2023-03-24 07:41:05 +08:00
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using System;
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using System.Collections.Generic;
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using SHADE;
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using SHADE_Scripting.Audio;
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using SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States;
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namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
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{
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public class HomeOwnerAI : Script
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{
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public float idleDuration = 1.0f;
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public float timeoutDuration = 2.0f;
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public GameObject patrolPointParent;
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public float patrolSpeed = 2.0f;
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public float chaseSpeed = 3.0f;
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public float alertCooldown = 0.0f;
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public GameObject player;
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public GameObject attackHitbox;
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public AnimationClipAsset walkingAnim;
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public AnimationClipAsset idleAnim;
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public AnimationClipAsset alertAnim;
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public AnimationClipAsset alertRunAnim;
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public AnimationClipAsset alertIdleAnim;
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public AnimationClipAsset timeoutAnim;
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public AnimationClipAsset atkWindupAnim;
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public AnimationClipAsset atkHoldAnim;
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public AnimationClipAsset atkSeqAnim;
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private Vector3 startPos;
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public bool atk { get; set; }
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[NonSerialized]
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public IEnumerable<Transform> patrolPointPool;
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public void Reset()
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{
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Transform transform = GetComponent<Transform>();
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StateMachine machine = GetScript<StateMachine>();
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if (transform && machine)
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{
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transform.GlobalPosition = startPos;
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machine.SetState(typeof(IdleState));
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}
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}
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protected override void awake()
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{
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StateMachine machine = GetScript<StateMachine>();
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if (machine)
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{
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Dictionary<Type, BaseState> dictionary = new Dictionary<Type, BaseState>();
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dictionary.Add(typeof(IdleState), new IdleState(machine));
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dictionary.Add(typeof(PatrolState), new PatrolState(machine));
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dictionary.Add(typeof(TimeoutState), new TimeoutState(machine));
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dictionary.Add(typeof(ChaseState), new ChaseState(machine));
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dictionary.Add(typeof(AlertState), new AlertState(machine));
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dictionary.Add(typeof(AttackState), new AttackState(machine));
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machine.InitStateMachine(dictionary);
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}
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AudioHandler.audioClipHandlers["HO_footsteps"] = SHADE.Audio.CreateAudioClip("event:/Homeowner/homeowner_footsteps");
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patrolPointPool = patrolPointParent.GetComponentsInChildren<Transform>();
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Transform transform = GetComponent<Transform>();
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if (transform)
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{
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startPos = transform.GlobalPosition;
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}
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atk = false;
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}
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protected override void start()
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{
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//attackHitbox.SetActive(false);
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}
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protected override void update()
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{
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if (alertCooldown > 0.0f)
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{
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alertCooldown -= Time.DeltaTimeF;
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}
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else
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{
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alertCooldown = 0.0f;
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}
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AICheat();
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}
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public bool ShouldTransitAlert()
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{
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AILineOfSight los = GetScript<AILineOfSight>();
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if (los)
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{
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if (los.withinSight && alertCooldown <= 0.0f)
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{
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return true;
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}
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}
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return false;
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}
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public void RotateToPlayer()
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{
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//Transform playerTransform = player.GetComponent<Transform>();
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////Rotate to face player.
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//Transform aiTransform = GetComponent<Transform>();
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//if(playerTransform && aiTransform)
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//{
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// Vector3 direction = playerTransform.GlobalPosition - aiTransform.GlobalPosition;
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// Quaternion currentRotation = aiTransform.LocalRotation;
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// Quaternion targetRotation = Quaternion.Euler(0.0f, MathF.Atan2(direction.x, direction.z), 0.0f);
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// aiTransform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, 5.0f * (float)Time.FixedDeltaTime);
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//}
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}
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private void AICheat()
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{
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StateMachine machine = GetScript<StateMachine>();
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AILineOfSight los = GetScript<AILineOfSight>();
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if (machine && los)
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{
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if (Input.GetKeyDown(Input.KeyCode.K))
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{
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los.range = 5.0f;
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machine.SetState(typeof(AlertState));
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}
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if (Input.GetKeyDown(Input.KeyCode.L))
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{
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los.range = 0.0f;
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machine.SetState(typeof(IdleState));
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}
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}
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}
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}
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}
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