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/*
* author: lin hengrui ryan
* date: 30/7/2024
* description: ai code for the different ai in the game
*/
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
}
/// <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");
/// <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>();
_currentState = "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);
_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(-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
);
if (Physics.Raycast(destinationCoord, -transform.up, 2f, walkableLayers)) _destinationPointSet = true;
}
/// <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 (!_destinationPointSet)
SearchWalkPoint();
else
_agent.SetDestination(destinationCoord);
if ((transform.position - destinationCoord).magnitude < 1f) _destinationPointSet = false;
yield return new WaitForSeconds(1f);
}
ChangeState();
}
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using System;
using System.Collections.Generic;
using UnityEngine;
public class CarController : MonoBehaviour
{
public enum Axel
{
Front,
Rear
}
public float acceleration;
public float turnAngle;
public List<Wheel> wheels;
public float brakeForce = 50.0f;
private float _currentAcceleration;
private float _currentTurn;
public bool braking;
private void FixedUpdate()
{
Move();
Steering();
Brake();
}
public void SetInputs(float forwardAmount,float turnAmount)
{
_currentAcceleration = forwardAmount*acceleration;
_currentTurn = turnAmount*turnAngle;
}
public void Move()
{
foreach (var wheel in wheels) wheel.wheelCollider.motorTorque = _currentAcceleration;
}
public void Brake()
{
if (braking)
foreach (var wheel in wheels)
wheel.wheelCollider.brakeTorque = brakeForce;
else
foreach (var wheel in wheels)
wheel.wheelCollider.brakeTorque = 0f;
}
public void Steering()
{
foreach (var wheel in wheels)
if (wheel.axel == Axel.Front)
wheel.wheelCollider.steerAngle = _currentTurn;
}
[Serializable]
public struct Wheel
{
public GameObject wheelModel;
public WheelCollider wheelCollider;
public Axel axel;
}
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using System;
using UnityEngine;
public class AICar : MonoBehaviour
{
private CarController _carController;
private void Awake()
{
_carController = GetComponent<CarController>();
}
private void Update()
{
float forwardAmount = 1f;
float turnAmount = 1f;
_carController.SetInputs(forwardAmount,turnAmount);
}
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