||
_isJumping = false;
|
||||
_aiJump = false;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
_currentJumpTime += Time.fixedDeltaTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ProcessCooldowns(float currentTimeStep)
|
||||
{
|
||||
if (_heightChangeTick >= heightChangeInterval)
|
||||
{
|
||||
_currentHoldHeight = Random.Range(startHeight, startHeight + 5.0f);
|
||||
_heightChangeTick = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
_heightChangeTick += currentTimeStep;
|
||||
}
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (objectIsActive)
|
||||
{
|
||||
DoAIPhysics(Time.fixedDeltaTime);
|
||||
ProcessJump();
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (objectIsActive)
|
||||
{
|
||||
DoAI(Time.deltaTime);
|
||||
ProcessPreMovement(Time.deltaTime);
|
||||
ProcessCurrentMovement(Time.deltaTime);
|
||||
ProcessPostMovement();
|
||||
ProcessCooldowns(Time.deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user