Merge pull request #275 from SHADE-DP/ScriptingAI
Fixed AI for the Gameplay Scene
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commit
49b66e5c26
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@ -0,0 +1,3 @@
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Name: MainGameWithAIFixed
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ID: 89830755
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Type: 5
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@ -40,15 +40,7 @@ namespace SHADE_Scripting.AIBehaviour.BehaviourTree
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//awake and update functions
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//awake and update functions
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//the only segment in the entire AI that is dependent on the engine
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//the only segment in the entire AI that is dependent on the engine
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private bool test = false;
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protected override void awake()
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protected override void awake()
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{
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AwakeCall();
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}
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protected override void start()
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{
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{
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_root = CreateTree();
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_root = CreateTree();
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_root.InitialiseNode(this);
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_root.InitialiseNode(this);
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@ -59,7 +51,7 @@ namespace SHADE_Scripting.AIBehaviour.BehaviourTree
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_root?.Evaluate();
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_root?.Evaluate();
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Tick();
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Tick();
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}
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}
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protected abstract void AwakeCall();
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protected abstract void Initialise();
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protected abstract void Initialise();
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protected abstract void Tick();
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protected abstract void Tick();
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}
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}
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@ -28,14 +28,13 @@ public partial class Homeowner1 : BehaviourTree
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private BehaviourTreeEvents _events { get; set; }
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private BehaviourTreeEvents _events { get; set; }
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public override BehaviourTreeEvents events { get => _events; }
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public override BehaviourTreeEvents events { get => _events; }
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[Tooltip("The player the AI should chase and attempt to capture")]
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public GameObject player;
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//PATROL FIELDS///////////////////////////////////////////////////////////////
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//PATROL FIELDS///////////////////////////////////////////////////////////////
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[SerializeField]
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[SerializeField]
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[Tooltip("The list of waypoints for the AI to cycle around")]
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[Tooltip("The list of waypoints for the AI to cycle around")]
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private List<Vector3> waypoints = new List<Vector3>();
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private GameObject waypointsPool;
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private List<GameObject> waypoints;
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[SerializeField]
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[SerializeField]
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[Tooltip("The AI will patrol at this speed")]
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[Tooltip("The AI will patrol at this speed")]
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@ -79,32 +78,18 @@ public partial class Homeowner1 : BehaviourTree
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//AI tree
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//AI tree
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public partial class Homeowner1 : BehaviourTree
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public partial class Homeowner1 : BehaviourTree
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{
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{
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Transform _thisTransform = null;
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RigidBody _thisRigidbody = null;
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GameObject _playerObject;
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private LeafPatrol leafPatrol;
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protected override void AwakeCall()
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{
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_thisTransform = GetComponent<Transform>();
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if (!_thisTransform)
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Debug.LogError("EMPTY TRANSFORM");
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_thisRigidbody = GetComponent<RigidBody>();
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if (!_thisRigidbody)
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Debug.LogError("EMPTY RIGIDBODY");
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if (!player)
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Debug.Log("PLAYER MISSING!");
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//_playerObject = GameObject.Find("Player").GetValueOrDefault();
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}
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//Called at the start
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//Called at the start
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protected override void Initialise()
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protected override void Initialise()
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{
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{
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_events = new Homeowner1Events(this);
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_events = new Homeowner1Events(this);
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events.Initialise();
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events.Initialise();
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//Initialise the waypoints here
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if (waypointsPool)
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{
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waypoints = (List<GameObject>)waypointsPool.GetChildren();
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SetData("waypoints", waypoints);
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}
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}
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}
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//Called every tick
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//Called every tick
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@ -112,8 +97,8 @@ public partial class Homeowner1 : BehaviourTree
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{
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{
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events.Tick();
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events.Tick();
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//Footsteps SFX, move them somewhere else soon
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float velocity = GetComponent<RigidBody>().LinearVelocity.GetMagnitude();
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float velocity = GetComponent<RigidBody>().LinearVelocity.GetMagnitude();
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leafPatrol.waypoints = waypoints;
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footstepTimeRemaining -= velocity * Time.DeltaTimeF;
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footstepTimeRemaining -= velocity * Time.DeltaTimeF;
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if (footstepTimeRemaining < 0.0f)
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if (footstepTimeRemaining < 0.0f)
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@ -128,22 +113,20 @@ public partial class Homeowner1 : BehaviourTree
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//The tree is called from the root every tick
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//The tree is called from the root every tick
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protected override BehaviourTreeNode CreateTree()
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protected override BehaviourTreeNode CreateTree()
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{
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{
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leafPatrol = new LeafPatrol("Patrol", _thisTransform, waypoints, patrolSpeed, turningSpeed, _thisRigidbody);
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//Start from the root, structure it like this to make it look like a tree
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//Start from the root, structure it like this to make it look like a tree
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BehaviourTreeNode root = new BehaviourTreeSelector("Root", new List<BehaviourTreeNode>
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BehaviourTreeNode root = new BehaviourTreeSelector("Root", new List<BehaviourTreeNode>
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{
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{
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/* new BehaviourTreeSequence("Alerted", new List<BehaviourTreeNode>
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new BehaviourTreeSequence("Alerted", new List<BehaviourTreeNode>
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{
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{
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new LeafSearch("SearchFOV", _thisTransform, eyeOffset, sightDistance),
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new LeafSearch("SearchFOV", GetComponent<Transform>(), eyeOffset, sightDistance),
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new BehaviourTreeSequence("CatchPlayer", new List<BehaviourTreeNode>
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new BehaviourTreeSequence("CatchPlayer", new List<BehaviourTreeNode>
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{
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{
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new LeafChase("Chasing", _thisTransform, _thisRigidbody, chaseSpeed, turningSpeed, distanceToCapture, captureTime),
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new LeafChase("Chasing", GetComponent<Transform>(), GetComponent<RigidBody>(), chaseSpeed, turningSpeed, distanceToCapture, captureTime),
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new LeafAttack("Attacking")
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new LeafAttack("Attacking", GameObject.Find("Player").GetValueOrDefault())
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})
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})
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}),*/
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}),
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leafPatrol
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new LeafPatrol("Patrol", GetComponent<Transform>(), patrolSpeed, turningSpeed, GetComponent<RigidBody>())
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});
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});
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return root;
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return root;
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}
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}
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}
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}
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@ -28,22 +28,13 @@ public partial class LeafAttack : BehaviourTreeNode
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//FUNCTIONS
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//FUNCTIONS
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public partial class LeafAttack : BehaviourTreeNode
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public partial class LeafAttack : BehaviourTreeNode
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{
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{
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public LeafAttack(string name) : base (name)
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public LeafAttack(string name, GameObject p) : base (name)
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{
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{
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//player = p;
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player = p;
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}
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}
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public override BehaviourTreeNodeStatus Evaluate()
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public override BehaviourTreeNodeStatus Evaluate()
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{
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{
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{
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if (!player)
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{
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player = GameObject.Find("Player").GetValueOrDefault();
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Debug.Log("HERE2");
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if (!player) { return BehaviourTreeNodeStatus.FAILURE; }
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}
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}
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//Debug.LogWarning("LeafAttack");
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//Debug.LogWarning("LeafAttack");
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//Fail if no target in blackboard?
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//Fail if no target in blackboard?
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@ -22,10 +22,10 @@ public partial class LeafPatrol : BehaviourTreeNode
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{
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{
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//Waypoints and movement
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//Waypoints and movement
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private Transform transform;
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private Transform transform;
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public List<Vector3> waypoints;
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private List<GameObject> waypoints;
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private RigidBody rb;
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private RigidBody rb;
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private float patrolSpeed = 1.0f;
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private float patrolSpeed;
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private float turningSpeed = 5.0f;
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private float turningSpeed;
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private float retreatTimer = 0.0f;
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private float retreatTimer = 0.0f;
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private int currentWaypointIndex = 0;
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private int currentWaypointIndex = 0;
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private bool retreatState = false;
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private bool retreatState = false;
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@ -42,10 +42,9 @@ public partial class LeafPatrol : BehaviourTreeNode
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//Constructor, establish values here
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//Constructor, establish values here
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//Despite inheriting from BehaviourTreeNode, we don't have children to this
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//Despite inheriting from BehaviourTreeNode, we don't have children to this
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//node, and hence we do not need to inherit its constructors
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//node, and hence we do not need to inherit its constructors
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public LeafPatrol(string name, Transform t, List<Vector3> wps, float patrolSpeed, float turnSpeed, RigidBody rb) : base(name)
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public LeafPatrol(string name, Transform t, float patrolSpeed, float turnSpeed, RigidBody rb) : base(name)
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{
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{
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transform = t;
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transform = t;
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waypoints = wps;
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this.patrolSpeed = patrolSpeed;
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this.patrolSpeed = patrolSpeed;
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turningSpeed = turnSpeed;
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turningSpeed = turnSpeed;
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this.rb = rb;
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this.rb = rb;
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@ -59,6 +58,10 @@ public partial class LeafPatrol : BehaviourTreeNode
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{
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{
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//Debug.LogWarning("LeafPatrol");
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//Debug.LogWarning("LeafPatrol");
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onEnter(BehaviourTreeNodeStatus.RUNNING);
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onEnter(BehaviourTreeNodeStatus.RUNNING);
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if(GetNodeData("currentWaypointIndex") == null)
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{
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SetNodeData("currentWaypointIndex", 0);
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}
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if (isWaiting) DelayAtWaypoint();
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if (isWaiting) DelayAtWaypoint();
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else MoveToWaypoint();
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else MoveToWaypoint();
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@ -80,27 +83,25 @@ public partial class LeafPatrol : BehaviourTreeNode
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return;
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return;
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}
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}
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Vector3 remainingDistance = Vector3.Zero;
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waypoints = (List<GameObject>)GetNodeData("waypoints");
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Debug.Log($"{waypoints.Count}");
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Vector3 targetPosition = waypoints[currentWaypointIndex].GetComponent<Transform>().GlobalPosition;
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if (currentWaypointIndex > 0)
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{
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Vector3 targetPosition = waypoints[currentWaypointIndex];
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//Reach waypoint by X and Z being near enough
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//Do not consider Y of waypoints yet
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//Reach waypoint by X and Z being near enough
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Vector3 remainingDistance = targetPosition - transform.GlobalPosition;
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//Do not consider Y of waypoints yet
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remainingDistance.y = 0.0f;
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remainingDistance = targetPosition - transform.GlobalPosition;
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remainingDistance.y = 0.0f;
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}
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//Reached waypoint, cycle
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//Reached waypoint, cycle
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if (remainingDistance.GetSqrMagnitude() < 0.1f)
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if (remainingDistance.GetSqrMagnitude() < 0.1f)
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{
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{
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//Cycle waypoints
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//Cycle waypoints
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++currentWaypointIndex;
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++currentWaypointIndex;
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if (currentWaypointIndex >= waypoints.Count)
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if (currentWaypointIndex >= waypoints.Count())
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currentWaypointIndex = 0;
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currentWaypointIndex = 0;
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//Write to blackboard
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SetNodeData("currentWaypointIndex", currentWaypointIndex);
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waitCounter = 0.0f;
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waitCounter = 0.0f;
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isWaiting = true;
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isWaiting = true;
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}
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}
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@ -115,7 +116,7 @@ public partial class LeafPatrol : BehaviourTreeNode
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//Get the difference vector to the waypoint
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//Get the difference vector to the waypoint
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//Debug.Log("Current Waypoint " + waypoints[currentWaypointIndex].x.ToString() + " " + waypoints[currentWaypointIndex].y.ToString() + " " + waypoints[currentWaypointIndex].z.ToString());
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//Debug.Log("Current Waypoint " + waypoints[currentWaypointIndex].x.ToString() + " " + waypoints[currentWaypointIndex].y.ToString() + " " + waypoints[currentWaypointIndex].z.ToString());
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//Debug.Log("AI is at " + transform.GlobalPosition.x.ToString() + " " + transform.GlobalPosition.y.ToString() + " " + transform.GlobalPosition.z.ToString());
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//Debug.Log("AI is at " + transform.GlobalPosition.x.ToString() + " " + transform.GlobalPosition.y.ToString() + " " + transform.GlobalPosition.z.ToString());
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Vector3 normalisedDifference = waypoints[currentWaypointIndex] - transform.GlobalPosition;
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Vector3 normalisedDifference = targetPosition - transform.GlobalPosition;
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normalisedDifference.y = 0.0f; //Do not move vertically
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normalisedDifference.y = 0.0f; //Do not move vertically
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normalisedDifference /= normalisedDifference.GetMagnitude();
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normalisedDifference /= normalisedDifference.GetMagnitude();
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//Debug.Log("Normalised Difference x " + normalisedDifference.x.ToString() + " z " + normalisedDifference.z.ToString());
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//Debug.Log("Normalised Difference x " + normalisedDifference.x.ToString() + " z " + normalisedDifference.z.ToString());
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@ -21,11 +21,10 @@ using System.Threading.Tasks;
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//VARIABLES HERE
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//VARIABLES HERE
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public partial class LeafSearch : BehaviourTreeNode
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public partial class LeafSearch : BehaviourTreeNode
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{
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{
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private GameObject player;
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private Transform transform;
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private Transform transform;
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private Vector3 eyeOffset;
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private Vector3 eyeOffset;
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private float sightDistance;
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private float sightDistance;
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private GameObject? player; //To be searched for and marked
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}
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}
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//FUNCTIONS HERE
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//FUNCTIONS HERE
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@ -33,111 +32,143 @@ public partial class LeafSearch : BehaviourTreeNode
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{
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{
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public LeafSearch(string name, Transform t, Vector3 eo, float sDist) : base(name)
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public LeafSearch(string name, Transform t, Vector3 eo, float sDist) : base(name)
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{
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{
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Debug.Log($"===============================PLAYER: {t}");
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// player = p;
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transform = t;
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transform = t;
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eyeOffset = eo;
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eyeOffset = eo;
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sightDistance = sDist;
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sightDistance = sDist;
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player = null;
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}
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//Helper, find the nearest unobstructed waypoint to return to when chase is over
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private void reevaluateWaypoint()
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{
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Debug.Log("Reevaluating Waypoints");
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List<GameObject> waypoints = (List<GameObject>)GetNodeData("waypoints");
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if (waypoints == null)
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{
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SetNodeData("currentWaypointIndex", 0);
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return;
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}
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int nearestWaypointIndex = 0;
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for (int i = 0; i < waypoints.Count; ++i)
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{
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if ((transform.GlobalPosition - waypoints[i].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude() <
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(transform.GlobalPosition - waypoints[nearestWaypointIndex].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude())
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{
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nearestWaypointIndex = i;
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}
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}
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SetNodeData("currentWaypointIndex", nearestWaypointIndex);
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}
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}
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public override BehaviourTreeNodeStatus Evaluate()
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public override BehaviourTreeNodeStatus Evaluate()
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{
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{
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{
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if (!player)
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{
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player = GameObject.Find("Player").GetValueOrDefault();
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if (!player) { Debug.Log("HERE1"); return BehaviourTreeNodeStatus.FAILURE; }
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}
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}
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//Debug.LogWarning("LeafSearch");
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//Debug.LogWarning("LeafSearch");
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onEnter(BehaviourTreeNodeStatus.RUNNING);
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onEnter(BehaviourTreeNodeStatus.RUNNING);
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//Fail if unable to find a player
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//Search for player
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//Get player's transform
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player = GameObject.Find("Player");
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Transform plrT = player.GetComponent<Transform>();
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//DELETE THIS
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//Automatically fail if no player is found
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//Debug.Log("X " + MathF.Sin(transform.LocalEulerAngles.y).ToString() + " Z " + MathF.Cos(transform.LocalEulerAngles.y).ToString());
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if (player == null)
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//Debug.Log("Looking at: " + transform.LocalRotation.y.ToString() + " To player is: " + temporary.ToString());
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//Debug.Log("Look difference is: " + (transform.LocalRotation.y - differenceDirection.y).ToString());
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//Debug.Log("Dot: " + Quaternion.Dot(differenceDirection, transform.GlobalRotation));
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//Fail if too far from vision range
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if ((plrT.GlobalPosition - transform.GlobalPosition).GetMagnitude() > sightDistance)
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{
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{
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//Debug.Log("Failure: Too far");
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if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
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{
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Debug.Log("AI play unalert hmm");
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}
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SetNodeData("isAlert", false);
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SetNodeData("isAlert", false);
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status = BehaviourTreeNodeStatus.FAILURE;
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status = BehaviourTreeNodeStatus.FAILURE;
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onExit(BehaviourTreeNodeStatus.FAILURE);
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onExit(BehaviourTreeNodeStatus.FAILURE);
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return status;
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return status;
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}
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}
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else
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//Fail if player is out of FOV
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//TODO currently a simple dot product against negative is done, this makes it essentially be a semicircle in front at which AI can see
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Vector3 difference = plrT.GlobalPosition - transform.GlobalPosition;
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difference.y = 0.0f; //Disregard Y axis
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Vector3 lookDirection = new Vector3(MathF.Sin(transform.LocalEulerAngles.y), 0.0f, MathF.Cos(transform.LocalEulerAngles.y));
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//Debug.Log("Dot: " + Vector3.Dot(difference, lookDirection));
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if (Vector3.Dot(difference, lookDirection) < 0.0f)
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|
||||||
{
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{
|
||||||
//Debug.Log("Failure: Out of FOV");
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//Fail if unable to find a player
|
||||||
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
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//Get player's transform
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||||||
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Transform plrT = player.GetValueOrDefault().GetComponent<Transform>();
|
||||||
|
|
||||||
|
//DELETE THIS
|
||||||
|
//Debug.Log("X " + MathF.Sin(transform.LocalEulerAngles.y).ToString() + " Z " + MathF.Cos(transform.LocalEulerAngles.y).ToString());
|
||||||
|
//Debug.Log("Looking at: " + transform.LocalRotation.y.ToString() + " To player is: " + temporary.ToString());
|
||||||
|
//Debug.Log("Look difference is: " + (transform.LocalRotation.y - differenceDirection.y).ToString());
|
||||||
|
//Debug.Log("Dot: " + Quaternion.Dot(differenceDirection, transform.GlobalRotation));
|
||||||
|
|
||||||
|
//Fail if too far from vision range
|
||||||
|
if ((plrT.GlobalPosition - transform.GlobalPosition).GetMagnitude() > sightDistance)
|
||||||
{
|
{
|
||||||
Debug.Log("AI play unalert hmm");
|
//Debug.Log("Failure: Too far");
|
||||||
|
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
|
||||||
|
{
|
||||||
|
Debug.Log("AI play unalert hmm");
|
||||||
|
reevaluateWaypoint();
|
||||||
|
}
|
||||||
|
SetNodeData("isAlert", false);
|
||||||
|
status = BehaviourTreeNodeStatus.FAILURE;
|
||||||
|
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||||
|
return status;
|
||||||
}
|
}
|
||||||
SetNodeData("isAlert", false);
|
|
||||||
status = BehaviourTreeNodeStatus.FAILURE;
|
//Fail if player is out of FOV
|
||||||
onExit(BehaviourTreeNodeStatus.FAILURE);
|
//TODO currently a simple dot product against negative is done, this makes it essentially be a semicircle in front at which AI can see
|
||||||
|
Vector3 difference = plrT.GlobalPosition - transform.GlobalPosition;
|
||||||
|
difference.y = 0.0f; //Disregard Y axis
|
||||||
|
Vector3 lookDirection = new Vector3(MathF.Sin(transform.LocalEulerAngles.y), 0.0f, MathF.Cos(transform.LocalEulerAngles.y));
|
||||||
|
//Debug.Log("Dot: " + Vector3.Dot(difference, lookDirection));
|
||||||
|
if (Vector3.Dot(difference, lookDirection) < 0.0f)
|
||||||
|
{
|
||||||
|
//Debug.Log("Failure: Out of FOV");
|
||||||
|
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
|
||||||
|
{
|
||||||
|
Debug.Log("AI play unalert hmm");
|
||||||
|
reevaluateWaypoint();
|
||||||
|
}
|
||||||
|
SetNodeData("isAlert", false);
|
||||||
|
status = BehaviourTreeNodeStatus.FAILURE;
|
||||||
|
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||||
|
return status;
|
||||||
|
}
|
||||||
|
|
||||||
|
//LocalRotation is between -1 and 1, which are essentially the same.
|
||||||
|
//0 and -1/1 are 180 deg apart
|
||||||
|
//Quaternion differenceDirection = Quaternion.FromToRotation(Vector3.Forward, plrT.GlobalPosition - transform.GlobalPosition);
|
||||||
|
//Debug.Log("Looking at: " + transform.LocalRotation.y.ToString() + " To player is: " + differenceDirection.y.ToString());
|
||||||
|
|
||||||
|
//Draw a ray, succeed if ray is unobstructed
|
||||||
|
Vector3 eyePosition = transform.GlobalPosition + eyeOffset;
|
||||||
|
Ray sightRay = new Ray(eyePosition, plrT.GlobalPosition - eyePosition);
|
||||||
|
RaycastHit sightRayHit = Physics.Raycast(sightRay);
|
||||||
|
//As of November 2022, RaycastHit contains only the FIRST object hit by
|
||||||
|
//the ray in the Other GameObject data member
|
||||||
|
//Diren may likely add ALL objects hit by the ray over December
|
||||||
|
if (sightRayHit.Hit && sightRayHit.Other != player)
|
||||||
|
{
|
||||||
|
//Debug.Log("Failure: Ray hit obstacle named " + sightRayHit.Other.GetValueOrDefault().Name + " ID" + sightRayHit.Other.GetValueOrDefault().EntityId);
|
||||||
|
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
|
||||||
|
{
|
||||||
|
Debug.Log("AI play unalert hmm");
|
||||||
|
reevaluateWaypoint();
|
||||||
|
}
|
||||||
|
SetNodeData("isAlert", false);
|
||||||
|
status = BehaviourTreeNodeStatus.FAILURE;
|
||||||
|
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||||
|
return status;
|
||||||
|
}
|
||||||
|
else if (sightRayHit.Hit && sightRayHit.Other == player)
|
||||||
|
{
|
||||||
|
//Debug.Log("Ray hit player");
|
||||||
|
}
|
||||||
|
|
||||||
|
//All checks for now succeeded
|
||||||
|
//Debug.Log("Success: Homeowner has sighted player");
|
||||||
|
//Write player's transform into the blackboard
|
||||||
|
SetNodeData("target", plrT);
|
||||||
|
|
||||||
|
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == false)
|
||||||
|
{
|
||||||
|
Debug.Log("AI Play Alerted Yell here");
|
||||||
|
}
|
||||||
|
SetNodeData("isAlert", true);
|
||||||
|
|
||||||
|
status = BehaviourTreeNodeStatus.SUCCESS;
|
||||||
|
onExit(BehaviourTreeNodeStatus.SUCCESS);
|
||||||
return status;
|
return status;
|
||||||
}
|
}
|
||||||
|
|
||||||
//LocalRotation is between -1 and 1, which are essentially the same.
|
|
||||||
//0 and -1/1 are 180 deg apart
|
|
||||||
//Quaternion differenceDirection = Quaternion.FromToRotation(Vector3.Forward, plrT.GlobalPosition - transform.GlobalPosition);
|
|
||||||
//Debug.Log("Looking at: " + transform.LocalRotation.y.ToString() + " To player is: " + differenceDirection.y.ToString());
|
|
||||||
|
|
||||||
//Draw a ray, succeed if ray is unobstructed
|
|
||||||
Vector3 eyePosition = transform.GlobalPosition + eyeOffset;
|
|
||||||
Ray sightRay = new Ray(eyePosition, plrT.GlobalPosition - eyePosition);
|
|
||||||
RaycastHit sightRayHit = Physics.Raycast(sightRay);
|
|
||||||
//As of November 2022, RaycastHit contains only the FIRST object hit by
|
|
||||||
//the ray in the Other GameObject data member
|
|
||||||
//Diren may likely add ALL objects hit by the ray over December
|
|
||||||
if (sightRayHit.Hit && sightRayHit.Other != player)
|
|
||||||
{
|
|
||||||
//Debug.Log("Failure: Ray hit obstacle named " + sightRayHit.Other.GetValueOrDefault().Name + " ID" + sightRayHit.Other.GetValueOrDefault().EntityId);
|
|
||||||
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
|
|
||||||
{
|
|
||||||
Debug.Log("AI play unalert hmm");
|
|
||||||
}
|
|
||||||
SetNodeData("isAlert", false);
|
|
||||||
status = BehaviourTreeNodeStatus.FAILURE;
|
|
||||||
onExit(BehaviourTreeNodeStatus.FAILURE);
|
|
||||||
return status;
|
|
||||||
}
|
|
||||||
else if (sightRayHit.Hit && sightRayHit.Other == player)
|
|
||||||
{
|
|
||||||
//Debug.Log("Ray hit player");
|
|
||||||
}
|
|
||||||
|
|
||||||
//All checks for now succeeded
|
|
||||||
//Debug.Log("Success: Homeowner has sighted player");
|
|
||||||
//Write player's transform into the blackboard
|
|
||||||
SetNodeData("target", plrT);
|
|
||||||
|
|
||||||
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == false)
|
|
||||||
{
|
|
||||||
Debug.Log("AI Play Alerted Yell here");
|
|
||||||
}
|
|
||||||
SetNodeData("isAlert", true);
|
|
||||||
|
|
||||||
status = BehaviourTreeNodeStatus.SUCCESS;
|
|
||||||
onExit(BehaviourTreeNodeStatus.SUCCESS);
|
|
||||||
return status;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in New Issue