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Bugs or Issues //? Questions or Suggestions -//* Fix objects giving the player double points public class Catch : MonoBehaviour { public int score; diff --git a/Assets/Scripts/StickBeatings/AIScript.cs b/Assets/Scripts/StickBeatings/AIScript.cs index fd4a0a0..5bf9551 100644 --- a/Assets/Scripts/StickBeatings/AIScript.cs +++ b/Assets/Scripts/StickBeatings/AIScript.cs @@ -14,34 +14,39 @@ using UnityEngine.AI; //* AI should change direction every few seconds to make it harder for the player to hit them //* 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 +//* 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 +//! AI bugs out if player touches it and won't leave edge of map public class AIScript : MonoBehaviour { public NavMeshAgent agent; public float range; public Transform centrePoint; - private bool playerInRange = false; public bool isHit = false; + public detectionScript detectionScript; private void Awake() { + //* Gets compomnents at start agent = GetComponent(); + detectionScript = GetComponentInChildren(); } private void Update() { - if(agent.remainingDistance <= agent.stoppingDistance && !playerInRange) + //* If enemy is within stopping distance and player is not in range, move to a random point in range + if(agent.remainingDistance <= agent.stoppingDistance && !detectionScript.playerInRange) { + agent.speed = 3.5f; Vector3 point; if(RandomPoint(centrePoint.position, range, out point)) { - Debug.DrawRay(point, Vector3.up, Color.blue, 1.0f); - agent.SetDestination(point); + Debug.DrawRay(point, Vector3.up, Color.blue, 1.0f); //* Displays a blue ray to show where the enemy is moving + agent.SetDestination(point); //* Sets the destination of the enemy to the random point } } - else if(playerInRange && !isHit) + else if(detectionScript.playerInRange && !isHit) //* If player is in range, run away { agent.speed = 7.0f; RunAway(); @@ -51,10 +56,6 @@ public class AIScript : MonoBehaviour { agent.speed = 1.75f; } - else - { - agent.speed = 3.5f; - } } void RunAway() @@ -72,6 +73,8 @@ public class AIScript : MonoBehaviour NavMeshHit hit; if (NavMesh.SamplePosition(randompoint, out hit, 1.0f, NavMesh.AllAreas)) { + Vector3 point = hit.position; + Debug.DrawRay(point, Vector3.up, Color.blue, 1.0f); result = hit.position; return true; } @@ -79,18 +82,5 @@ public class AIScript : MonoBehaviour return false; } - private void OnTriggerEnter(Collider other) - { - if(other.tag == "Player") - { - playerInRange = true; - } - } - private void OnTriggerExit(Collider other) - { - if(other.tag == "Player") - { - playerInRange = false; - } - } + } diff --git a/Assets/Scripts/StickBeatings/MovementStickBeating.cs b/Assets/Scripts/StickBeatings/MovementStickBeating.cs index a5727e1..229ba11 100644 --- a/Assets/Scripts/StickBeatings/MovementStickBeating.cs +++ b/Assets/Scripts/StickBeatings/MovementStickBeating.cs @@ -10,7 +10,8 @@ using UnityEngine; //! 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 +//* Playing StickBeating Game, player should be able to throw rocks +//* Player can only throw rocks every 3 seconds //? Soft auto lock on enemies when throwing rocks public class MovementStickBeating : MonoBehaviour { @@ -33,7 +34,7 @@ public class MovementStickBeating : MonoBehaviour public KeyCode jumpKey = KeyCode.Space; public KeyCode rockKey = KeyCode.Mouse1; public bool hammer = false; - public bool rock = false; + public bool rock = true; public GameObject rockObject; public GameObject spawnPoint; @@ -89,10 +90,19 @@ public class MovementStickBeating : MonoBehaviour { GameObject throwing = Instantiate(rockObject, spawnPoint.transform.position, spawnPoint.transform.rotation); throwing.GetComponent().AddForce(transform.forward * 8.5f, ForceMode.Impulse); + Destroy(throwing, 3); + StartCoroutine(RockCooldown()); } } moveDirection.y -= gravity * Time.deltaTime; controller.Move(moveDirection * Time.deltaTime); } + + IEnumerator RockCooldown() + { + rock = false; + yield return new WaitForSeconds(2); + rock = true; + } } \ No newline at end of file diff --git a/Assets/Scripts/StickBeatings/RockScript.cs b/Assets/Scripts/StickBeatings/RockScript.cs new file mode 100644 index 0000000..df9f5d4 --- /dev/null +++ b/Assets/Scripts/StickBeatings/RockScript.cs @@ -0,0 +1,46 @@ +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 + +//* Rock must detect what it hits +//* If rock hits enemy, enemy slows down +//* Rock hitting enemy needs to destroy the rock +//TODO Particles for hitting an enemy + +public class RockScript : MonoBehaviour +{ + public ParticleSystem bonkParticles; + private GameObject contact; + public bool particles = false; + public AIScript AIScript; + + // Update is called once per frame + void Update() + { + + } + + private void OnCollisionEnter(Collision other) { + if(other.gameObject.tag == "Enemy") + { + //* Play the bonk particles + // var parLocation = Instantiate(bonkParticles, contact.transform.position, Quaternion.identity); + // Destroy(parLocation, 1); + particles = true; + AIScript.isHit = true; + StartCoroutine(BonkTimer()); + } + } + + IEnumerator BonkTimer() + { + yield return new WaitForSeconds(2); + AIScript.isHit = false; + particles = false; + } +} diff --git a/Assets/Scripts/StickBeatings/RockScript.cs.meta b/Assets/Scripts/StickBeatings/RockScript.cs.meta new file mode 100644 index 0000000..3107c89 --- /dev/null +++ b/Assets/Scripts/StickBeatings/RockScript.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 37f1001a493082445b19eec140106390 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/StickBeatings/detectionScript.cs b/Assets/Scripts/StickBeatings/detectionScript.cs new file mode 100644 index 0000000..d582303 --- /dev/null +++ b/Assets/Scripts/StickBeatings/detectionScript.cs @@ -0,0 +1,30 @@ +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 + +//* Detects if player is in range of enemy +public class detectionScript : MonoBehaviour +{ + + public bool playerInRange = false; + + private void OnTriggerEnter(Collider other) + { + if(other.tag == "Player") + { + playerInRange = true; + } + } + private void OnTriggerExit(Collider other) + { + if(other.tag == "Player") + { + playerInRange = false; + } + } +} diff --git a/Assets/Scripts/StickBeatings/detectionScript.cs.meta b/Assets/Scripts/StickBeatings/detectionScript.cs.meta new file mode 100644 index 0000000..a765360 --- /dev/null +++ b/Assets/Scripts/StickBeatings/detectionScript.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 30b485c802b02064481b80df3e7cae13 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 83a81c4..6d41aa3 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -11,6 +11,7 @@ TagManager: - Bomb - SpecialObject - Touch + - Enemy layers: - Default - TransparentFX