game: implement lift

This commit is contained in:
Sc0rch-thinks 2024-08-11 13:51:29 +08:00
parent 0f6c739623
commit eaf72a8e90
33 changed files with 4981 additions and 2613 deletions

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View file

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/*
* author: ryan lin
* date: 30/7/2024
* description: 'standard' npc ai behaviour
* description: 'standard' npc AI behaviour
*/
using System.Collections;
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using Random = System.Random;
/// <summary>
/// 'standard' npc ai behaviour
/// 'standard' npc AI behaviour
/// </summary>
public class AI : MonoBehaviour
{

View file

@ -0,0 +1,238 @@
/*
* author: ryan lin
* date: 30/7/2024
* description: making the car go to a game object's position
*/
using System.Collections;
using UnityEngine;
/// <summary>
/// making the car go to a game object's position
/// </summary>
public class AICar : MonoBehaviour
{
/// <summary>
/// reference to the car model
/// </summary>
[SerializeField] private Transform carPosition;
/// <summary>
/// the radius of which the car can stop in
/// </summary>
[SerializeField] private float stoppingDistance;
/// <summary>
/// the speed of which the car needs to be at/under to when it is in the slowed state
/// </summary>
[SerializeField] private float slowingSpeed;
/// <summary>
/// the radius that the car switches to the slowed state
/// </summary>
[SerializeField] private float slowingDistance;
/// <summary>
/// the distance that the car is allowed to reverse
/// </summary>
[SerializeField] private float reverseDist;
/// <summary>
/// the acceleration input for the car script
/// </summary>
private float _accelerationInput;
/// <summary>
/// the angular input for the car script
/// </summary>
private float _angularDirection;
/// <summary>
/// reference to the car script
/// </summary>
private CarController _car;
/// <summary>
/// the current state the car is in for fsm
/// </summary>
private string _currentState;
/// <summary>
/// the distance that the car is from the target
/// </summary>
private float _distanceToTarget;
/// <summary>
/// the transform of the target
/// </summary>
private Transform _driveTarget;
private NextState _nextState;
/// <summary>
/// the turn input for the car script
/// </summary>
private float _turnInput;
/// <summary>
/// the car is in front or behind the target, a positive will be returned if the car is in front
/// </summary>
private float _verticalDirection;
/// <summary>
/// initialise values
/// </summary>
private void Awake()
{
var hasChild = false;
var i = 0;
while (!hasChild)
{
var test = gameObject.transform.GetChild(i).gameObject;
if (test.name == "Target")
{
_driveTarget = test.transform;
hasChild = true;
}
else
{
i++;
}
}
_car = GetComponent<CarController>();
_nextState = NextState.Stopped;
_currentState = "Stopped";
StartCoroutine(_currentState);
}
/// <summary>
/// to update the next state value when it changes
/// </summary>
private void Update()
{
if (_nextState == NextState.Stopped)
_currentState = "Stopped";
else if (_nextState == NextState.Slowed)
_currentState = "Slowed";
else
_currentState = "Driving";
}
/// <summary>
/// is called at the end of states to call the next state
/// </summary>
private void ChangeState()
{
StartCoroutine(_currentState);
}
/// <summary>
/// a function that allows the car to steer
/// </summary>
private void Steering()
{
_angularDirection = Vector3.SignedAngle(carPosition.transform.forward,
(_driveTarget.position - carPosition.transform.position).normalized, Vector3.up);
if (_angularDirection < 0)
_turnInput = -1;
else
_turnInput = 1;
}
/// <summary>
/// to put the car in a stopped state
/// </summary>
private IEnumerator Stopped()
{
while (_nextState != NextState.Stopped)
{
_distanceToTarget = Vector3.Distance(carPosition.position, _driveTarget.position);
_car.braking = true;
_accelerationInput = 0f;
_turnInput = 0f;
if (_distanceToTarget > stoppingDistance) _nextState = NextState.Slowed;
yield return new WaitForSeconds(1);
}
ChangeState();
}
/// <summary>
/// to put the car in a slowed state
/// </summary>
private IEnumerator Slowed()
{
_car.braking = false;
while (_nextState != NextState.Slowed)
{
_verticalDirection = Vector3.Dot(carPosition.transform.forward,
(_driveTarget.position - carPosition.transform.position).normalized);
_distanceToTarget = Vector3.Distance(carPosition.position, _driveTarget.position);
if (_verticalDirection > 0)
{
if (carPosition.GetComponent<Rigidbody>().velocity.magnitude > slowingSpeed)
_accelerationInput = -1;
else
_accelerationInput = 1;
}
else
{
if (_distanceToTarget < reverseDist)
_accelerationInput = -1;
else
_accelerationInput = 1;
}
Steering();
SlowedCheck();
_car.SetInputs(_accelerationInput, _turnInput);
yield return new WaitForEndOfFrame();
}
ChangeState();
}
/// <summary>
/// to put the car in a driving state
/// </summary>
private IEnumerator Driving()
{
_car.braking = false;
while (_nextState != NextState.Driving)
{
_verticalDirection = Vector3.Dot(carPosition.transform.forward,
(_driveTarget.position - carPosition.transform.position).normalized);
_distanceToTarget = Vector3.Distance(carPosition.position, _driveTarget.position);
_accelerationInput = 1;
Steering();
if (_distanceToTarget < slowingDistance) _nextState = NextState.Slowed;
_car.SetInputs(_accelerationInput, _turnInput);
yield return new WaitForEndOfFrame();
}
ChangeState();
}
/// <summary>
/// a function to check if the car should be a slowed state
/// </summary>
private void SlowedCheck()
{
if (_distanceToTarget < stoppingDistance) _nextState = NextState.Stopped;
if (_distanceToTarget > slowingDistance) _nextState = NextState.Driving;
}
/// <summary>
/// enum of states that the car can be in
/// </summary>
private enum NextState
{
Slowed,
Stopped,
Driving
}
}

View file

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

@ -0,0 +1,85 @@
/*
* author: ryan lin
* date: 08/08/2024
* description: to cull and spawn AI people
*/
using System.Collections;
using UnityEngine;
/// <summary>
/// to cull and spawn AI people
/// </summary>
public class AIManager : MonoBehaviour
{
/// <summary>
/// a reference to the player
/// </summary>
public Transform player;
/// <summary>
/// the distance of which the AI would be "killed"
/// </summary>
public float cullingDistance;
/// <summary>
/// the prefab to spawn
/// </summary>
public GameObject aiPrefab;
/// <summary>
/// the maximum number of AI that can be spawned at any time
/// </summary>
public int maxAI;
/// <summary>
/// An array that contains the game objects of the AI objects
/// </summary>
private GameObject[] _ais;
/// <summary>
/// a temporary float to find the distance between the player and the AI
/// </summary>
private float _distance;
/// <summary>
/// to start the manager loop
/// </summary>
private void Start()
{
StartCoroutine(Manager());
}
/// <summary>
/// to show the range in the inspector when the object is selected
/// </summary>
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(player.position, cullingDistance);
}
/// <summary>
/// to allow the IEnumerator to destroy or instantiate AI
/// </summary>
private IEnumerator Manager()
{
while (true)
{
// FIXME: feels weird
_ais = GameObject.FindGameObjectsWithTag("AIs");
if (_ais.Length < maxAI)
{
// var instance = Instantiate(aiPrefab, gameObject.transform);
}
foreach (var i in _ais)
{
_distance = Vector3.Distance(i.transform.position, player.position);
if (_distance > cullingDistance) Destroy(i.gameObject);
}
yield return new WaitForSeconds(1);
}
}
}

View file

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

@ -102,8 +102,8 @@ private void Awake()
_car = GetComponent<CarController>();
_nextState = NextState.Stopped;
ChangeState();
_currentState = "Stopped";
StartCoroutine(_currentState);
}
/// <summary>
@ -223,7 +223,7 @@ private void SlowedCheck()
{
if (_distanceToTarget < stoppingDistance) _nextState = NextState.Stopped;
if (_distanceToTarget > slowingDistance)_nextState = NextState.Driving;
if (_distanceToTarget > slowingDistance) _nextState = NextState.Driving;
}
/// <summary>

View file

@ -1,3 +1,11 @@
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@ -1,13 +1,14 @@
/*
* author: ryan lin
* date: 08/08/2024
* description: to cull and spawn AI people
* description: to cull and spawn AI people
*/
using System.Collections;
using UnityEngine;
/// <summary>
/// to cull and spawn AI people
/// to cull and spawn AI people
/// </summary>
public class AIManager : MonoBehaviour
{
@ -22,7 +23,7 @@ public class AIManager : MonoBehaviour
public float cullingDistance;
/// <summary>
/// the prefab to spawn
/// the prefab to spawn
/// </summary>
public GameObject aiPrefab;
@ -42,7 +43,7 @@ public class AIManager : MonoBehaviour
private float _distance;
/// <summary>
/// to start the
/// to start the manager loop
/// </summary>
private void Start()
{
@ -50,7 +51,7 @@ private void Start()
}
/// <summary>
/// to show the range in the inspector
/// to show the range in the inspector when the object is selected
/// </summary>
private void OnDrawGizmosSelected()
{
@ -80,7 +81,5 @@ private IEnumerator Manager()
yield return new WaitForSeconds(1);
}
}
}

View file

@ -8,7 +8,6 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Serialization;
/// <summary>
/// a controller for the car
@ -30,7 +29,7 @@ public enum Axel
public float motorTorque;
/// <summary>
/// the angle that the wheels turn when the car turns
/// the angle that the wheels turn when the car turns
/// </summary>
public float turnAngle;

View file

@ -41,34 +41,34 @@ public enum DoorType
/// <summary>
/// a bool to check if the door is open
/// </summary>
private bool _isOpen;
[HideInInspector] public bool isOpen;
/// <summary>
/// a bool to check if the door is opening
/// </summary>
private bool _opening;
[HideInInspector] public bool opening;
/// <summary>
/// to interact with the door
/// </summary>
public override void Interact()
{
if (!_opening) StartCoroutine(OpenDoor());
if (!opening) StartCoroutine(OpenDoor());
}
/// <summary>
/// to open the door
/// </summary>
private IEnumerator OpenDoor()
public IEnumerator OpenDoor()
{
_opening = true;
opening = true;
float currentDuration = 0;
while (_opening)
while (opening)
{
currentDuration += Time.deltaTime;
var t = currentDuration / duration;
foreach (var variable in doors)
if (!_isOpen)
if (!isOpen)
{
if (variable.type == DoorType.Sliding)
variable.doorObject.transform.localPosition = Vector3.Lerp(variable.startPosition,
@ -95,8 +95,8 @@ private IEnumerator OpenDoor()
if (currentDuration >= duration)
{
currentDuration = 0;
_opening = false;
_isOpen = !_isOpen;
opening = false;
isOpen = !isOpen;
}
yield return new WaitForEndOfFrame();

View file

@ -1,5 +1,5 @@
/*
* authors: mark joshwel
* authors: mark joshwel, ryan lin
* date: 10/8/2024
* description: lift button behaviour implementation
*/
@ -11,13 +11,23 @@
/// </summary>
public class LiftButtonInteractable : CommonInteractable
{
/// <summary>
/// the number of floors the lift will move
/// </summary>
public int floorsMoved;
/// <summary>
/// the lift the button is controlling
/// </summary>
[SerializeField] private LiftController liftController;
[SerializeField] private Door door;
/// <summary>
/// a function to interact with the lift
/// </summary>
public override void Interact()
{
if (!liftController.moving && !door.isOpen) StartCoroutine(liftController.Move(floorsMoved));
}
}

View file

@ -1,9 +1,10 @@
/*
* authors: mark joshwel
* authors: ryan lin, mark joshwel
* date: 10/8/2024
* description: lift behaviour implementation
*/
using System.Collections;
using UnityEngine;
/// <summary>
@ -11,4 +12,76 @@
/// </summary>
public class LiftController : MonoBehaviour
{
}
/// <summary>
/// height of each level
/// </summary>
public float levelHeight;
/// <summary>
/// the time it takes for the lift to move from one floor to another
/// </summary>
public float duration;
/// <summary>
/// a bool to check if the lift is moving
/// </summary>
[HideInInspector] public bool moving;
/// <summary>
/// the current time of the lift moving for lerps
/// </summary>
private float _currentTime;
/// <summary>
/// the door of the lift
/// </summary>
private Door _liftDoor;
/// <summary>
/// the start position of the lift
/// </summary>
private Vector3 _start;
/// <summary>
/// the target position of the lift
/// </summary>
private Vector3 _target;
/// <summary>
/// initialisation function
/// </summary>
private void Start()
{
_liftDoor = transform.parent.GetComponentInChildren<Door>();
DoorCloser();
}
/// <summary>
/// to check if the door is open and call a function to close it
/// </summary>
public void DoorCloser()
{
Debug.Log("DoorCloser");
if (_liftDoor.isOpen && !_liftDoor.opening)
Invoke(nameof(CloseDoor), 2f);
Invoke(nameof(DoorCloser), 2f);
}
/// <summary>
/// to close the door
/// </summary>
public void CloseDoor()
{
_liftDoor.Interact();
}
/// <summary>
/// to move the lift
/// </summary>
public IEnumerator Move(int floorsMoved)
{
moving = true;
_start = transform.position;
_target = new Vector3(_start.x, _start.y + levelHeight * floorsMoved, _start.z);
_currentTime = 0;
while (_currentTime < duration)
{
_currentTime += Time.deltaTime;
transform.position = Vector3.Lerp(_start, _target, _currentTime / duration);
yield return null;
}
moving = false;
}
}

View file

@ -0,0 +1,31 @@
/*
* authors: ryan lin
* date: 11/8/2024
* description: the lift door controller
*/
using UnityEngine;
/// <summary>
/// the lift door controller
/// </summary>
public class LiftDoorController : CommonInteractable
{
/// <summary>
/// the door that is being controlled
/// </summary>
[SerializeField] private Door door;
/// <summary>
/// the lift controller that is being referenced
/// </summary>
[SerializeField] private LiftController liftController;
/// <summary>
/// to call the open door function
/// </summary>
public override void Interact()
{
if (!door.opening && !liftController.moving) StartCoroutine(door.OpenDoor());
}
}

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