make working enermy with ai

This commit is contained in:
Sc0rch-thinks 2024-07-02 10:42:09 +08:00
parent 77e4b75e4f
commit 604d592ee8
19 changed files with 2341 additions and 240 deletions

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39
Assets/Scripts/Bullet.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class BulletCollider : MonoBehaviour
{
public int damage;
public float lifespan;
void OnCollisionEnter(Collision other)
{
Debug.Log("nf");
if (other.transform.tag == "Player")
{
GameManager.instance.damagePlayer(damage);
}
else if(other.transform.tag=="enemy")
{
other.transform.GetComponent<EnemyAi>().health-=damage;
if(other.transform.GetComponent<EnemyAi>().health<=0)
{
Destroy(other.gameObject);
}
}
}
void Update()
{
lifespan-=Time.deltaTime;
if(lifespan<=0)
{
killBullet();
}
}
public void killBullet()
{
Destroy(gameObject);
}
}

View file

@ -0,0 +1,11 @@
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View file

@ -13,7 +13,8 @@ public class CharacterControl : MonoBehaviour
float seeDistance;
Interactable curretInteractable;
Pickable currentPickable;
Gun CurrentGun=null;
public GunPickable CurrentGun;
public GameObject holdingGun;
public RaycastHit hitInfo;
public static bool handsFull;
@ -37,10 +38,7 @@ void Update()
{
Debug.Log(hitInfo.transform.name);
if (hitInfo.transform.TryGetComponent<Interactable>(out curretInteractable)) { }
else if (hitInfo.transform.TryGetComponent<Pickable>(out currentPickable))
{
if (hitInfo.transform.TryGetComponent<Gun>(out CurrentGun)) { }
}
else if (hitInfo.transform.TryGetComponent<Pickable>(out currentPickable)) { }
else
{
curretInteractable = null;
@ -63,6 +61,10 @@ void OnInteract()
if (currentPickable != null)
{
currentPickable.PickUp();
if (currentPickable.TryGetComponent<GunPickable>(out CurrentGun))
{
holdingGun = CurrentGun.gameObject;
}
}
}
@ -71,8 +73,7 @@ void OnShoot()
Debug.Log("Shoot");
if (CurrentGun != null)
{
CurrentGun.Shoot();
CurrentGun.GetComponent<Gun>().Shoot();
}
}
@ -80,7 +81,7 @@ void OnReload()
{
if (CurrentGun != null)
{
CurrentGun.Reload();
CurrentGun.GetComponent<Gun>().Reload();
}
}

107
Assets/Scripts/EnemyAi.cs Normal file
View file

@ -0,0 +1,107 @@
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using UnityEngine;
using UnityEngine.AI;
public class EnemyAi : MonoBehaviour
{
public NavMeshAgent agent;
public Transform player;
public LayerMask groundMask;
public LayerMask playerMask;
public int health = 100;
/// <summary>
/// patrol variables
/// </summary>
public Vector3 WalkPoint;
private bool walkPointSet = false;
public float walkRange;
public float sightRange;
public float attackRange;
private bool playerInSightRange;
private bool playerInAttackRange;
public GameObject gun;
void Update()
{
//Check for sight and attack range
playerInSightRange = Physics.CheckSphere(transform.position, sightRange, playerMask);
playerInAttackRange = Physics.CheckSphere(transform.position, attackRange, playerMask);
if (!playerInSightRange && !playerInAttackRange)
Patrol();
if (playerInSightRange && !playerInAttackRange)
Chase();
if (playerInAttackRange && playerInSightRange)
Attack();
if (health <= 0)
{
Destroy(gameObject);
}
}
private void Patrol()
{
Debug.Log("Patroling");
if (!walkPointSet)
{
SeachWalkPoint();
}
else
{
agent.SetDestination(WalkPoint);
}
;
Vector3 distaceToWalk = transform.position - WalkPoint;
if (distaceToWalk.magnitude < 1f)
walkPointSet = false;
}
private void SeachWalkPoint()
{
float randomZ = Random.Range(-walkRange, walkRange);
float randomX = Random.Range(-walkRange, walkRange);
WalkPoint = new Vector3(
transform.position.x + randomX,
transform.position.y,
transform.position.z + randomZ
);
if (Physics.Raycast(WalkPoint, -transform.up, 2f, groundMask))
{
walkPointSet = true;
}
}
private void Chase()
{
Debug.Log("chasing");
agent.SetDestination(player.position);
}
private void Attack()
{
Debug.Log("Attacking");
agent.SetDestination(transform.position);
transform.LookAt(player);
gun.GetComponent<enemyGun>().Shoot();
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, attackRange);
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, sightRange);
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c199db931449c5a43aeac4001b086a95
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userData:
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View file

@ -19,4 +19,8 @@ void Awake()
}
}
public int playerHealth = 100;
public void damagePlayer(int damage)
{
playerHealth-=damage;
}
}

View file

@ -53,9 +53,13 @@ public void Shoot()
RaycastHit hit;
Vector3 targetPoint;
if (Physics.Raycast(ray, out hit))
{targetPoint = hit.point;}
{
targetPoint = hit.point;
}
else
{targetPoint = ray.GetPoint(150);}
{
targetPoint = ray.GetPoint(150);
}
Vector3 direction = targetPoint - bulletSpawn.position;
GameObject currentBullet = Instantiate(
@ -63,6 +67,7 @@ public void Shoot()
bulletSpawn.position,
Quaternion.identity
);
currentBullet.GetComponent<BulletCollider>().damage = damage;
currentBullet.transform.forward = direction.normalized;
currentBullet
.GetComponent<Rigidbody>()
@ -78,11 +83,12 @@ public void Shoot()
void Update()
{
if(bulletsLeft == 0)
if (bulletsLeft == 0)
{
Reload();
}
}
private void ResetShot()
{
//Allow shooting and invoking again

106
Assets/Scripts/enemyGun.cs Normal file
View file

@ -0,0 +1,106 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class enemyGun : MonoBehaviour
{
public GameObject bullet;
/// <summary>
/// gun stats
/// </summary>
public int magSize;
public int damage;
public float timeBtwShots;
public float range;
public float reloadTime;
public int bulletsPerFire;
public bool automaticFire;
/// <summary>
/// gun status
/// </summary>
private bool reloading;
private bool shooting;
private bool readyToShot;
private int bulletsLeft;
/// <summary>
/// Refrencing
/// </summary>
[SerializeField]
Transform fpsCam;
public Transform bulletSpawn;
public bool allowInvoke = true;
[SerializeField]
private GameObject mag;
void Awake()
{
bulletsLeft = magSize;
readyToShot = true;
}
public void Shoot()
{
if (readyToShot && !reloading && bulletsLeft > 0)
{
Debug.Log("Bang");
readyToShot=false;
GameObject currentBullet = Instantiate(
bullet,
bulletSpawn.position,
Quaternion.identity
);
currentBullet.GetComponent<BulletCollider>().damage=damage;
currentBullet
.GetComponent<Rigidbody>()
.AddForce(transform.forward * range, ForceMode.Impulse);
bulletsLeft--;
if (allowInvoke)
{
Invoke("ResetShot", timeBtwShots);
allowInvoke = false;
}
}
}
void Update()
{
if(bulletsLeft == 0)
{
Reload();
}
}
private void ResetShot()
{
//Allow shooting and invoking again
readyToShot = true;
allowInvoke = true;
}
public void Reload()
{
if (bulletsLeft < magSize && !reloading)
{
Debug.Log("reload");
reloading = true;
readyToShot = false;
Invoke("Reloaded", reloadTime);
mag.SetActive(false);
}
}
void Reloaded()
{
reloading = false;
readyToShot = true;
bulletsLeft = magSize;
mag.SetActive(true);
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
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View file

@ -5,264 +5,329 @@
namespace StarterAssets
{
[RequireComponent(typeof(CharacterController))]
[RequireComponent(typeof(CharacterController))]
#if ENABLE_INPUT_SYSTEM
[RequireComponent(typeof(PlayerInput))]
[RequireComponent(typeof(PlayerInput))]
#endif
public class FirstPersonController : MonoBehaviour
{
[Header("Player")]
[Tooltip("Move speed of the character in m/s")]
public float MoveSpeed = 4.0f;
[Tooltip("Sprint speed of the character in m/s")]
public float SprintSpeed = 6.0f;
[Tooltip("Rotation speed of the character")]
public float RotationSpeed = 1.0f;
[Tooltip("Acceleration and deceleration")]
public float SpeedChangeRate = 10.0f;
public class FirstPersonController : MonoBehaviour
{
[Header("Player")]
[Tooltip("Move speed of the character in m/s")]
public float MoveSpeed = 4.0f;
[Space(10)]
[Tooltip("The height the player can jump")]
public float JumpHeight = 1.2f;
[Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
public float Gravity = -15.0f;
[Tooltip("Sprint speed of the character in m/s")]
public float SprintSpeed = 6.0f;
[Space(10)]
[Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
public float JumpTimeout = 0.1f;
[Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
public float FallTimeout = 0.15f;
[Tooltip("Rotation speed of the character")]
public float RotationSpeed = 1.0f;
[Header("Player Grounded")]
[Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
public bool Grounded = true;
[Tooltip("Useful for rough ground")]
public float GroundedOffset = -0.14f;
[Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
public float GroundedRadius = 0.5f;
[Tooltip("What layers the character uses as ground")]
public LayerMask GroundLayers;
[Tooltip("Acceleration and deceleration")]
public float SpeedChangeRate = 10.0f;
[Header("Cinemachine")]
[Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
public GameObject CinemachineCameraTarget;
[Tooltip("How far in degrees can you move the camera up")]
public float TopClamp = 90.0f;
[Tooltip("How far in degrees can you move the camera down")]
public float BottomClamp = -90.0f;
[Space(10)]
[Tooltip("The height the player can jump")]
public float JumpHeight = 1.2f;
// cinemachine
private float _cinemachineTargetPitch;
[Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
public float Gravity = -15.0f;
// player
private float _speed;
private float _rotationVelocity;
private float _verticalVelocity;
private float _terminalVelocity = 53.0f;
[Space(10)]
[Tooltip(
"Time required to pass before being able to jump again. Set to 0f to instantly jump again"
)]
public float JumpTimeout = 0.1f;
// timeout deltatime
private float _jumpTimeoutDelta;
private float _fallTimeoutDelta;
[Tooltip(
"Time required to pass before entering the fall state. Useful for walking down stairs"
)]
public float FallTimeout = 0.15f;
[Header("Player Grounded")]
[Tooltip(
"If the character is grounded or not. Not part of the CharacterController built in grounded check"
)]
public bool Grounded = true;
[Tooltip("Useful for rough ground")]
public float GroundedOffset = -0.14f;
[Tooltip(
"The radius of the grounded check. Should match the radius of the CharacterController"
)]
public float GroundedRadius = 0.5f;
[Tooltip("What layers the character uses as ground")]
public LayerMask GroundLayers;
[Header("Cinemachine")]
[Tooltip(
"The follow target set in the Cinemachine Virtual Camera that the camera will follow"
)]
public GameObject CinemachineCameraTarget;
[Tooltip("How far in degrees can you move the camera up")]
public float TopClamp = 90.0f;
[Tooltip("How far in degrees can you move the camera down")]
public float BottomClamp = -90.0f;
// cinemachine
private float _cinemachineTargetPitch;
// player
private float _speed;
private float _rotationVelocity;
private float _verticalVelocity;
private float _terminalVelocity = 53.0f;
// timeout deltatime
private float _jumpTimeoutDelta;
private float _fallTimeoutDelta;
#if ENABLE_INPUT_SYSTEM
private PlayerInput _playerInput;
private PlayerInput _playerInput;
#endif
private CharacterController _controller;
private StarterAssetsInputs _input;
private GameObject _mainCamera;
private CharacterController _controller;
private StarterAssetsInputs _input;
private GameObject _mainCamera;
private const float _threshold = 0.01f;
private const float _threshold = 0.01f;
private bool IsCurrentDeviceMouse
{
get
{
#if ENABLE_INPUT_SYSTEM
return _playerInput.currentControlScheme == "KeyboardMouse";
#else
return false;
#endif
}
}
private void Awake()
{
// get a reference to our main camera
if (_mainCamera == null)
{
_mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
}
}
private void Start()
{
_controller = GetComponent<CharacterController>();
_input = GetComponent<StarterAssetsInputs>();
private bool IsCurrentDeviceMouse
{
get
{
#if ENABLE_INPUT_SYSTEM
_playerInput = GetComponent<PlayerInput>();
return _playerInput.currentControlScheme == "KeyboardMouse";
#else
Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it");
return false;
#endif
}
}
private void Awake()
{
// get a reference to our main camera
if (_mainCamera == null)
{
_mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
}
}
private void Start()
{
_controller = GetComponent<CharacterController>();
_input = GetComponent<StarterAssetsInputs>();
#if ENABLE_INPUT_SYSTEM
_playerInput = GetComponent<PlayerInput>();
#else
Debug.LogError(
"Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it"
);
#endif
// reset our timeouts on start
_jumpTimeoutDelta = JumpTimeout;
_fallTimeoutDelta = FallTimeout;
}
// reset our timeouts on start
_jumpTimeoutDelta = JumpTimeout;
_fallTimeoutDelta = FallTimeout;
}
private void Update()
{
JumpAndGravity();
GroundedCheck();
Move();
}
private void Update()
{
JumpAndGravity();
GroundedCheck();
Move();
}
private void LateUpdate()
{
CameraRotation();
}
private void LateUpdate()
{
CameraRotation();
}
private void GroundedCheck()
{
// set sphere position, with offset
Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z);
Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore);
}
private void GroundedCheck()
{
// set sphere position, with offset
Vector3 spherePosition = new Vector3(
transform.position.x,
transform.position.y - GroundedOffset,
transform.position.z
);
Grounded = Physics.CheckSphere(
spherePosition,
GroundedRadius,
GroundLayers,
QueryTriggerInteraction.Ignore
);
}
private void CameraRotation()
{
// if there is an input
if (_input.look.sqrMagnitude >= _threshold)
{
//Don't multiply mouse input by Time.deltaTime
float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
private void CameraRotation()
{
// if there is an input
if (_input.look.sqrMagnitude >= _threshold)
{
//Don't multiply mouse input by Time.deltaTime
float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
_cinemachineTargetPitch += _input.look.y * RotationSpeed * deltaTimeMultiplier;
_rotationVelocity = _input.look.x * RotationSpeed * deltaTimeMultiplier;
_cinemachineTargetPitch += _input.look.y * RotationSpeed * deltaTimeMultiplier;
_rotationVelocity = _input.look.x * RotationSpeed * deltaTimeMultiplier;
// clamp our pitch rotation
_cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
// clamp our pitch rotation
_cinemachineTargetPitch = ClampAngle(
_cinemachineTargetPitch,
BottomClamp,
TopClamp
);
// Update Cinemachine camera target pitch
CinemachineCameraTarget.transform.localRotation = Quaternion.Euler(_cinemachineTargetPitch, 0.0f, 0.0f);
// Update Cinemachine camera target pitch
CinemachineCameraTarget.transform.localRotation = Quaternion.Euler(
_cinemachineTargetPitch,
0.0f,
0.0f
);
// rotate the player left and right
transform.Rotate(Vector3.up * _rotationVelocity);
}
}
// rotate the player left and right
transform.Rotate(Vector3.up * _rotationVelocity);
}
}
private void Move()
{
// set target speed based on move speed, sprint speed and if sprint is pressed
float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
private void Move()
{
// set target speed based on move speed, sprint speed and if sprint is pressed
float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
// a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
// a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
// note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
// if there is no input, set the target speed to 0
if (_input.move == Vector2.zero) targetSpeed = 0.0f;
// note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
// if there is no input, set the target speed to 0
if (_input.move == Vector2.zero)
targetSpeed = 0.0f;
// a reference to the players current horizontal velocity
float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;
// a reference to the players current horizontal velocity
float currentHorizontalSpeed = new Vector3(
_controller.velocity.x,
0.0f,
_controller.velocity.z
).magnitude;
float speedOffset = 0.1f;
float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
float speedOffset = 0.1f;
float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
// accelerate or decelerate to target speed
if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset)
{
// creates curved result rather than a linear one giving a more organic speed change
// note T in Lerp is clamped, so we don't need to clamp our speed
_speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, Time.deltaTime * SpeedChangeRate);
// accelerate or decelerate to target speed
if (
currentHorizontalSpeed < targetSpeed - speedOffset
|| currentHorizontalSpeed > targetSpeed + speedOffset
)
{
// creates curved result rather than a linear one giving a more organic speed change
// note T in Lerp is clamped, so we don't need to clamp our speed
_speed = Mathf.Lerp(
currentHorizontalSpeed,
targetSpeed * inputMagnitude,
Time.deltaTime * SpeedChangeRate
);
// round speed to 3 decimal places
_speed = Mathf.Round(_speed * 1000f) / 1000f;
}
else
{
_speed = targetSpeed;
}
// round speed to 3 decimal places
_speed = Mathf.Round(_speed * 1000f) / 1000f;
}
else
{
_speed = targetSpeed;
}
// normalise input direction
Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;
// normalise input direction
Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;
// note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
// if there is a move input rotate player when the player is moving
if (_input.move != Vector2.zero)
{
// move
inputDirection = transform.right * _input.move.x + transform.forward * _input.move.y;
}
// note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
// if there is a move input rotate player when the player is moving
if (_input.move != Vector2.zero)
{
// move
inputDirection =
transform.right * _input.move.x + transform.forward * _input.move.y;
}
// move the player
_controller.Move(inputDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
}
// move the player
_controller.Move(
inputDirection.normalized * (_speed * Time.deltaTime)
+ new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime
);
}
private void JumpAndGravity()
{
if (Grounded)
{
// reset the fall timeout timer
_fallTimeoutDelta = FallTimeout;
private void JumpAndGravity()
{
if (Grounded)
{
// reset the fall timeout timer
_fallTimeoutDelta = FallTimeout;
// stop our velocity dropping infinitely when grounded
if (_verticalVelocity < 0.0f)
{
_verticalVelocity = -2f;
}
// stop our velocity dropping infinitely when grounded
if (_verticalVelocity < 0.0f)
{
_verticalVelocity = -2f;
}
// Jump
if (_input.jump && _jumpTimeoutDelta <= 0.0f)
{
// the square root of H * -2 * G = how much velocity needed to reach desired height
_verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
}
// Jump
if (_input.jump && _jumpTimeoutDelta <= 0.0f)
{
// the square root of H * -2 * G = how much velocity needed to reach desired height
_verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
}
// jump timeout
if (_jumpTimeoutDelta >= 0.0f)
{
_jumpTimeoutDelta -= Time.deltaTime;
}
}
else
{
// reset the jump timeout timer
_jumpTimeoutDelta = JumpTimeout;
// jump timeout
if (_jumpTimeoutDelta >= 0.0f)
{
_jumpTimeoutDelta -= Time.deltaTime;
}
}
else
{
// reset the jump timeout timer
_jumpTimeoutDelta = JumpTimeout;
// fall timeout
if (_fallTimeoutDelta >= 0.0f)
{
_fallTimeoutDelta -= Time.deltaTime;
}
// fall timeout
if (_fallTimeoutDelta >= 0.0f)
{
_fallTimeoutDelta -= Time.deltaTime;
}
// if we are not grounded, do not jump
_input.jump = false;
}
// if we are not grounded, do not jump
_input.jump = false;
}
// apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
if (_verticalVelocity < _terminalVelocity)
{
_verticalVelocity += Gravity * Time.deltaTime;
}
}
// apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
if (_verticalVelocity < _terminalVelocity)
{
_verticalVelocity += Gravity * Time.deltaTime;
}
}
private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
{
if (lfAngle < -360f) lfAngle += 360f;
if (lfAngle > 360f) lfAngle -= 360f;
return Mathf.Clamp(lfAngle, lfMin, lfMax);
}
private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
{
if (lfAngle < -360f)
lfAngle += 360f;
if (lfAngle > 360f)
lfAngle -= 360f;
return Mathf.Clamp(lfAngle, lfMin, lfMax);
}
private void OnDrawGizmosSelected()
{
Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
private void OnDrawGizmosSelected()
{
Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
if (Grounded) Gizmos.color = transparentGreen;
else Gizmos.color = transparentRed;
if (Grounded)
Gizmos.color = transparentGreen;
else
Gizmos.color = transparentRed;
// when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
Gizmos.DrawSphere(new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), GroundedRadius);
}
}
// when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
Gizmos.DrawSphere(
new Vector3(
transform.position.x,
transform.position.y - GroundedOffset,
transform.position.z
),
GroundedRadius
);
}
}
}

View file

@ -71,7 +71,7 @@ NavMeshProjectSettings:
cost: 1
m_LastAgentTypeID: -887442657
m_Settings:
- serializedVersion: 2
- serializedVersion: 3
agentTypeID: 0
agentRadius: 0.5
agentHeight: 2
@ -84,7 +84,9 @@ NavMeshProjectSettings:
cellSize: 0.16666667
manualTileSize: 0
tileSize: 256
accuratePlacement: 0
buildHeightMesh: 0
maxJobWorkers: 0
preserveTilesOutsideBounds: 0
debug:
m_Flags: 0
m_SettingNames:

View file

@ -5,6 +5,7 @@ TagManager:
serializedVersion: 2
tags:
- CinemachineTarget
- enemy
layers:
- Default
- TransparentFX
@ -13,8 +14,8 @@ TagManager:
- Water
- UI
- isInteractable
-
-
- player
- terrain
-
-
-