Beating-With-Sticks: Created AIScript, AI moves
randomly and runs away from player when close. Added NavMesh to scene. Updated documentation and tags.
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Assets/Scenes/Beating-With-Sticks.meta
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8
Assets/Scenes/Beating-With-Sticks.meta
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113
Assets/Scripts/StickBeatings/AIScript.cs
Normal file
113
Assets/Scripts/StickBeatings/AIScript.cs
Normal file
@ -0,0 +1,113 @@
|
|||||||
|
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;
|
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|
public bool walkPointSet;
|
||||||
|
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|
||||||
|
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||||||
|
//* States
|
||||||
|
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|
||||||
|
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||||||
|
void Start()
|
||||||
|
{
|
||||||
|
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||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/StickBeatings/AIScript.cs.meta
Normal file
11
Assets/Scripts/StickBeatings/AIScript.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b478d0ab1ff19cb4cb9e6161ea2a14d5
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -2,11 +2,11 @@ Beating With Sticks
|
|||||||
|
|
||||||
Beating with sticks is a minigame where the player is given a big long stick
|
Beating with sticks is a minigame where the player is given a big long stick
|
||||||
they drag around and are tasked with beating the ever loving shit out of
|
they drag around and are tasked with beating the ever loving shit out of
|
||||||
other people. This can be other players if that’s every implemented, enemy
|
other people. This can be other players if that’s ever implemented, enemy
|
||||||
Ais that are also trying to beat you to death, or animals or something like
|
AIs that are also trying to beat you to death, or animals or something like
|
||||||
that which will run from you. If it’s against animals or AIs that don’t fight
|
that which will run from you. If it’s against animals or AIs that don’t fight
|
||||||
back, the player can click on them every few seconds to stun them. Maybe
|
back, the player can click on them every few seconds to stun them. Maybe
|
||||||
a rock is thrown in their direction. The player will either need to get all Ais
|
a rock is thrown in their direction. The player will either need to get all AIs
|
||||||
before a time limit or be the last one standing.
|
before a time limit or be the last one standing.
|
||||||
|
|
||||||
>[!NOTE] Beating With Sticks Concept Art
|
>[!NOTE] Beating With Sticks Concept Art
|
||||||
|
@ -10,11 +10,12 @@ TagManager:
|
|||||||
- Container
|
- Container
|
||||||
- Bomb
|
- Bomb
|
||||||
- SpecialObject
|
- SpecialObject
|
||||||
|
- Touch
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
- Ignore Raycast
|
- Ignore Raycast
|
||||||
-
|
- Player
|
||||||
- Water
|
- Water
|
||||||
- UI
|
- UI
|
||||||
-
|
-
|
||||||
|
Loading…
Reference in New Issue
Block a user