game: fixing unknown unicode error

honestly have no clue how they got there in the first place
This commit is contained in:
Sc0rch-thinks 2024-08-05 15:48:36 +08:00
parent 9dfc52a907
commit dae5cfb88f
3 changed files with 14 additions and 119 deletions

View file

@ -2,7 +2,7 @@
* author: lin hengrui ryan
* date: 30/7/2024
<<<<<<< Updated upstream
* description: ai code for the different ai in the game
* description: AI code for the different AI in the game
=======
* description: AI code for the different AI in the game
>>>>>>> Stashed changes
@ -15,36 +15,11 @@
public class AI : MonoBehaviour
{
<<<<<<< Updated upstream
/// <summary>
/// the types of ai that this game object can be
/// </summary>
public enum EntityType
{
Human,
Car
}
/// <summary>
/// to save resources when referring to the speed of this ai if its a human
/// to save resources when referring to the speed of this AI if its human
/// </summary>
private static readonly int AnimatorSpeed = Animator.StringToHash("Speed");
/// <summary>
/// to show the entity types in the inspector as a dropdown
/// </summary>
public EntityType entityType;
=======
/// <summary>
/// to save resources when referring to the speed of this AI
/// </summary>
private static readonly int AnimatorSpeed = Animator.StringToHash("Speed");
>>>>>>> Stashed changes
/// <summary>
/// set the layers the AI can be on
@ -86,63 +61,38 @@ public enum EntityType
/// </summary>
private string _nextState;
<<<<<<< Updated upstream
=======
>>>>>>> Stashed changes
/// <summary>
/// to set initial values
/// </summary>
public void Awake()
{
<<<<<<< Updated upstream
_agent = GetComponent<NavMeshAgent>();
if (entityType == EntityType.Human)
{
_animator = GetComponent<Animator>();
_currentState = "Strolling";
}
=======
_agent = GetComponent<NavMeshAgent>();
_animator = GetComponent<Animator>();
_currentState = "Strolling";
_animator = GetComponent<Animator>();
_currentState = "Strolling";
_agent = GetComponent<NavMeshAgent>();
_animator = GetComponent<Animator>();
_currentState = "Strolling";
>>>>>>> Stashed changes
_nextState = _currentState;
ChangeState();
}
/// <summary>
<<<<<<< Updated upstream
/// 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);
=======
/// 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()
{
_animator.SetFloat(AnimatorSpeed, _agent.velocity.magnitude);
>>>>>>> Stashed changes
_currentState = _nextState;
}
/// <summary>
/// to change the scene when needed
/// </summary>
<<<<<<< Updated upstream
public void ChangeState()
=======
private void ChangeState()
>>>>>>> Stashed changes
{
StartCoroutine(_currentState);
}
@ -172,10 +122,6 @@ private IEnumerator Strolling()
while (_currentState == "Strolling")
{
<<<<<<< Updated upstream
Debug.Log("strolling");
=======
>>>>>>> Stashed changes
if (!_destinationPointSet)
SearchWalkPoint();
else
@ -188,9 +134,4 @@ private IEnumerator Strolling()
ChangeState();
}
<<<<<<< Updated upstream
=======
>>>>>>> Stashed changes
}

View file

@ -13,18 +13,13 @@ public enum Axel
public float acceleration;
public float turnAngle;
public List<Wheel> wheels;
<<<<<<< Updated upstream
public float brakeForce = 50.0f;
=======
public float brakeForce;
>>>>>>> Stashed changes
public bool braking;
private float _currentAcceleration;
private float _currentTurn;
public bool braking;
<<<<<<< Updated upstream
private void FixedUpdate()
{
Move();
@ -32,26 +27,13 @@ private void FixedUpdate()
Brake();
}
public void SetInputs(float forwardAmount,float turnAmount)
{
_currentAcceleration = forwardAmount*acceleration;
_currentTurn = turnAmount*turnAngle;
}
=======
private void FixedUpdate()
{
Brake();
Move();
Steering();
}
public void SetInputs(float forwardAmount, float turnAmount)
{
_currentAcceleration = forwardAmount * acceleration;
_currentTurn = turnAmount * turnAngle;
}
>>>>>>> Stashed changes
public void Move()
{
foreach (var wheel in wheels) wheel.wheelCollider.motorTorque = _currentAcceleration;
@ -81,9 +63,4 @@ public struct Wheel
public WheelCollider wheelCollider;
public Axel axel;
}
<<<<<<< Updated upstream
=======
>>>>>>> Stashed changes
}

View file

@ -1,19 +1,8 @@
<<<<<<< Updated upstream
using System;
=======
using System.Collections;
>>>>>>> Stashed changes
using System.Collections;
using UnityEngine;
public class AICar : MonoBehaviour
{
<<<<<<< Updated upstream
private CarController _carController;
private void Awake()
{
_carController = GetComponent<CarController>();
=======
[SerializeField] private Transform carPosition;
[SerializeField] private float stoppingDistance;
[SerializeField] private float slowingSpeed;
@ -23,7 +12,7 @@ private void Awake()
private string _currentState;
private Transform _driveTarget;
private string _nextState;
private void Awake()
{
@ -48,16 +37,10 @@ private void Awake()
_currentState = "Driving";
_nextState = _currentState;
ChangeState();
>>>>>>> Stashed changes
}
private void Update()
{
<<<<<<< Updated upstream
float forwardAmount = 1f;
float turnAmount = 1f;
_carController.SetInputs(forwardAmount,turnAmount);
=======
_currentState = _nextState;
}
@ -103,14 +86,9 @@ private IEnumerator Driving()
else
{
if (distanceToTarget < reverseDist)
{
accelerationAmount = -1;
}
else
{
accelerationAmount = 1;
}
}
@ -132,6 +110,5 @@ private IEnumerator Driving()
_car.SetInputs(accelerationAmount, turnAmount);
yield return new WaitForEndOfFrame();
}
>>>>>>> Stashed changes
}
}