Mini-Games-Game/Assets/Scripts/StickBeatings/AIScript.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
//TODO AI Script for the Stick Beating Game
//* AI for enemies to run away from the character once in range
//* AI should change direction every few seconds to make it harder for the player to hit them
//TODO AI should not go into a direction within the player's range
//* If player is not in range, AI should move randomly
public class AIScript : MonoBehaviour
{
private bool runningCoroutine = false;
public GameObject player;
public NavMeshAgent agent;
//* Patroling
public Vector3 walkPoint;
public bool walkPointSet;
public float walkPointRange;
//* States
public bool playerInSightRange = false;
void Start()
{
player = GameObject.Find("Capsule");
agent = GetComponent<NavMeshAgent>();
}
// Update is called once per frame
void Update()
{
if(!playerInSightRange) Patroling();
if(playerInSightRange) Running();
}
private void Patroling()
{
agent.speed = 3.5f;
if(!walkPointSet) SetWalkPointPatroling();
if(walkPointSet)
agent.SetDestination(walkPoint);
Vector3 distanceToWalkPoint = transform.position - walkPoint;
if(distanceToWalkPoint.magnitude < 1f)
walkPointSet = false;
}
private void SetWalkPointPatroling()
{
float randomZ = Random.Range(-walkPointRange, walkPointRange);
float randomX = Random.Range(-walkPointRange, walkPointRange);
walkPoint = new Vector3(randomX, transform.position.y, randomZ);
walkPointSet = true;
}
private void Running()
{
agent.speed = 6f;
if(!walkPointSet) SetWalkPointRunning();
if(walkPointSet)
agent.SetDestination(walkPoint);
if(!runningCoroutine) StartCoroutine(WaitTime());
Vector3 distanceToWalkPoint = transform.position - walkPoint;
if(distanceToWalkPoint.magnitude < 1f)
walkPointSet = false;
}
private void SetWalkPointRunning()
{
float randomZ = Random.Range(-walkPointRange, walkPointRange);
float randomX = Random.Range(-walkPointRange, walkPointRange);
walkPoint = new Vector3(randomX, transform.position.y, randomZ);
walkPointSet = true;
}
IEnumerator WaitTime()
{
runningCoroutine = true;
yield return new WaitForSeconds(Random.Range(2, 5));
walkPointSet = false;
runningCoroutine = false;
}
private void OnTriggerEnter(Collider other) {
if(other.gameObject == player)
{
playerInSightRange = true;
}
}
private void OnTriggerExit(Collider other) {
if(other.gameObject == player)
{
playerInSightRange = false;
}
}
}