Beating-With-Sticks: Improved AI "patrolling" state and AI runs away

from player once in certain distance.
Made a second Movement script which allows the player to throw rocks.
Added/changed some comments for suggestions, things to do, things that
are done and bugs that need fixing.
This commit is contained in:
Santi 2024-08-12 23:52:18 +01:00
parent d00afd6a48
commit 857973aff7
4 changed files with 454 additions and 116 deletions

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@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using System.Security.Cryptography;
using UnityEngine;
using UnityEngine.AI;
@ -11,103 +12,85 @@ using UnityEngine.AI;
//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
//* AI should not go into a direction within the player's range
//* If player is not in range, AI should move randomly
//TODO Slow down AI when hit by player rock
//TODO AI dies if hit by player stick
//? Enemy AI gets stuck in corners - maybe have AI move in a random direction if it gets stuck
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()
public float range;
public Transform centrePoint;
private bool playerInRange = false;
public bool isHit = false;
private void Awake()
{
player = GameObject.Find("Capsule");
agent = GetComponent<NavMeshAgent>();
}
// Update is called once per frame
void Update()
private void Update()
{
if(!playerInSightRange) Patroling();
if(playerInSightRange) Running();
if(agent.remainingDistance <= agent.stoppingDistance && !playerInRange)
{
Vector3 point;
if(RandomPoint(centrePoint.position, range, out point))
{
Debug.DrawRay(point, Vector3.up, Color.blue, 1.0f);
agent.SetDestination(point);
}
}
else if(playerInRange && !isHit)
{
agent.speed = 7.0f;
RunAway();
}
private void Patroling()
if(isHit)
{
agent.speed = 1.75f;
}
else
{
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()
void RunAway()
{
float randomZ = Random.Range(-walkPointRange, walkPointRange);
float randomX = Random.Range(-walkPointRange, walkPointRange);
walkPoint = new Vector3(randomX, transform.position.y, randomZ);
walkPointSet = true;
Vector3 direction = transform.position - centrePoint.position;
Vector3 runTo = transform.position + direction.normalized;
NavMeshHit hit;
NavMesh.SamplePosition(runTo, out hit, 5.0f, NavMesh.AllAreas);
agent.SetDestination(hit.position);
}
private void Running()
bool RandomPoint(Vector3 center, float range, out Vector3 result)
{
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()
Vector3 randompoint = center + Random.insideUnitSphere * range;
NavMeshHit hit;
if (NavMesh.SamplePosition(randompoint, out hit, 1.0f, NavMesh.AllAreas))
{
float randomZ = Random.Range(-walkPointRange, walkPointRange);
float randomX = Random.Range(-walkPointRange, walkPointRange);
walkPoint = new Vector3(randomX, transform.position.y, randomZ);
walkPointSet = true;
result = hit.position;
return true;
}
result = Vector3.zero;
return false;
}
IEnumerator WaitTime()
private void OnTriggerEnter(Collider other)
{
runningCoroutine = true;
yield return new WaitForSeconds(Random.Range(2, 5));
walkPointSet = false;
runningCoroutine = false;
}
private void OnTriggerEnter(Collider other) {
if(other.gameObject == player)
if(other.tag == "Player")
{
playerInSightRange = true;
playerInRange = true;
}
}
private void OnTriggerExit(Collider other) {
if(other.gameObject == player)
private void OnTriggerExit(Collider other)
{
playerInSightRange = false;
if(other.tag == "Player")
{
playerInRange = false;
}
}
}

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@ -0,0 +1,98 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//* General Comments or Finished Tasks
//TODO Tasks left to be done for game
//! Bugs or Issues
//? Questions or Suggestions
//! Aftering hitting down with hammer, turning stops working in what direction the player tries to move first in
//! As with throwing objects, the rock sometimes goes in random directions and random speeds
//*TODO Playing StickBeating Game, player should be able to throw rocks every few seconds
//? Soft auto lock on enemies when throwing rocks
public class MovementStickBeating : MonoBehaviour
{
public float speed = 7.0f;
public float turnSpeed;
public float sprintSpeed = 10.0f;
public float jumpForce;
public float gravity = 9.8f;
// public PickUpObject throwForce;
private CharacterController controller;
private Vector3 moveDirection = Vector3.zero;
[Header("Keybinds")]
public KeyCode forwardsKey = KeyCode.W;
public KeyCode backwardsKey = KeyCode.S;
public KeyCode leftKey = KeyCode.A;
public KeyCode rightKey = KeyCode.D;
public KeyCode sprintKey = KeyCode.LeftShift;
public KeyCode jumpKey = KeyCode.Space;
public KeyCode rockKey = KeyCode.Mouse1;
public bool hammer = false;
public bool rock = false;
public GameObject rockObject;
public GameObject spawnPoint;
void Start()
{
controller = GetComponent<CharacterController>();
}
void Update()
{
float forwards = Convert.ToSingle(Input.GetKey(forwardsKey));
float backwards = Convert.ToSingle(Input.GetKey(backwardsKey));
float left = Convert.ToSingle(Input.GetKey(leftKey));
float right = Convert.ToSingle(Input.GetKey(rightKey));
if (controller.isGrounded && !hammer)
{
moveDirection = new Vector3(right - left, 0, forwards - backwards);
//* Change the direction the player is facing based on the direction they are moving
if (right - left != 0 || forwards - backwards != 0)
{
Quaternion ToRotation = Quaternion.LookRotation(moveDirection);
transform.rotation = Quaternion.RotateTowards(transform.rotation, ToRotation, turnSpeed * Time.deltaTime);
}
moveDirection *= speed;
jumpForce = 2.5f;
if (Input.GetKeyDown(jumpKey))
{
moveDirection.y = jumpForce;
}
//If player is moving diagonally, reduce speed
if (forwards != 0 && right != 0 || forwards != 0 && left != 0 || backwards != 0 && right != 0 || backwards != 0 && left != 0)
{
moveDirection *= 0.7f;
}
else
{
moveDirection *= 1.0f;
}
}
if(hammer)
{
moveDirection = Vector3.zero;
}
if(rock)
{
if(Input.GetKeyDown(rockKey))
{
GameObject throwing = Instantiate(rockObject, spawnPoint.transform.position, spawnPoint.transform.rotation);
throwing.GetComponent<Rigidbody>().AddForce(transform.forward * 8.5f, ForceMode.Impulse);
}
}
moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection * Time.deltaTime);
}
}

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