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00f0288f06
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36 changed files with 10611 additions and 550 deletions
BIN
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Modelling/Sources/Maya/scenes/ModularAssets.ma
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RunningLateGame/Assets/Scripts/AI.cs
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/*
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* author: lin hengrui ryan
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* date: 30/7/2024
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* description: ai code for the different ai in the game
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*/
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using System.Collections;
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using UnityEngine;
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using UnityEngine.AI;
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using Random = System.Random;
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public class AI : MonoBehaviour
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{
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/// <summary>
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/// the types of ai that this game object can be
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/// </summary>
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public enum EntityType
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{
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Human,
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Car
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}
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/// <summary>
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/// to save resources when referring to the speed of this ai if its a human
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/// </summary>
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private static readonly int AnimatorSpeed = Animator.StringToHash("Speed");
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/// <summary>
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/// to show the entity types in the inspector as a dropdown
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/// </summary>
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public EntityType entityType;
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/// <summary>
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/// set the layers the AI can be on
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/// </summary>
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public LayerMask walkableLayers;
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/// <summary>
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/// the destination coordinate of the AI
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/// </summary>
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public Vector3 destinationCoord;
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/// <summary>
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/// the range that the AI can set as their destination
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/// </summary>
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public int movingRange;
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/// <summary>
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/// the nav mash agent that is on this AI
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/// </summary>
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private NavMeshAgent _agent;
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/// <summary>
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/// the animator that is attached to this AI if applicable
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/// </summary>
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private Animator _animator;
|
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|
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/// <summary>
|
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/// the current state that the AI is at this point in time
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/// </summary>
|
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private string _currentState;
|
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/// <summary>
|
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/// a bool to check if the destination point is set
|
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/// </summary>
|
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private bool _destinationPointSet;
|
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|
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/// <summary>
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/// the state that the AI will be on the next update
|
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/// </summary>
|
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private string _nextState;
|
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/// <summary>
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/// to set initial values
|
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/// </summary>
|
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public void Awake()
|
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{
|
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_agent = GetComponent<NavMeshAgent>();
|
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if (entityType == EntityType.Human)
|
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{
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_animator = GetComponent<Animator>();
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_currentState = "Strolling";
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}
|
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|
||||
_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();
|
||||
}
|
||||
}
|
11
RunningLateGame/Assets/Scripts/AI.cs.meta
Normal file
11
RunningLateGame/Assets/Scripts/AI.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: f6822f90b5efff04997e5b884d402be8
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icon: {instanceID: 0}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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64
RunningLateGame/Assets/Scripts/CarController.cs
Normal file
64
RunningLateGame/Assets/Scripts/CarController.cs
Normal file
|
@ -0,0 +1,64 @@
|
|||
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;
|
||||
}
|
||||
}
|
11
RunningLateGame/Assets/Scripts/CarController.cs.meta
Normal file
11
RunningLateGame/Assets/Scripts/CarController.cs.meta
Normal file
|
@ -0,0 +1,11 @@
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icon: {instanceID: 0}
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userData:
|
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assetBundleName:
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assetBundleVariant:
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19
RunningLateGame/Assets/Scripts/ai car.cs
Normal file
19
RunningLateGame/Assets/Scripts/ai car.cs
Normal file
|
@ -0,0 +1,19 @@
|
|||
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);
|
||||
}
|
||||
}
|
3
RunningLateGame/Assets/Scripts/ai car.cs.meta
Normal file
3
RunningLateGame/Assets/Scripts/ai car.cs.meta
Normal file
|
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|
||||
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
|
||||
|
|
|
@ -69,9 +69,9 @@ NavMeshProjectSettings:
|
|||
cost: 1
|
||||
- name:
|
||||
cost: 1
|
||||
m_LastAgentTypeID: -887442657
|
||||
m_LastAgentTypeID: -1372625422
|
||||
m_Settings:
|
||||
- serializedVersion: 2
|
||||
- serializedVersion: 3
|
||||
agentTypeID: 0
|
||||
agentRadius: 0.5
|
||||
agentHeight: 2
|
||||
|
@ -84,7 +84,9 @@ NavMeshProjectSettings:
|
|||
cellSize: 0.16666667
|
||||
manualTileSize: 0
|
||||
tileSize: 256
|
||||
accuratePlacement: 0
|
||||
buildHeightMesh: 0
|
||||
maxJobWorkers: 0
|
||||
preserveTilesOutsideBounds: 0
|
||||
debug:
|
||||
m_Flags: 0
|
||||
m_SettingNames:
|
||||
|
|
|
@ -0,0 +1,5 @@
|
|||
{
|
||||
"m_Dictionary": {
|
||||
"m_DictionaryValues": []
|
||||
}
|
||||
}
|
|
@ -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