game: commenting and reformating ai script

This commit is contained in:
Sc0rch-thinks 2024-07-30 15:41:59 +08:00
parent 2a0ed5cd67
commit 7bd80076ca
12 changed files with 4205 additions and 267 deletions

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View file

@ -7,86 +7,138 @@
using System.Collections;
using UnityEngine;
using UnityEngine.AI;
using Random = System.Random;
public class AI : MonoBehaviour
{
/// <summary>
/// the types of ai that this game object can be
/// </summary>
public enum EntityType
{
Human,
Car
};
}
public EntityType entityType;
public LayerMask walkableLayers;
private NavMeshAgent _agent;
private Animator _animator;
private string _currentState;
private string _nextState;
/// <summary>
/// to save resources when referring to the speed of this ai if its a human
/// </summary>
private static readonly int AnimatorSpeed = Animator.StringToHash("Speed");
private bool _walkPointSet;
public Vector3 walkPoint;
public int strollRange;
/// <summary>
/// to show the entity types in the inspector as a dropdown
/// </summary>
public EntityType entityType;
/// <summary>
/// set the layers the AI can be on
/// </summary>
public LayerMask walkableLayers;
/// <summary>
/// the destination coordinate of the AI
/// </summary>
public Vector3 destinationCoord;
/// <summary>
/// the range that the AI can set as their destination
/// </summary>
public int movingRange;
/// <summary>
/// the nav mash agent that is on this AI
/// </summary>
private NavMeshAgent _agent;
/// <summary>
/// the animator that is attached to this AI if applicable
/// </summary>
private Animator _animator;
/// <summary>
/// the current state that the AI is at this point in time
/// </summary>
private string _currentState;
/// <summary>
/// a bool to check if the destination point is set
/// </summary>
private bool _destinationPointSet;
/// <summary>
/// the state that the AI will be on the next update
/// </summary>
private string _nextState;
/// <summary>
/// to set initial values
/// </summary>
public void Awake()
{
_agent = GetComponent<NavMeshAgent>();
if (entityType == EntityType.Human)
{
_animator = GetComponent<Animator>();
_animator = GetComponent<Animator>();
_currentState = "Strolling";
StartCoroutine(Strolling());
}
_nextState = _currentState;
ChangeState();
}
/// <summary>
/// to update the speed of the AI to the animator each frame and to update any state changes to the ai
/// </summary>
public void Update()
{
if (entityType == EntityType.Human)
{
_animator.SetFloat(AnimatorSpeed, _agent.velocity.magnitude);
}
if (entityType == EntityType.Human) _animator.SetFloat(AnimatorSpeed, _agent.velocity.magnitude);
_currentState = _nextState;
}
/// <summary>
/// to change the scene when needed
/// </summary>
public void ChangeState()
{
StartCoroutine(_currentState);
}
/// <summary>
/// to set a random x and y coordinate for the AI to go to
/// </summary>
private void SearchWalkPoint()
{
var rand = new Random();
float randomX = rand.Next(-strollRange * 100, strollRange * 100);
float randomZ = rand.Next(-strollRange * 100, strollRange * 100);
walkPoint = new Vector3(
transform.position.x + (randomX / 100),
float randomX = rand.Next(-movingRange * 100, movingRange * 100);
float randomZ = rand.Next(-movingRange * 100, movingRange * 100);
destinationCoord = new Vector3(
transform.position.x + randomX / 100,
transform.position.y,
transform.position.z + (randomZ / 100)
transform.position.z + randomZ / 100
);
if (Physics.Raycast(walkPoint, -transform.up, 2f, walkableLayers))
{
_walkPointSet = true;
}
if (Physics.Raycast(destinationCoord, -transform.up, 2f, walkableLayers)) _destinationPointSet = true;
}
IEnumerator Strolling()
/// <summary>
/// a state that the AI wonders around using the SearchWalkPoint function to find a location for the AI to go to
/// </summary>
private IEnumerator Strolling()
{
SearchWalkPoint();
while (_currentState == "Strolling")
{
Debug.Log("strolling");
if (!_walkPointSet)
{
if (!_destinationPointSet)
SearchWalkPoint();
}
else
{
_agent.SetDestination((walkPoint));
}
_agent.SetDestination(destinationCoord);
if ((transform.position - walkPoint).magnitude < 1f)
{
_walkPointSet = false;
}
if ((transform.position - destinationCoord).magnitude < 1f) _destinationPointSet = false;
yield return new WaitForSeconds(1F);
yield return new WaitForSeconds(1f);
}
ChangeState();
}
}

View file

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View file

@ -17,15 +17,25 @@ MonoBehaviour:
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m_LockedProperties:
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m_Offset: {x: 0, y: 0}
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@ -174,6 +188,7 @@ Material:
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View file

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tags: []
tags:
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layers:
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-
- Player
-
-
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