game: walking with navmesh
This commit is contained in:
parent
b92c72c552
commit
cf77641577
8 changed files with 577 additions and 29 deletions
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@ -349,7 +349,7 @@
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@ -707,7 +707,7 @@
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@ -252,6 +377,7 @@ GameObject:
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@ -574,6 +1000,8 @@ MonoBehaviour:
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- {fileID: 1132197014}
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- {fileID: 1558064964}
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- {fileID: 589608068}
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playerFree: 0
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--- !u!114 &545637507
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@ -587,12 +1015,12 @@ MonoBehaviour:
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@ -601,10 +1029,10 @@ MonoBehaviour:
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propertyPath: m_LocalPosition.y
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@ -1043,7 +1471,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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@ -1095,6 +1523,9 @@ PrefabInstance:
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--- !u!1 &1852077314 stripped
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GameObject:
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@ -1115,11 +1546,11 @@ NavMeshAgent:
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m_AutoBraking: 1
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@ -1128,6 +1559,35 @@ NavMeshAgent:
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m_BaseOffset: 0
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m_WalkableMask: 4294967295
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m_ObstacleAvoidanceType: 1
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--- !u!114 &1876687162
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agent: {fileID: 1876687161}
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waitingArea:
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despawnArea:
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serializedVersion: 2
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m_Bits: 128
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roamingPoint: {x: 0, y: 0, z: 0}
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animator: {fileID: 1876687163}
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chairPosition: []
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--- !u!95 &1876687163 stripped
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GameObject:
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Binary file not shown.
75
SSLR/Assets/Scripts/NPCMovementRework.cs
Normal file
75
SSLR/Assets/Scripts/NPCMovementRework.cs
Normal file
|
@ -0,0 +1,75 @@
|
|||
/*
|
||||
* Author: Lin Hengrui Ryan
|
||||
* Date: 3/2/25
|
||||
* Description:
|
||||
* Customer walking handling using NavMesh
|
||||
*/
|
||||
|
||||
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
|
||||
public class NpcMovementRework : MonoBehaviour
|
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{
|
||||
/// <summary>
|
||||
/// nav mesh agent
|
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/// </summary>
|
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public NavMeshAgent agent;
|
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|
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public Transform desk;
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public float walkRange;
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public LayerMask waitingArea;
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public LayerMask despawnArea;
|
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public Vector3 roamingPoint;
|
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public Animator animator;
|
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public Transform[] chairPosition;
|
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|
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|
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public void Update()
|
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{
|
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if (agent.velocity.magnitude > 0.1)
|
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{
|
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animator.SetFloat("Speed", 1);
|
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}
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else
|
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{
|
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animator.SetFloat("Speed", 0);
|
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}
|
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|
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|
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}
|
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|
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public void Start()
|
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{
|
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agent = gameObject.GetComponent<NavMeshAgent>();
|
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animator = gameObject.GetComponent<Animator>();
|
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}
|
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|
||||
|
||||
public void CustomerCalled()
|
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{
|
||||
agent.SetDestination(desk.position);
|
||||
}
|
||||
|
||||
public void Wait()
|
||||
{
|
||||
Debug.Log("walking");
|
||||
agent.SetDestination(roamingPoint);
|
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|
||||
}
|
||||
|
||||
public void TakeASeat()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void GoToSeat()
|
||||
{
|
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var i = UnityEngine.Random.Range(0, chairPosition.Length);
|
||||
agent.SetDestination(chairPosition[i].position);
|
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}
|
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|
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|
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}
|
11
SSLR/Assets/Scripts/NPCMovementRework.cs.meta
Normal file
11
SSLR/Assets/Scripts/NPCMovementRework.cs.meta
Normal file
|
@ -0,0 +1,11 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -15,16 +15,7 @@ using UnityEngine.Serialization;
|
|||
|
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public class NpcManager : MonoBehaviour
|
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{
|
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/// <summary>
|
||||
/// to test this script
|
||||
/// </summary>
|
||||
private void Start()
|
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{
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
spawnNpc(true , spawnPoints[i]);
|
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}
|
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}
|
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|
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|
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/// <summary>
|
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/// Assign Npc Manager instance
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|
@ -51,6 +42,11 @@ public class NpcManager : MonoBehaviour
|
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/// </summary>
|
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public Transform[] spawnPoints;
|
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|
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/// <summary>
|
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/// a bool to check if the player is free
|
||||
/// </summary>
|
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public bool playerFree = false;
|
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|
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/// <summary>
|
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/// collection of all exiting npcs
|
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/// </summary>
|
||||
|
|
|
@ -71,10 +71,10 @@ NavMeshProjectSettings:
|
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cost: 1
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m_LastAgentTypeID: -887442657
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m_Settings:
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- serializedVersion: 2
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- serializedVersion: 3
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agentTypeID: 0
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agentRadius: 0.5
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agentHeight: 2
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agentRadius: 0.2
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agentHeight: 1.5
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agentSlope: 45
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agentClimb: 0.75
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ledgeDropHeight: 0
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|
@ -84,7 +84,9 @@ NavMeshProjectSettings:
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cellSize: 0.16666667
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manualTileSize: 0
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tileSize: 256
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debug:
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m_Flags: 0
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m_SettingNames:
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@ -14,8 +14,8 @@ TagManager:
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-
|
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- Water
|
||||
- UI
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- walkable
|
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-
|
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- waiting
|
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- despawn
|
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-
|
||||
-
|
||||
-
|
||||
|
|
Loading…
Add table
Reference in a new issue