18 Commits

Author SHA1 Message Date
5a83699fd1 fixes to slime death, attack function has proper timings 2022-04-25 18:05:53 +03:00
a748b342a8 wandering implemented 2022-04-25 17:41:22 +03:00
fd683b4580 Merge branch 'master' of https://cgvrgit.ulno.net/helar/Heroes_of_Hiis 2022-04-25 16:35:30 +03:00
0d597af869 slime wandering 2022-04-25 16:34:38 +03:00
HelarJ
c085a629af Merge remote-tracking branch 'origin/gesture_joonasp'
# Conflicts:
#	Assets/_TerrainData/TerrainData_521113671563848736.asset
#	Assets/_TerrainData/TerrainData_699485723238748736.asset
#	Assets/_TerrainData/TerrainData_869121471408748736.asset
#	Assets/_TerrainData/TerrainMaterial_521113671563848736.mat
#	Assets/_TerrainData/TerrainMaterial_699485723238748736.mat
#	Assets/_TerrainData/TerrainMaterial_869121471408748736.mat
#	ProjectSettings/EditorBuildSettings.asset
2022-04-25 16:17:38 +03:00
joonasp
73dd34ba61 crafting tweaks 2022-04-25 16:06:41 +03:00
34035c5b3d Merge pull request 'staging2' (#30) from staging2 into master
Reviewed-on: #30
2022-04-25 12:53:24 +00:00
feff9540ec Merge pull request 'combatscene' (#29) from combatscene into staging2
Reviewed-on: #29
2022-04-25 12:50:12 +00:00
joonasp
96f2f41d9b script fix 2022-04-25 13:39:16 +03:00
joonasp
270acfd18d wand power value affects spells 2022-04-25 12:55:41 +03:00
joonasp
06045c07fb shield cast sound 2022-04-25 12:26:34 +03:00
joonasp
effc8d18fd sheld passive sound, initial crafting (2x wood = wand, wand + wood = damage up) 2022-04-25 11:46:51 +03:00
joonasp
aeaf7f4b22 gesture relative to player 2022-04-18 17:35:55 +03:00
joonasp
4922174840 shield color change on lifetime 2022-04-18 14:14:48 +03:00
joonasp
b3c991bd09 start minigame with gesure named "Circle" 2022-04-18 12:08:55 +03:00
joonasp
a997c06e99 shield costs 1 essence, sound played if trying with 0 essence, shield despawns in 5 sec 2022-04-18 11:52:14 +03:00
joonasp
ad1a931c41 shield spell, ice bolt adjustments, training dummys 2022-04-18 11:29:26 +03:00
joonasp
5bf99356ff merge fixes and icebolt tweaks 2022-04-14 17:56:04 +03:00
53 changed files with 11677 additions and 44367 deletions

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@@ -11,6 +11,16 @@ public class SlimeAI : MonoBehaviour
GameObject player;
int HP;
public float moveSpeed = 4f;
public float rotSpeed = 100f;
private bool isWandering = false;
private bool isRotatingLeft = false;
private bool isRotatingRight = false;
private bool isWalking = false;
private bool isAttacking = false;
private float attackStartTime;
//[SerializeField]
//private UnityEvent onAttack;
@@ -19,50 +29,79 @@ public class SlimeAI : MonoBehaviour
{
animator = GetComponent<Animator>();
player = GameObject.FindWithTag("Player");
HP = 10;
HP = 0;
}
// Update is called once per frame
void Update()
{
playerDistance = Vector3.Distance(player.transform.position, transform.position);
if (HP <= 0)
{
animator.Play("Die");
}
if (playerDistance < 1.5) //Attack
{
animator.SetBool("Wandering", false);
animator.SetBool("EnemyInAttackRange", true);
animator.SetBool("EnemyInAggroRange", true);
animator.SetBool("EnemyInVisionRange", true);
Rotate();
Attack();
}
else if (playerDistance < 5) //Chase
else if (playerDistance < 10) //Chase
{
animator.SetBool("Wandering", false);
animator.SetBool("EnemyInAttackRange", false);
animator.SetBool("EnemyInAggroRange", true);
animator.SetBool("EnemyInVisionRange", true);
Rotate();
Move();
}
else if (playerDistance < 8) //Stare
else if (playerDistance < 18) //Stare
{
animator.SetBool("Wandering", false);
animator.SetBool("EnemyInAttackRange", false);
animator.SetBool("EnemyInAggroRange", false);
animator.SetBool("EnemyInVisionRange", true);
Rotate();
StopCoroutine("Wandering");
}
else //Idle
else
{
animator.SetBool("EnemyInAttackRange", false);
animator.SetBool("EnemyInAggroRange", false);
animator.SetBool("EnemyInVisionRange", false);
}
if (HP <= 0)
if (!isWandering)
{
animator.SetBool("Dead", true);
//Idle
StartCoroutine("Wander");
}
if (animator.GetBool("DeathComplete"))
Debug.Log(isWandering);
Debug.Log(isRotatingLeft);
Debug.Log(isRotatingRight);
if (isRotatingRight == true)
{
print("asd");
Destroy(this.gameObject);
animator.SetBool("Wandering", false);
transform.Rotate(transform.up * Time.deltaTime * rotSpeed);
}
if (isRotatingLeft == true)
{
animator.SetBool("Wandering", false);
transform.Rotate(transform.up * Time.deltaTime * -rotSpeed);
}
if (isWalking == true)
{
animator.SetBool("Wandering", true);
transform.position += transform.forward * moveSpeed * Time.deltaTime;
}
}
void Rotate()
{
@@ -81,4 +120,58 @@ public class SlimeAI : MonoBehaviour
{
HP -= dmg;
}
void Attack()
{
if (!isAttacking)
{
isAttacking = true;
attackStartTime = Time.time;
StartCoroutine(DelayedAttack());
}
else if (Time.time - attackStartTime > 0.833)
{
isAttacking = false;
attackStartTime = 0.0f;
}
}
IEnumerator DelayedAttack()
{
yield return new WaitForSeconds(0.2f);
Debug.Log("Attack");
//do attack e.g check for player in range/hit collider
}
IEnumerator Wander()
{
int rotTime = Random.Range(1, 3);
int rotateWait = Random.Range(1, 5);
int rotateLorR = Random.Range(1, 2);
int walkWait = Random.Range(1, 5);
int walkTime = Random.Range(1, 20);
isWandering = true;
yield return new WaitForSeconds(walkWait);
isWalking = true;
yield return new WaitForSeconds(walkTime);
isWalking = false;
yield return new WaitForSeconds(rotateWait);
if (rotateLorR == 1)
{
isRotatingRight = true;
yield return new WaitForSeconds(rotTime);
isRotatingRight = false;
}
if (rotateLorR == 2)
{
isRotatingLeft = true;
yield return new WaitForSeconds(rotTime);
isRotatingLeft = false;
}
isWandering = false;
}
}

View File

@@ -13,6 +13,10 @@ public class ActionGestureInteraction : MonoBehaviour
public float projectileSpeed = 30;
private bool holdingWand;
private float wandPower;
private string wandElement;
public AudioSource noEssenceAudio;
void Start()
{
@@ -23,16 +27,19 @@ public class ActionGestureInteraction : MonoBehaviour
{
Debug.LogWarning(action);
/* todo: playerinfo doesnt have these methods?
Debug.LogWarning(player.GetComponent<PlayerInfo>().GetRightHand());
if (player.GetComponent<PlayerInfo>().GetRightHand() != null)
{
Debug.LogWarning(player.GetComponent<PlayerInfo>().GetRightHand().name);
if (player.GetComponent<PlayerInfo>().GetRightHand().name.Equals("wand")) holdingWand = true;
}
if (player.GetComponent<PlayerInfo>().GetRightHand().name.Contains("wand"))
{
holdingWand = true;
wandPower = player.GetComponent<PlayerInfo>().GetRightHand().GetComponent<WandData>().power;
}
}
else holdingWand = false;
*/
switch (action)
{
@@ -47,17 +54,29 @@ public class ActionGestureInteraction : MonoBehaviour
{
Debug.LogWarning("WOODCUTTING ACTION");
}
return;
break;
case "VerticalLine":
if (holdingWand)
{
Debug.LogWarning("WAND VERTICAL");
if (PlayerInfo.Instance.AddEssenceBasic(-1))
{
Vector3 spawnPoint = transform.position + playerCamera.transform.forward;
spawnPoint = new Vector3(spawnPoint.x, spawnPoint.y + 1, spawnPoint.z);
GameObject shield = Instantiate(objects[1], spawnPoint, Quaternion.Euler(-90, playerCamera.transform.eulerAngles.y - 180, 180));
shield.GetComponent<ShieldController>().health = 3 * wandPower;
}
else
{
noEssenceAudio.Play();
}
}
else
{
Debug.LogWarning("VERTICAL");
}
return;
break;
case "Circle":
if (holdingWand)
{
@@ -66,9 +85,15 @@ public class ActionGestureInteraction : MonoBehaviour
}
else
{
Debug.LogWarning("CIRCLE");
GameObject minigame = FindMinigame();
if (minigame != null)
{
float distance = Vector3.Distance(transform.position, minigame.transform.position);
if(distance < 4f) minigame.GetComponent<WellController>().StartMinigame();
}
}
return;
break;
case "Triangle":
if (holdingWand)
{
@@ -78,7 +103,7 @@ public class ActionGestureInteraction : MonoBehaviour
{
Debug.LogWarning("WOODCUTTING ACTION");
}
return;
break;
}
/*if (action == "Portal")
@@ -167,6 +192,7 @@ public class ActionGestureInteraction : MonoBehaviour
{
Debug.LogWarning("INSTANTIATE BOLT");
var projectileObj = Instantiate(item, rightHandTransform.position, playerCamera.transform.rotation) as GameObject;
projectileObj.GetComponent<Rigidbody>().velocity = (destination - rightHandTransform.position).normalized * projectileSpeed;
projectileObj.GetComponent<Projectile>().damage = 1 * wandPower;
projectileObj.GetComponent<Rigidbody>().velocity = (playerCamera.transform.forward).normalized * projectileSpeed;
}
}

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@@ -14,6 +14,8 @@ public class GestureRecognizer : MonoBehaviour
public InputHelpers.Button rightInputButton;
public InputHelpers.Button rightControlButton;
public Camera mainCamera;
public float inputThreshold = 0.1f;
public Transform movementSource;
@@ -31,10 +33,15 @@ public class GestureRecognizer : MonoBehaviour
private List<Gesture> trainingSet = new List<Gesture>();
private bool isMoving = false;
private List<Vector3> positionsList = new List<Vector3>();
private Vector3 relativePosition;
private List<GameObject> debugCubes;
private List<Vector3> relativePositions;
// Start is called before the first frame update
void Start()
{
debugCubes = new List<GameObject>();
relativePositions = new List<Vector3>();
// Path = ..\AppData\LocalLow\DefaultCompany\Heroes of Hiis SCM
Debug.Log(Application.persistentDataPath);
string[] gestureFiles = Directory.GetFiles(Application.persistentDataPath, "*.xml");
@@ -85,13 +92,18 @@ public class GestureRecognizer : MonoBehaviour
void StartMovement()
{
debugCubes.Clear();
relativePositions.Clear();
Debug.Log("Movement started");
isMoving = true;
positionsList.Clear();
positionsList.Add(movementSource.position);
relativePosition = movementSource.position - mainCamera.transform.position;
positionsList.Add(relativePosition);
if (debugCubePrefab)
{
Destroy(Instantiate(debugCubePrefab, movementSource.position, Quaternion.identity), 3);
GameObject cube = Instantiate(debugCubePrefab, relativePosition, Quaternion.identity);
debugCubes.Add(cube);
relativePositions.Add(relativePosition);
}
}
void EndMovement()
@@ -129,17 +141,31 @@ public class GestureRecognizer : MonoBehaviour
}
}
foreach(GameObject obj in debugCubes)
{
Destroy(obj);
}
}
void UpdateMovement()
{
Vector3 lastPosition = positionsList[positionsList.Count - 1];
if (Vector3.Distance(movementSource.position, lastPosition) > newPositionThresholdDistance)
relativePosition = movementSource.position - mainCamera.transform.position;
for(int i = 0; i < debugCubes.Count; i++)
{
positionsList.Add(movementSource.position);
debugCubes[i].transform.position = mainCamera.transform.position + relativePositions[i];
}
Vector3 lastPosition = positionsList[positionsList.Count - 1];
if (Vector3.Distance(relativePosition, lastPosition) > newPositionThresholdDistance)
{
positionsList.Add(relativePosition);
if (debugCubePrefab)
{
Destroy(Instantiate(debugCubePrefab, movementSource.position, Quaternion.identity), 3);
GameObject cube = Instantiate(debugCubePrefab, relativePosition, Quaternion.identity);
debugCubes.Add(cube);
relativePositions.Add(relativePosition);
}
}
}

View File

@@ -7,34 +7,46 @@ public class Projectile : MonoBehaviour
private bool collided;
Vector3 oldEulerAngles;
public float damage;
private void Start()
{
// Will always be destroyed after 10 seconds.
Destroy(gameObject, 10);
oldEulerAngles = transform.rotation.eulerAngles;
//oldEulerAngles = transform.rotation.eulerAngles;
}
private void Update()
{
if (oldEulerAngles != transform.rotation.eulerAngles)
/*if (oldEulerAngles != transform.rotation.eulerAngles)
{
Destroy(gameObject);
}
*/
}
private void onCollisionEnter(Collider other)
private void OnCollisionEnter(Collision collision)
{
Debug.LogWarning(collision.gameObject.name);
if (collision.gameObject.tag != "IceBolt" && collision.gameObject.tag != "Player" && !collided)
{
collided = true;
if (collision.gameObject.name == "Dummy") Destroy(collision.gameObject); //REPLACE WITH ENEMY TAG CHECK AND DAMAGE CHECKING
Destroy(gameObject);
}
}
private void OnTriggerEnter(Collider other)
{
Debug.LogWarning(other.gameObject.name);
if (other.gameObject.tag != "IceBolt" && other.gameObject.tag != "Player" && !collided)
{
collided = true;
Destroy(gameObject);
}
}
private void onTriggerEnter(Collider other)
{
if (other.gameObject.tag != "IceBolt" && other.gameObject.tag != "Player" && !collided)
else if (other.gameObject.name == "Dummy")
{
collided = true;
Destroy(other.gameObject);
Destroy(gameObject);
}
}

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@@ -29,7 +29,7 @@ public class SlimeSpawner : MonoBehaviour
{
float slimeRandom = Random.Range(0, slimeTypes.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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@@ -0,0 +1,86 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
public class CraftingTable : MonoBehaviour
{
public Transform item1;
public Transform item2;
public Transform socket1;
public Transform socket2;
public Transform output;
public GameObject startWand;
void Start()
{
item1 = null;
item2 = null;
}
public void Set1()
{
StartCoroutine(DelayCast(socket1,1));
}
public void Exit1()
{
item1 = null;
}
public void Set2()
{
StartCoroutine(DelayCast(socket2, 2));
}
public void Exit2()
{
item2 = null;
}
public void Craft()
{
//Currently simple if statement check crafting. Could be done better but will see if this system will be expanded
if (item1 == null || item2 == null) Debug.LogError("Missing item!");
else
{
if((item1.name.StartsWith("wand") && item2.name.StartsWith("Log")) || (item2.name.StartsWith("wand") && item1.name.StartsWith("Log")))
{
if (item1.name.StartsWith("wand"))
{
WandData data = item1.GetComponent<WandData>();
data.SetPower(data.power + 0.5f);
item1.transform.position = output.position;
Destroy(item2.gameObject);
item2 = null;
}
else
{
WandData data = item2.GetComponent<WandData>();
data.SetPower(data.power + 0.5f);
item2.transform.position = output.position;
Destroy(item1.gameObject);
item1 = null;
}
}
}
Debug.LogError("Invalid Recipe!");
}
IEnumerator DelayCast(Transform from, int i)
{
yield return new WaitForSeconds(0.5f);
RaycastHit hit;
if (Physics.Raycast(from.position + from.up, -from.up, out hit, Mathf.Infinity))
{
if (i == 1) item1 = hit.transform;
else item2 = hit.transform;
}
}
}

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@@ -25,7 +25,7 @@ public class EssenceNodeController : MonoBehaviour
private void Awake()
{
nodeMaterial = GetComponent<Renderer>().material;
//playerInfo = PlayerInfo.Instance;
playerInfo = PlayerInfo.Instance;
playerInventory = GameObject.Find("Inventory").GetComponent<Inventory>();
}

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@@ -4,32 +4,70 @@ using UnityEngine;
public class PlayerInfo : MonoBehaviour
{
public static PlayerInfo Instance;
private int health;
private int essence_basic;
//Add elemental essences?
private GameObject rightHandHeld;
private GameObject leftHandHeld;
private void Awake()
{
Instance = this;
health = 5;
essence_basic = 0;
rightHandHeld = null;
leftHandHeld = null;
}
public void AddHealth(int value)
public bool AddHealth(int value)
{
health += value;
if (health <= 0)
{
Debug.Log("NO HEALTH REMAINING");
return false;
}
return true;
}
public void AddEssenceBasic(int value)
public bool AddEssenceBasic(int value)
{
if (essence_basic + value < 0)
{
Debug.LogError("NOT ENOUGH ESSENCE");
Debug.Log("NOT ENOUGH ESSENCE");
return false;
}
else
{
essence_basic += value;
return true;
}
else essence_basic += value;
}
public void AddLeftHand(GameObject obj)
{
leftHandHeld = obj;
}
public void AddRightHand(GameObject obj)
{
rightHandHeld = obj;
}
public void RemoveLeftHand()
{
leftHandHeld = null;
}
public void RemoveRightHand()
{
rightHandHeld = null;
}
public GameObject GetRightHand() { return rightHandHeld; }
public GameObject GetLeftHand() { return leftHandHeld; }
}

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@@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShieldController : MonoBehaviour
{
public float health = 5;
public Color startColor;
public Color endColor;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
health -= Time.deltaTime;
GetComponent<Renderer>().material.SetColor("_Color0", Color.Lerp(endColor, startColor, health / 5));
if (health <= 0) Destroy(gameObject);
}
}

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@@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WandData : MonoBehaviour
{
public float power = 1f;
//public string element = "water";
private void Awake()
{
}
public void SetPower(float pow)
{
power = pow;
}
}

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@@ -32,7 +32,7 @@ public class XRGUI : MonoBehaviour
ExitButton.onClick.AddListener(() =>
{
Debug.Log("Clicked");
UnityEditor.EditorApplication.isPlaying = false;
//UnityEditor.EditorApplication.isPlaying = false;
});
}

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@@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class death : StateMachineBehaviour
public class SlimeDeath : StateMachineBehaviour
{
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
@@ -17,10 +17,10 @@ public class death : StateMachineBehaviour
//}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
Destroy(animator.gameObject);
}
// OnStateMove is called right after Animator.OnAnimatorMove()
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)

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@@ -100,7 +100,7 @@ Material:
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@@ -18,7 +18,7 @@ PhysicsManager:
m_ClothInterCollisionDistance: 0
m_ClothInterCollisionStiffness: 0
m_ContactsGeneration: 1
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@@ -158,9 +158,12 @@ PlayerSettings:
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@@ -731,7 +734,7 @@ PlayerSettings:
PS4: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
PS5: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
Stadia: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
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