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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BIN
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Assets/Scripts/StickBeatings.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;
|
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|
||||
//* 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
|
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//TODO AI should not go into a direction within the player's range
|
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//* If player is not in range, AI should move randomly
|
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|
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public class AIScript : MonoBehaviour
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{
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private bool runningCoroutine = false;
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public GameObject player;
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public NavMeshAgent agent;
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//* Patroling
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public Vector3 walkPoint;
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public bool walkPointSet;
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public float walkPointRange;
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//* States
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public bool playerInSightRange = false;
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void Start()
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{
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|
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player = GameObject.Find("Capsule");
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agent = GetComponent<NavMeshAgent>();
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}
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// Update is called once per frame
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void Update()
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{
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if(!playerInSightRange) Patroling();
|
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if(playerInSightRange) Running();
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}
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private void Patroling()
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{
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agent.speed = 3.5f;
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if(!walkPointSet) SetWalkPointPatroling();
|
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|
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if(walkPointSet)
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agent.SetDestination(walkPoint);
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Vector3 distanceToWalkPoint = transform.position - walkPoint;
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if(distanceToWalkPoint.magnitude < 1f)
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walkPointSet = false;
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}
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private void SetWalkPointPatroling()
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{
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float randomZ = Random.Range(-walkPointRange, walkPointRange);
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float randomX = Random.Range(-walkPointRange, walkPointRange);
|
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walkPoint = new Vector3(randomX, transform.position.y, randomZ);
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walkPointSet = true;
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}
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private void Running()
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{
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agent.speed = 6f;
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if(!walkPointSet) SetWalkPointRunning();
|
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|
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if(walkPointSet)
|
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agent.SetDestination(walkPoint);
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if(!runningCoroutine) StartCoroutine(WaitTime());
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Vector3 distanceToWalkPoint = transform.position - walkPoint;
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if(distanceToWalkPoint.magnitude < 1f)
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}
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private void SetWalkPointRunning()
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{
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float randomZ = Random.Range(-walkPointRange, walkPointRange);
|
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float randomX = Random.Range(-walkPointRange, walkPointRange);
|
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walkPoint = new Vector3(randomX, transform.position.y, randomZ);
|
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|
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walkPointSet = true;
|
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}
|
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|
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IEnumerator WaitTime()
|
||||
{
|
||||
runningCoroutine = true;
|
||||
yield return new WaitForSeconds(Random.Range(2, 5));
|
||||
walkPointSet = false;
|
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runningCoroutine = false;
|
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}
|
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|
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private void OnTriggerEnter(Collider other) {
|
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if(other.gameObject == player)
|
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{
|
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playerInSightRange = true;
|
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}
|
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}
|
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private void OnTriggerExit(Collider other) {
|
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if(other.gameObject == player)
|
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{
|
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playerInSightRange = false;
|
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}
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}
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}
|
11
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@ -2,11 +2,11 @@ Beating With Sticks
|
||||
|
||||
Beating with sticks is a minigame where the player is given a big long stick
|
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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
|
||||
Ais that are also trying to beat you to death, or animals or something like
|
||||
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
|
||||
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
|
||||
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.
|
||||
|
||||
>[!NOTE] Beating With Sticks Concept Art
|
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|
@ -10,11 +10,12 @@ TagManager:
|
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- Container
|
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- Bomb
|
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- SpecialObject
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- Touch
|
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layers:
|
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- Default
|
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- TransparentFX
|
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- Ignore Raycast
|
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-
|
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- Player
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- Water
|
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- UI
|
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-
|
||||
|
Loading…
Reference in New Issue
Block a user