wandering implemented

This commit is contained in:
jonasty 2022-04-25 17:41:22 +03:00
parent fd683b4580
commit a748b342a8
18 changed files with 325 additions and 233 deletions

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@ -123,7 +123,7 @@ Material:
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@ -11,7 +11,7 @@ public class SlimeAI : MonoBehaviour
GameObject player; GameObject player;
int HP; int HP;
public float moveSpeed = 3f; public float moveSpeed = 4f;
public float rotSpeed = 100f; public float rotSpeed = 100f;
private bool isWandering = false; private bool isWandering = false;
@ -28,6 +28,7 @@ public class SlimeAI : MonoBehaviour
animator = GetComponent<Animator>(); animator = GetComponent<Animator>();
player = GameObject.FindWithTag("Player"); player = GameObject.FindWithTag("Player");
HP = 10; HP = 10;
} }
// Update is called once per frame // Update is called once per frame
@ -36,6 +37,7 @@ public class SlimeAI : MonoBehaviour
playerDistance = Vector3.Distance(player.transform.position, transform.position); playerDistance = Vector3.Distance(player.transform.position, transform.position);
if (playerDistance < 1.5) //Attack if (playerDistance < 1.5) //Attack
{ {
animator.SetBool("Wandering", false);
animator.SetBool("EnemyInAttackRange", true); animator.SetBool("EnemyInAttackRange", true);
animator.SetBool("EnemyInAggroRange", true); animator.SetBool("EnemyInAggroRange", true);
animator.SetBool("EnemyInVisionRange", true); animator.SetBool("EnemyInVisionRange", true);
@ -43,6 +45,7 @@ public class SlimeAI : MonoBehaviour
} }
else if (playerDistance < 10) //Chase else if (playerDistance < 10) //Chase
{ {
animator.SetBool("Wandering", false);
animator.SetBool("EnemyInAttackRange", false); animator.SetBool("EnemyInAttackRange", false);
animator.SetBool("EnemyInAggroRange", true); animator.SetBool("EnemyInAggroRange", true);
animator.SetBool("EnemyInVisionRange", true); animator.SetBool("EnemyInVisionRange", true);
@ -51,34 +54,43 @@ public class SlimeAI : MonoBehaviour
} }
else if (playerDistance < 18) //Stare else if (playerDistance < 18) //Stare
{ {
animator.SetBool("Wandering", false);
animator.SetBool("EnemyInAttackRange", false); animator.SetBool("EnemyInAttackRange", false);
animator.SetBool("EnemyInAggroRange", false); animator.SetBool("EnemyInAggroRange", false);
animator.SetBool("EnemyInVisionRange", true); animator.SetBool("EnemyInVisionRange", true);
Rotate(); Rotate();
StopCoroutine("Wandering");
} }
else //Idle else
{ {
animator.SetBool("EnemyInAttackRange", false); animator.SetBool("EnemyInAttackRange", false);
animator.SetBool("EnemyInAggroRange", false); animator.SetBool("EnemyInAggroRange", false);
animator.SetBool("EnemyInVisionRange", false); animator.SetBool("EnemyInVisionRange", false);
StartCoroutine("Wander"); }
if (!isWandering)
{
//Idle
StartCoroutine("Wander");
}
Debug.Log(isWandering);
Debug.Log(isRotatingLeft);
Debug.Log(isRotatingRight);
if (isRotatingRight == true) if (isRotatingRight == true)
{ {
gameObject.GetComponent<Animator>().Play("IdleNormal"); animator.SetBool("Wandering", false);
transform.Rotate(transform.up * Time.deltaTime * rotSpeed); transform.Rotate(transform.up * Time.deltaTime * rotSpeed);
} }
if (isRotatingLeft == true) if (isRotatingLeft == true)
{ {
gameObject.GetComponent<Animator>().Play("IdleNormal"); animator.SetBool("Wandering", false);
transform.Rotate(transform.up * Time.deltaTime * -rotSpeed); transform.Rotate(transform.up * Time.deltaTime * -rotSpeed);
} }
if (isWalking == true) if (isWalking == true)
{ {
gameObject.GetComponent<Animator>().Play("WalkFWD"); animator.SetBool("Wandering", true);
transform.position += transform.forward * moveSpeed * Time.deltaTime; transform.position += transform.forward * moveSpeed * Time.deltaTime;
} }
}
if (HP <= 0) if (HP <= 0)
{ {
animator.SetBool("Dead", true); animator.SetBool("Dead", true);
@ -112,10 +124,10 @@ public class SlimeAI : MonoBehaviour
IEnumerator Wander() IEnumerator Wander()
{ {
int rotTime = Random.Range(1, 3); int rotTime = Random.Range(1, 3);
int rotateWait = Random.Range(1, 4); int rotateWait = Random.Range(1, 5);
int rotateLorR = Random.Range(1, 2); int rotateLorR = Random.Range(1, 2);
int walkWait = Random.Range(1, 5); int walkWait = Random.Range(1, 5);
int walkTime = Random.Range(1, 6); int walkTime = Random.Range(1, 20);
isWandering = true; isWandering = true;

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@ -29,7 +29,7 @@ public class SlimeSpawner : MonoBehaviour
{ {
float slimeRandom = Random.Range(0, slimeTypes.Count); float slimeRandom = Random.Range(0, slimeTypes.Count);
float spawnRandom = Random.Range(0, spawnLocations.Count); float spawnRandom = Random.Range(0, spawnLocations.Count);
Instantiate(slimeTypes[Mathf.RoundToInt(slimeRandom)], spawnLocations[Mathf.RoundToInt(spawnRandom)].position, Quaternion.identity); Instantiate(slimeTypes[Mathf.RoundToInt(slimeRandom)], spawnLocations[Mathf.RoundToInt(spawnRandom)].position, Quaternion.Euler(0f, Random.Range(0f, 360f), 0f));
} }
} }

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- _StarsOpacity: 0.77006197 - _StarsOpacity: 0.0009148121
- _StarsSize0: 0.42 - _StarsSize0: 0.42
- _StarsSize1: 0.53 - _StarsSize1: 0.53
- _StarsSize2: 0.46 - _StarsSize2: 0.46
@ -121,25 +121,25 @@ Material:
- _StarsTwinkle1: 6 - _StarsTwinkle1: 6
- _StarsTwinkle2: 2 - _StarsTwinkle2: 2
- _SunGlow: 0.45 - _SunGlow: 0.45
- _SunLightIntensity: 0.00026742788 - _SunLightIntensity: 0.22252172
- _SunSize: 0.1 - _SunSize: 0.1
- _SunSoftEdge: 0.5 - _SunSoftEdge: 0.5
m_Colors: m_Colors:
- _DetailOverlayTintColor: {r: 0, g: 0, b: 0, a: 0} - _DetailOverlayTintColor: {r: 0, g: 0, b: 0, a: 0}
- _FogColor: {r: 0, g: 0, b: 0, a: 0} - _FogColor: {r: 0, g: 0, b: 0, a: 0}
- _GroundColor: {r: 0.32409453, g: 0.28410664, b: 0.36156124, a: 1} - _GroundColor: {r: 0.4100945, g: 0.38965663, b: 0.42924377, a: 1}
- _HorizonCloudColor: {r: 1, g: 1, b: 1, a: 1} - _HorizonCloudColor: {r: 1, g: 1, b: 1, a: 1}
- _HorizonColor: {r: 0.4159287, g: 0.36391956, b: 0.5471698, a: 1} - _HorizonColor: {r: 0.9055729, g: 0.85231304, b: 0.741789, a: 1}
- _MoonColor: {r: 1, g: 1, b: 1, a: 1} - _MoonColor: {r: 1, g: 1, b: 1, a: 0}
- _MoonDirection: {r: 1, g: 1, b: 1, a: 0} - _MoonDirection: {r: 1, g: 1, b: 1, a: 0}
- _MoonLightColor: {r: 0, g: 0, b: 0, a: 0} - _MoonLightColor: {r: 0, g: 0, b: 0, a: 0}
- _OverheadCloudColor: {r: 1, g: 1, b: 1, a: 0.8412408} - _OverheadCloudColor: {r: 1, g: 1, b: 1, a: 0.9640542}
- _SkyColor: {r: 0.08056989, g: 0.03172837, b: 0.21698111, a: 1} - _SkyColor: {r: 0.20533016, g: 0.35421106, b: 0.5882197, a: 1}
- _StarsColor0: {r: 0.96470594, g: 0.9450981, b: 0.76470596, a: 1} - _StarsColor0: {r: 0.96470594, g: 0.9450981, b: 0.76470596, a: 1}
- _StarsColor1: {r: 1, g: 0.5294118, b: 0.93725497, a: 1} - _StarsColor1: {r: 1, g: 0.5294118, b: 0.93725497, a: 1}
- _StarsColor2: {r: 0, g: 0.92549026, b: 1, a: 1} - _StarsColor2: {r: 0, g: 0.92549026, b: 1, a: 1}
- _SunColor: {r: 0.991845, g: 0.9783889, b: 0.95618623, a: 0} - _SunColor: {r: 0.9742516, g: 0.93176544, b: 0.86166334, a: 1}
- _SunDirection: {r: 0, g: 0.8362344, b: 0.54837215, a: 0} - _SunDirection: {r: 0, g: -0.258819, b: 0.9659258, a: 0}
- _SunLightColor: {r: 1, g: 0.9929226, b: 0.9009434, a: 1} - _SunLightColor: {r: 1, g: 0.9929226, b: 0.9009434, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
--- !u!114 &11400000 --- !u!114 &11400000