game: refactor and commenting the ai plus some testing
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m_RemovedComponents:
|
||||
- {fileID: 488862059449181983, guid: fede53ad5812a1046bf12a85cacb875a, type: 3}
|
||||
m_RemovedGameObjects: []
|
||||
m_AddedGameObjects: []
|
||||
m_AddedComponents: []
|
||||
m_SourcePrefab: {fileID: 100100000, guid: fede53ad5812a1046bf12a85cacb875a, type: 3}
|
||||
--- !u!1660057539 &9223372036854775807
|
||||
SceneRoots:
|
||||
m_ObjectHideFlags: 0
|
||||
|
@ -650,5 +1089,6 @@ SceneRoots:
|
|||
- {fileID: 410087041}
|
||||
- {fileID: 832575519}
|
||||
- {fileID: 1234375547}
|
||||
- {fileID: 1575473178}
|
||||
- {fileID: 260549220}
|
||||
- {fileID: 2074923475}
|
||||
- {fileID: 1703341036}
|
||||
- {fileID: 7156582456560016067}
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
}
|
|
@ -32,7 +32,7 @@ Material:
|
|||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
||||
m_CustomRenderQueue: -1
|
||||
m_CustomRenderQueue: 2000
|
||||
stringTagMap:
|
||||
RenderType: Opaque
|
||||
disabledShaderPasses:
|
||||
|
@ -137,4 +137,3 @@ Material:
|
|||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
m_AllowLocking: 1
|
||||
|
|
|
@ -17,15 +17,25 @@ MonoBehaviour:
|
|||
m_MaterialReferences: []
|
||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 6
|
||||
serializedVersion: 8
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Heather
|
||||
m_Shader: {fileID: -6465566751694194690, guid: dfa3b96612ed4df4a97b7fd06217ba23, type: 3}
|
||||
m_ShaderKeywords: _ALPHATEST_ON _BUILTIN_ALPHATEST_ON _BUILTIN_AlphaClip _DISABLE_DECALS
|
||||
_DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON
|
||||
m_Shader: {fileID: -6465566751694194690, guid: dfa3b96612ed4df4a97b7fd06217ba23,
|
||||
type: 3}
|
||||
m_Parent: {fileID: 0}
|
||||
m_ModifiedSerializedProperties: 0
|
||||
m_ValidKeywords:
|
||||
- _ALPHATEST_ON
|
||||
- _BUILTIN_ALPHATEST_ON
|
||||
- _BUILTIN_AlphaClip
|
||||
- _DISABLE_DECALS
|
||||
- _DISABLE_SSR
|
||||
- _DISABLE_SSR_TRANSPARENT
|
||||
- _DOUBLESIDED_ON
|
||||
m_InvalidKeywords: []
|
||||
m_LightmapFlags: 2
|
||||
m_EnableInstancingVariants: 1
|
||||
m_DoubleSidedGI: 1
|
||||
|
@ -40,6 +50,7 @@ Material:
|
|||
- RayTracingPrepass
|
||||
- ForwardEmissiveForDeferred
|
||||
- MOTIONVECTORS
|
||||
m_LockedProperties:
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs:
|
||||
|
@ -56,11 +67,13 @@ Material:
|
|||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- TerrainTexture:
|
||||
m_Texture: {fileID: 707188533860266558, guid: dfce0fe87ba57ef449f748baa61f1cc2, type: 2}
|
||||
m_Texture: {fileID: 707188533860266558, guid: dfce0fe87ba57ef449f748baa61f1cc2,
|
||||
type: 2}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- Terrain_Splatmap:
|
||||
m_Texture: {fileID: 707188533860266558, guid: dfce0fe87ba57ef449f748baa61f1cc2, type: 2}
|
||||
m_Texture: {fileID: 707188533860266558, guid: dfce0fe87ba57ef449f748baa61f1cc2,
|
||||
type: 2}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- Terrain_Splatmap_0:
|
||||
|
@ -68,7 +81,8 @@ Material:
|
|||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- Terrain_Splatmap_1:
|
||||
m_Texture: {fileID: 6456901915053530685, guid: dfce0fe87ba57ef449f748baa61f1cc2, type: 2}
|
||||
m_Texture: {fileID: 6456901915053530685, guid: dfce0fe87ba57ef449f748baa61f1cc2,
|
||||
type: 2}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- Texture2D_8713F080:
|
||||
|
@ -159,7 +173,7 @@ Material:
|
|||
- _AlphaCutoffEnable: 1
|
||||
- _AlphaDstBlend: 0
|
||||
- _AlphaSrcBlend: 1
|
||||
- _AlphaToMask: 0
|
||||
- _AlphaToMask: 1
|
||||
- _AlphaToMaskInspectorValue: 0
|
||||
- _BUILTIN_AlphaClip: 1
|
||||
- _BUILTIN_Blend: 0
|
||||
|
@ -174,6 +188,7 @@ Material:
|
|||
- _BUILTIN_ZWriteControl: 0
|
||||
- _Blend: 0
|
||||
- _BlendMode: 0
|
||||
- _BlendModePreserveSpecular: 0
|
||||
- _CastShadows: 1
|
||||
- _ConservativeDepthOffsetEnable: 0
|
||||
- _Cull: 0
|
||||
|
@ -188,6 +203,7 @@ Material:
|
|||
- _DstBlend: 0
|
||||
- _EnableBlendModePreserveSpecularLighting: 1
|
||||
- _EnableFogOnTransparent: 1
|
||||
- _ExcludeFromTUAndAA: 0
|
||||
- _FadeBias: 1
|
||||
- _ForceForwardEmissive: 0
|
||||
- _OpaqueCullMode: 2
|
||||
|
@ -232,7 +248,8 @@ Material:
|
|||
- use_terrain_texture: 0
|
||||
m_Colors:
|
||||
- Color_1: {r: 1, g: 1, b: 1, a: 0}
|
||||
- Color_5108e9ce42374b88877d5b6d32008f57: {r: 0.4245283, g: 0.3904859, b: 0.3224012, a: 1}
|
||||
- Color_5108e9ce42374b88877d5b6d32008f57: {r: 0.4245283, g: 0.3904859, b: 0.3224012,
|
||||
a: 1}
|
||||
- Color_98d740f37ee94393862968e06dd248d6: {r: 1, g: 1, b: 1, a: 0}
|
||||
- Fade_Color: {r: 0, g: 0, b: 0, a: 0}
|
||||
- SplatA: {r: 0, g: 0, b: 0, a: 1}
|
||||
|
@ -245,8 +262,10 @@ Material:
|
|||
- Terrain_Scale: {r: 100, g: 100, b: 0, a: 0}
|
||||
- Vector2_1a286d49dc7b437fb4f1ea99b04e2664: {r: 0.05, g: 0.5, b: 0, a: 0}
|
||||
- Vector2_98F9C2DA: {r: 0.2, g: 0.2, b: 0, a: 0}
|
||||
- _DiffusionProfileAsset: {r: -0.00000002060262, g: 7.3194675e-27, b: 69972056, a: -3.7115523e+9}
|
||||
- _Diffusion_Profile_Asset: {r: -0.00000002060262, g: 7.3194675e-27, b: 69972056, a: -3.7115523e+9}
|
||||
- _DiffusionProfileAsset: {r: -0.00000002060262, g: 7.3194675e-27, b: 69972056,
|
||||
a: -3.7115523e+9}
|
||||
- _Diffusion_Profile_Asset: {r: -0.00000002060262, g: 7.3194675e-27, b: 69972056,
|
||||
a: -3.7115523e+9}
|
||||
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
|
||||
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _SSSColor: {r: 0.95744157, g: 1, b: 0.5424528, a: 0}
|
||||
|
|
|
@ -12,13 +12,14 @@ MonoBehaviour:
|
|||
m_Script: {fileID: 11500000, guid: b2686e09ec7aef44bad2843e4416f057, type: 3}
|
||||
m_Name: FoliageDiffusionProfile
|
||||
m_EditorClassIdentifier:
|
||||
m_Version: 1
|
||||
profile:
|
||||
scatteringDistance: {r: 0.7568628, g: 0.7019608, b: 0.24313727, a: 1}
|
||||
scatteringDistance: {r: 0.7490196, g: 0.69468653, b: 0.24061768, a: 1}
|
||||
scatteringDistanceMultiplier: 1.0104713
|
||||
transmissionTint: {r: 1, g: 1, b: 1, a: 1}
|
||||
texturingMode: 0
|
||||
transmissionMode: 1
|
||||
thicknessRemap: {x: 0, y: 0.2873168}
|
||||
worldScale: 1
|
||||
ior: 1.4
|
||||
hash: 1081692787
|
||||
hash: 1074823563
|
||||
m_Version: 2
|
||||
|
|
|
@ -3,7 +3,8 @@
|
|||
--- !u!78 &1
|
||||
TagManager:
|
||||
serializedVersion: 2
|
||||
tags: []
|
||||
tags:
|
||||
- CinemachineTarget
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
@ -11,7 +12,7 @@ TagManager:
|
|||
-
|
||||
- Water
|
||||
- UI
|
||||
-
|
||||
- Player
|
||||
-
|
||||
-
|
||||
-
|
||||
|
|
Reference in a new issue