added ai scripts and in the scene
This commit is contained in:
parent
caefae3aac
commit
ff318cee2e
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@ -8632,4 +8632,63 @@
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Rotate: {x: 0, y: 0, z: 0}
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Scale: {x: 1, y: 1, z: 1}
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IsActive: true
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Scripts: ~
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Scripts: ~
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- EID: 196
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Name: ====AI=====
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 2.70000005, y: 0.100000001, z: -2}
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Rotate: {x: -0, y: 0, z: -0}
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Scale: {x: 1, y: 1, z: 1}
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IsActive: true
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Renderable Component:
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Mesh: 140697366
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Material: 129495479
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IsActive: true
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RigidBody Component:
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Type: Dynamic
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Drag: 0.00999999978
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Angular Drag: 0.00999999978
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Use Gravity: true
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Interpolate: false
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Sleeping Enabled: true
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Freeze Position X: false
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Freeze Position Y: false
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Freeze Position Z: false
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Freeze Rotation X: true
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Freeze Rotation Y: false
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Freeze Rotation Z: true
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IsActive: true
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Collider Component:
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Colliders:
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- Is Trigger: false
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Type: Box
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Half Extents: {x: 1, y: 1.79999995, z: 0.400000006}
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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Position Offset: {x: 0, y: 0.899999976, z: 0}
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Rotation Offset: {x: 0, y: 0, z: 0}
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IsActive: true
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Scripts:
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- Type: Homeowner1
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Enabled: true
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player: 2
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waypoints:
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- [2.70000005, 0, -2]
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- [-0.300000012, 0, -2.70000005]
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- [-2, 0, -3.79999995]
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- [-4, 0, -2.0999999]
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- [-2.9000001, 0, 2.4000001]
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- [-1, 0, 4]
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- [2.70000005, 0, 4]
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patrolSpeed: 1
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chaseSpeed: 2
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turningSpeed: 5
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sightDistance: 8
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eyeOffset: [0, 0, 0]
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distanceToCapture: 0.5
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captureTime: 0.5
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footstepSFXIntervalMultiplier: 0.5
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File diff suppressed because it is too large
Load Diff
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@ -0,0 +1,3 @@
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Name: MainGameWithAI
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ID: 96052853
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Type: 5
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@ -0,0 +1,88 @@
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/*********************************************************************
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* \file BehaviourTree.cs
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* \author Ryan Wang Nian Jing
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* \brief Based off Kheng Ian's SC_BTTree.cs
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* Abstract class to be inherited as the "core" of any entity's AI
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*
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*
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* \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction
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or disclosure of this file or its contents without the prior written
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consent of DigiPen Institute of Technology is prohibited.
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*********************************************************************/
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using SHADE;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel.Design;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace SHADE_Scripting.AIBehaviour.BehaviourTree
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{
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public abstract partial class BehaviourTree : Script
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{
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//The root of the tree, it should not have any parent
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private BehaviourTreeNode _root = null;
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protected BehaviourTreeNode root { get => _root; set => _root = value; }
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//Events of the behaviour tree
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public abstract BehaviourTreeEvents events { get; }
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//Dictionary containing every single node in the tree
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//Key is the node's unique name
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public Dictionary<string, BehaviourTreeNode> nodeDictionary = new Dictionary<string, BehaviourTreeNode>();
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//When inheriting from the class, this is where you would define your tree structure
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//Very important
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//Override this to construct the behaviour tree of any AI
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protected abstract BehaviourTreeNode CreateTree();
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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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protected override void awake()
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{
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_root = CreateTree();
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_root.InitialiseNode(this);
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Initialise();
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}
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protected override void update()
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{
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_root?.Evaluate();
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Tick();
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}
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protected abstract void Initialise();
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protected abstract void Tick();
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}
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//BLACKBOARD SYSTEM///////////////////////////////////////////////////////////
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//Shared data within the tree, implemented as a dictionary of objects
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public abstract partial class BehaviourTree : Script
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{
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//Data to be shared among nodes
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public Dictionary<string, object> blackboard = new Dictionary<string, object>();
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//Getters and setters for the blackboard
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public object GetData(string key)
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{
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object outData = null;
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if (blackboard.TryGetValue(key, out outData)) return outData;
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else return outData;
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}
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public void SetData(string key, object data)
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{
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blackboard[key] = data;
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}
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public bool ClearData(string key)
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{
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if (blackboard.ContainsKey(key))
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{
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blackboard.Remove(key);
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return true;
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}
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else
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return false;
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}
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}
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}
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@ -0,0 +1,3 @@
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Name: BehaviourTree
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ID: 156799455
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Type: 9
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@ -0,0 +1,59 @@
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/*********************************************************************
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* \file BehaviourTreeEvents.cs
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* \author Ryan Wang Nian Jing
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* \brief Based off Kheng Ian's SC_BTEvents.cs
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*
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*
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* \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction
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or disclosure of this file or its contents without the prior written
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consent of DigiPen Institute of Technology is prohibited.
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*********************************************************************/
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Xml.Serialization;
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namespace SHADE_Scripting.AIBehaviour.BehaviourTree
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{
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public abstract class BehaviourTreeEvents
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{
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public BehaviourTree tree;
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public BehaviourTreeEvents(BehaviourTree tree)
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{
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this.tree = tree;
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}
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//Called at the start
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public abstract void Initialise();
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//Called at every tick
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public abstract void Tick();
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public void OnEnterAddListener(string name, Delegate action)
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{
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BehaviourTreeNode targetNode;
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tree.nodeDictionary.TryGetValue(name, out targetNode);
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targetNode.onEnterEvent += (EventHandler)action;
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}
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public void OnExitAddListener(string name, Delegate action)
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{
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BehaviourTreeNode targetNode;
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tree.nodeDictionary.TryGetValue(name, out targetNode);
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targetNode.onExitEvent += (EventHandler)action;
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}
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public void OnEnterRemoveListener(string name, Delegate action)
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{
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BehaviourTreeNode targetNode;
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tree.nodeDictionary.TryGetValue(name, out targetNode);
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targetNode.onEnterEvent -= (EventHandler)action;
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}
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public void OnExitRemoveListener(string name, Delegate action)
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{
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BehaviourTreeNode targetNode;
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tree.nodeDictionary.TryGetValue(name, out targetNode);
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targetNode.onExitEvent -= (EventHandler)action;
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}
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}
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}
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@ -0,0 +1,3 @@
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Name: BehaviourTreeEvents
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ID: 157306586
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Type: 9
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@ -0,0 +1,143 @@
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/*********************************************************************
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* \file BehaviourTreeNode.cs
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* \author Ryan Wang Nian Jing
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* \brief Based off Kheng Ian's SC_BTNode.cs
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* Abstract implementation of individual nodes of a behaviour tree
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*
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*
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* \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction
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or disclosure of this file or its contents without the prior written
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||||
consent of DigiPen Institute of Technology is prohibited.
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*********************************************************************/
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Net.Mail;
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using System.Text;
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using System.Threading.Tasks;
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namespace SHADE_Scripting.AIBehaviour.BehaviourTree
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{
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//ENUMERATIONS FOR NODE STATUS////////////////////////////////////////////////
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public enum BehaviourTreeNodeStatus
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{
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RUNNING, //Node has not finished evaluating, to be re-evaluated
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SUCCESS, //Node has been evaluated to be a success
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FAILURE //Node has been evaluated to be a failure
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}
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//CORE TRAVERSAL SYSTEM OF BEHAVIOUR TREE/////////////////////////////////////
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public partial class BehaviourTreeNode
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{
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//The main tree structure that the node is in
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//This needs to be specified by the root node so that it can permutate to its children
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public BehaviourTree tree;
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//This portion functions similar to a doubly-linked list,
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//only having a list of children instead of a single reference
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public BehaviourTreeNode parent;
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protected List<BehaviourTreeNode> children = new List<BehaviourTreeNode>();
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//Current status of the node
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//Technically redundant as nodes already return their status via the
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//Evaluate() function
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protected BehaviourTreeNodeStatus status;
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//Constructors, to be overriden by its children as needed
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public BehaviourTreeNode(string name)
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{
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this.name = name;
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parent = null;
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}
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public BehaviourTreeNode(string name, List<BehaviourTreeNode> children)
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{
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this.name = name;
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foreach (BehaviourTreeNode child in children)
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Attach(child);
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}
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//Attach a child node to a BT node
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private void Attach(BehaviourTreeNode child)
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{
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child.parent = this;
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children.Add(child);
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}
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//Very important
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//Must be overriden by its derived classes (control flow / leaf / decorators)
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//Defines the traversal method of the node
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//Called every frame via the root from the BT
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public virtual BehaviourTreeNodeStatus Evaluate()
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{
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throw new NotImplementedException("Missing implementation of Evaluate() function!");
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}
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//To attach the tree, called in the Start() tick AFTER creation of the tree
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public void InitialiseNode(BehaviourTree tree)
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{
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this.tree = tree;
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//Add itself to the tree's node dictionary
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if (tree.nodeDictionary.ContainsKey(name))
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throw new Exception("Node name: " + name + " is not unique! Please assign a unique name to each node!");
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else
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tree.nodeDictionary.Add(name, this);
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//TODO initialise its events
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//onEnterEvent = new
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//onExitEvent = new
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//Recurse InitialiseNode() in children
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foreach (BehaviourTreeNode child in children)
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child.InitialiseNode(tree);
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}
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}
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//BLACKBOARD SYSTEM///////////////////////////////////////////////////////////
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//To be able to access tree's data from any node in the tree
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public partial class BehaviourTreeNode
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{
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//Getter and setter functions for blackboard data
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public object GetNodeData(string key)
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{
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return tree.GetData(key);
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}
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public void SetNodeData(string key, object data)
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{
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tree.SetData(key, data);
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}
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//Removes blackboard data of name key
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public bool ClearNodeData(string key)
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{
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return tree.ClearData(key);
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}
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}
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//EVENT/CALLBACK SYSTEM///////////////////////////////////////////////////////
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public class BehaviourTreeEventArgs : System.EventArgs
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{
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public BehaviourTreeNodeStatus returnStatus { get; set; }
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public BehaviourTreeEventArgs(BehaviourTreeNodeStatus status) { returnStatus = status; }
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}
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public partial class BehaviourTreeNode
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{
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//Mainly used for the callback system
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//"name" must be unique to each node instance
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//Events must be replaced by custom engine counterpart
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public string name;
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public System.EventHandler onEnterEvent;
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public System.EventHandler onExitEvent;
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public void onEnter(BehaviourTreeNodeStatus status)
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{
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onEnterEvent?.Invoke(this, new BehaviourTreeEventArgs(status));
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}
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public void onExit(BehaviourTreeNodeStatus status)
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{
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onExitEvent?.Invoke(this, new BehaviourTreeEventArgs(status));
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}
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}
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}
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@ -0,0 +1,3 @@
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Name: BehaviourTreeNode
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ID: 159032454
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Type: 9
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@ -0,0 +1,52 @@
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/*********************************************************************
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* \file BehaviourTreeSelector.cs
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* \author Ryan Wang Nian Jing
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* \brief Based off Kheng Ian's SC_BTSelector.cs
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* Selectors function like "OR" nodes, returning success on the
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* first successful child and stopping operation
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*
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* \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction
|
||||
or disclosure of this file or its contents without the prior written
|
||||
consent of DigiPen Institute of Technology is prohibited.
|
||||
*********************************************************************/
|
||||
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace SHADE_Scripting.AIBehaviour.BehaviourTree
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{
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public class BehaviourTreeSelector : BehaviourTreeNode
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{
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public BehaviourTreeSelector(string name) : base(name) { }
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public BehaviourTreeSelector(string name, List<BehaviourTreeNode> children) :
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base(name, children)
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{ }
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public override BehaviourTreeNodeStatus Evaluate()
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{
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onEnter(BehaviourTreeNodeStatus.RUNNING);
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for (int i = 0; i < children.Count; ++i)
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{
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switch (children[i].Evaluate())
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{
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case BehaviourTreeNodeStatus.RUNNING:
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status = BehaviourTreeNodeStatus.RUNNING;
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onExit(BehaviourTreeNodeStatus.RUNNING);
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return status;
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case BehaviourTreeNodeStatus.SUCCESS:
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status = BehaviourTreeNodeStatus.SUCCESS;
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onExit(BehaviourTreeNodeStatus.SUCCESS);
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return status;
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case BehaviourTreeNodeStatus.FAILURE:
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continue;
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}
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}
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status = BehaviourTreeNodeStatus.FAILURE;
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onExit(BehaviourTreeNodeStatus.FAILURE);
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return status;
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}
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}
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}
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@ -0,0 +1,3 @@
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Name: BehaviourTreeSelector
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ID: 167568513
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Type: 9
|
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@ -0,0 +1,56 @@
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/*********************************************************************
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* \file BehaviourTreeSequence.cs
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* \author Ryan Wang Nian Jing
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* \brief Based off Kheng Ian's SC_BTSelector.cs
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* Sequences function like "AND" nodes, having to process every child
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* successfully to return a success. Returns a failure on the first
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* child that fails
|
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*
|
||||
* \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction
|
||||
or disclosure of this file or its contents without the prior written
|
||||
consent of DigiPen Institute of Technology is prohibited.
|
||||
*********************************************************************/
|
||||
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
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using System.Threading.Tasks;
|
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|
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namespace SHADE_Scripting.AIBehaviour.BehaviourTree
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{
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public class BehaviourTreeSequence : BehaviourTreeNode
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{
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public BehaviourTreeSequence(string name) : base(name) { }
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public BehaviourTreeSequence(string name, List<BehaviourTreeNode> children) :
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base(name, children) { }
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public override BehaviourTreeNodeStatus Evaluate()
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{
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{
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onEnter(BehaviourTreeNodeStatus.RUNNING);
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for (int i = 0; i < children.Count; ++i)
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{
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switch (children[i].Evaluate())
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{
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case BehaviourTreeNodeStatus.SUCCESS:
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continue;
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case BehaviourTreeNodeStatus.RUNNING:
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status = BehaviourTreeNodeStatus.RUNNING;
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onExit(BehaviourTreeNodeStatus.RUNNING);
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return status;
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case BehaviourTreeNodeStatus.FAILURE:
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status = BehaviourTreeNodeStatus.FAILURE;
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onExit(BehaviourTreeNodeStatus.FAILURE);
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return status;
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}
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}
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status = BehaviourTreeNodeStatus.SUCCESS;
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onExit(BehaviourTreeNodeStatus.SUCCESS);
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return status;
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}
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}
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}
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}
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@ -0,0 +1,3 @@
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Name: BehaviourTreeSequence
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ID: 154302585
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Type: 9
|
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@ -0,0 +1,127 @@
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/*********************************************************************
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* \file Homeowner1.cs
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* \author Ryan Wang Nian Jing
|
||||
* \brief The implemented behaviour tree for the homeowner
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* A prototype to prove that behaviour trees can be worked and expanded
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* on in the custom engine for GAM300 Milestone 3 and expanded over
|
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* GAM350
|
||||
*
|
||||
*
|
||||
* \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction
|
||||
or disclosure of this file or its contents without the prior written
|
||||
consent of DigiPen Institute of Technology is prohibited.
|
||||
*********************************************************************/
|
||||
|
||||
using SHADE;
|
||||
using SHADE_Scripting.AIBehaviour.BehaviourTree;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
//Variables required for the AI to function
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//To be attached to the game object via the inspector
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public partial class Homeowner1 : BehaviourTree
|
||||
{
|
||||
private BehaviourTreeEvents _events { get; set; }
|
||||
public override BehaviourTreeEvents events { get => _events; }
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The player the AI should chase and attempt to capture")]
|
||||
private GameObject player;
|
||||
|
||||
//PATROL FIELDS///////////////////////////////////////////////////////////////
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The list of waypoints for the AI to cycle around")]
|
||||
private List<Vector3> waypoints = new List<Vector3>();
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The AI will patrol at this speed")]
|
||||
private float patrolSpeed;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The speed at which the AI will chase the player if sighted")]
|
||||
private float chaseSpeed;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("Turning speed multiplier of the AI. 10 is good")]
|
||||
private float turningSpeed;
|
||||
|
||||
//FIELD OF VISION/////////////////////////////////////////////////////////////
|
||||
[SerializeField]
|
||||
[Tooltip("How far the AI can see up to")]
|
||||
private float sightDistance;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("How far the eyes are offset from the AI's actual position")]
|
||||
private Vector3 eyeOffset;
|
||||
|
||||
//ATTACKING///////////////////////////////////////////////////////////////////
|
||||
[SerializeField]
|
||||
[Tooltip("How near the player mut be to the AI for capture")]
|
||||
private float distanceToCapture;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("How long the player should be in the attack range for successful capture")]
|
||||
private float captureTime;
|
||||
|
||||
|
||||
//There's definitely a better way to do this
|
||||
[SerializeField]
|
||||
[Tooltip("TO BE REMOVED IN 350. Interval multiplier between footsteps")]
|
||||
private float footstepSFXIntervalMultiplier;
|
||||
|
||||
private float footstepTimeRemaining;
|
||||
}
|
||||
|
||||
//AI tree
|
||||
public partial class Homeowner1 : BehaviourTree
|
||||
{
|
||||
//Called at the start
|
||||
protected override void Initialise()
|
||||
{
|
||||
_events = new Homeowner1Events(this);
|
||||
events.Initialise();
|
||||
}
|
||||
|
||||
//Called every tick
|
||||
protected override void Tick()
|
||||
{
|
||||
events.Tick();
|
||||
|
||||
float velocity = GetComponent<RigidBody>().LinearVelocity.GetMagnitude();
|
||||
|
||||
footstepTimeRemaining -= velocity * Time.DeltaTimeF;
|
||||
if (footstepTimeRemaining < 0.0f)
|
||||
{
|
||||
Debug.Log("AI Play Footstep SFX");
|
||||
footstepTimeRemaining = footstepSFXIntervalMultiplier;
|
||||
}
|
||||
}
|
||||
|
||||
//Define the behaviour tree here
|
||||
//Order of which nodes are created affects order of execution
|
||||
//The tree is called from the root every tick
|
||||
protected override BehaviourTreeNode CreateTree()
|
||||
{
|
||||
//Start from the root, structure it like this to make it look like a tree
|
||||
BehaviourTreeNode root = new BehaviourTreeSelector("Root", new List<BehaviourTreeNode>
|
||||
{
|
||||
new BehaviourTreeSequence("Alerted", new List<BehaviourTreeNode>
|
||||
{
|
||||
new LeafSearch("SearchFOV", player, GetComponent<Transform>(), eyeOffset, sightDistance),
|
||||
new BehaviourTreeSequence("CatchPlayer", new List<BehaviourTreeNode>
|
||||
{
|
||||
new LeafChase("Chasing", GetComponent<Transform>(), GetComponent<RigidBody>(), chaseSpeed, turningSpeed, distanceToCapture, captureTime),
|
||||
new LeafAttack("Attacking", GameObject.Find("Player").GetValueOrDefault())
|
||||
})
|
||||
}),
|
||||
new LeafPatrol("Patrol", GetComponent<Transform>(), waypoints, patrolSpeed, turningSpeed, GetComponent<RigidBody>())
|
||||
});
|
||||
|
||||
return root;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
Name: Homeowner1
|
||||
ID: 159563628
|
||||
Type: 9
|
|
@ -0,0 +1,36 @@
|
|||
/*********************************************************************
|
||||
* \file Homeowner1Events.cs
|
||||
* \author Ryan Wang Nian Jing
|
||||
* \brief The implemented events for the homeowner
|
||||
* Presently unused for GAM300
|
||||
*
|
||||
*
|
||||
* \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction
|
||||
or disclosure of this file or its contents without the prior written
|
||||
consent of DigiPen Institute of Technology is prohibited.
|
||||
*********************************************************************/
|
||||
|
||||
using SHADE_Scripting.AIBehaviour.BehaviourTree;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Xml.Serialization;
|
||||
|
||||
public partial class Homeowner1Events : BehaviourTreeEvents
|
||||
{
|
||||
public Homeowner1Events(BehaviourTree tree) : base(tree) { }
|
||||
|
||||
//Called at the start
|
||||
public override void Initialise()
|
||||
{
|
||||
//Tree.GetNode("Search FOV").onExitEvent += (s, e) => { PlayScreamSFX(s, e); };
|
||||
}
|
||||
|
||||
//Called at every tick
|
||||
public override void Tick()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
Name: Homeowner1Events
|
||||
ID: 156914017
|
||||
Type: 9
|
|
@ -0,0 +1,64 @@
|
|||
/*********************************************************************
|
||||
* \file LeafAttack.cs
|
||||
* \author Ryan Wang Nian Jing
|
||||
* \brief Leaf node implementation for AI attacking the player
|
||||
* when the AI is close enough after chasing
|
||||
*
|
||||
*
|
||||
* \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction
|
||||
or disclosure of this file or its contents without the prior written
|
||||
consent of DigiPen Institute of Technology is prohibited.
|
||||
*********************************************************************/
|
||||
|
||||
using SHADE;
|
||||
using SHADE_Scripting.AIBehaviour.BehaviourTree;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
//VARIABLES
|
||||
public partial class LeafAttack : BehaviourTreeNode
|
||||
{
|
||||
//Holds the player game object
|
||||
private GameObject player;
|
||||
}
|
||||
|
||||
//FUNCTIONS
|
||||
public partial class LeafAttack : BehaviourTreeNode
|
||||
{
|
||||
public LeafAttack(string name, GameObject p) : base (name)
|
||||
{
|
||||
player = p;
|
||||
}
|
||||
|
||||
public override BehaviourTreeNodeStatus Evaluate()
|
||||
{
|
||||
//Debug.LogWarning("LeafAttack");
|
||||
//Fail if no target in blackboard?
|
||||
|
||||
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
||||
|
||||
//Succeed when stand in hurt box for long enough
|
||||
float captureTime = (float)GetNodeData("captureTimeLeft");
|
||||
captureTime -= Time.DeltaTimeF;
|
||||
SetNodeData("captureTimeLeft", captureTime);
|
||||
//Debug.Log(captureTime.ToString());
|
||||
if (captureTime <= 0.0f)
|
||||
{
|
||||
//Catch player when in range for long enough
|
||||
player.GetScript<PlayerController>().currentState = PlayerController.RaccoonStates.CAUGHT;
|
||||
status = BehaviourTreeNodeStatus.SUCCESS;
|
||||
onExit(BehaviourTreeNodeStatus.SUCCESS);
|
||||
return status;
|
||||
}
|
||||
|
||||
//Return running if not success
|
||||
|
||||
//Debug.Log("Success: Caught");
|
||||
status = BehaviourTreeNodeStatus.RUNNING;
|
||||
onExit(BehaviourTreeNodeStatus.RUNNING);
|
||||
return status;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
Name: LeafAttack
|
||||
ID: 162827155
|
||||
Type: 9
|
|
@ -0,0 +1,135 @@
|
|||
/*********************************************************************
|
||||
* \file LeafChase.cs
|
||||
* \author Ryan Wang Nian Jing
|
||||
* \brief Leaf node implementation for AI chasing the player
|
||||
*
|
||||
*
|
||||
* \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction
|
||||
or disclosure of this file or its contents without the prior written
|
||||
consent of DigiPen Institute of Technology is prohibited.
|
||||
*********************************************************************/
|
||||
|
||||
using SHADE;
|
||||
using SHADE_Scripting.AIBehaviour.BehaviourTree;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
//VARIABLES
|
||||
public partial class LeafChase : BehaviourTreeNode
|
||||
{
|
||||
//Used to move entity around
|
||||
private Transform transform;
|
||||
private RigidBody rb;
|
||||
private float chaseSpeed;
|
||||
private float turnSpeed;
|
||||
private float captureDistance;
|
||||
private float captureTime;
|
||||
}
|
||||
|
||||
//FUNCTIONS
|
||||
public partial class LeafChase : BehaviourTreeNode
|
||||
{
|
||||
//Despite inheriting from BehaviourTreeNode, we don't have children to this node,
|
||||
//and hence we don't need to inherit its constructors
|
||||
public LeafChase(string name, Transform t, RigidBody rb, float cSpd, float tSpd, float capDist, float capTime) : base (name)
|
||||
{
|
||||
transform = t;
|
||||
this.rb = rb;
|
||||
chaseSpeed = cSpd;
|
||||
turnSpeed = tSpd;
|
||||
captureDistance = capDist;
|
||||
captureTime = capTime;
|
||||
}
|
||||
|
||||
public override BehaviourTreeNodeStatus Evaluate()
|
||||
{
|
||||
//Debug.LogWarning("LeafChase");
|
||||
|
||||
//Fail if no target in blackboard
|
||||
if (GetNodeData("target") == null)
|
||||
{
|
||||
//Debug.Log("Failure: No target in blackboard");
|
||||
return BehaviourTreeNodeStatus.FAILURE;
|
||||
}
|
||||
|
||||
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
||||
|
||||
Transform target = (Transform)GetNodeData("target");
|
||||
|
||||
Vector3 normalisedDifference = target.GlobalPosition - transform.GlobalPosition;
|
||||
normalisedDifference.y = 0.0f; //Do not consider Y
|
||||
normalisedDifference /= normalisedDifference.GetMagnitude();
|
||||
|
||||
//Over maximum distance, stop chase
|
||||
if ((transform.GlobalPosition - target.GlobalPosition).GetMagnitude() > 1000.0f)
|
||||
{
|
||||
//Debug.Log("Failure: Over maximum distance");
|
||||
ClearNodeData("target");
|
||||
|
||||
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 (false) //TODO If collided against a wall
|
||||
{
|
||||
//Debug.Log("Running: Collided against wall");
|
||||
SetNodeData("isPathfinding", true);
|
||||
|
||||
status = BehaviourTreeNodeStatus.RUNNING;
|
||||
onExit(BehaviourTreeNodeStatus.RUNNING);
|
||||
return BehaviourTreeNodeStatus.RUNNING;
|
||||
}
|
||||
//Keep chasing
|
||||
else if ((transform.GlobalPosition - target.GlobalPosition).GetMagnitude() > captureDistance)
|
||||
{
|
||||
//Debug.Log("Running: Chasing");
|
||||
Quaternion targetRotation = Quaternion.LookRotation(normalisedDifference, new Vector3(0.0f, 1.0f, 0.0f));
|
||||
transform.LocalRotation = Quaternion.Slerp(transform.LocalRotation, targetRotation, turnSpeed * Time.DeltaTimeF);
|
||||
|
||||
//TODO delete this when original intendd code above works with velocity being limited correctly
|
||||
rb.LinearVelocity = normalisedDifference * chaseSpeed;
|
||||
|
||||
//Reset capture timing to base
|
||||
SetNodeData("captureTimeLeft", captureTime);
|
||||
|
||||
//Not capturing, don't play SFX
|
||||
SetNodeData("isCapturing", false);
|
||||
|
||||
status = BehaviourTreeNodeStatus.RUNNING;
|
||||
onExit(BehaviourTreeNodeStatus.RUNNING);
|
||||
return BehaviourTreeNodeStatus.RUNNING;
|
||||
}
|
||||
//Once player is close enough, perform attack
|
||||
else
|
||||
{
|
||||
//Debug.Log("Success: Near enough. Begin attack");
|
||||
//Look at the correct direction
|
||||
Quaternion targetRotation = Quaternion.LookRotation(normalisedDifference, new Vector3(0.0f, 1.0f, 0.0f));
|
||||
transform.LocalRotation = Quaternion.Slerp(transform.LocalRotation, targetRotation, turnSpeed * Time.DeltaTimeF);
|
||||
|
||||
//Play SFX
|
||||
if (GetNodeData("isCapturing") != null && (bool)GetNodeData("isCapturing") == false)
|
||||
{
|
||||
Debug.Log("AI Play capturing SFX");
|
||||
}
|
||||
SetNodeData("isCapturing", true);
|
||||
|
||||
//TODO resetting the capture time once it's less than 0 doesn't work as
|
||||
//there is quite some time (about .1 seconds) after the timer falls below 0
|
||||
//that the capture actually happens
|
||||
|
||||
status = BehaviourTreeNodeStatus.SUCCESS;
|
||||
onExit(BehaviourTreeNodeStatus.SUCCESS);
|
||||
return status;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
Name: LeafChase
|
||||
ID: 151301333
|
||||
Type: 9
|
|
@ -0,0 +1,161 @@
|
|||
/*********************************************************************
|
||||
* \file LeafPatrol.cs
|
||||
* \author Ryan Wang Nian Jing
|
||||
* \brief Leaf node implementation for patrolling AI
|
||||
*
|
||||
*
|
||||
* \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction
|
||||
or disclosure of this file or its contents without the prior written
|
||||
consent of DigiPen Institute of Technology is prohibited.
|
||||
*********************************************************************/
|
||||
|
||||
using SHADE;
|
||||
using SHADE_Scripting.AIBehaviour.BehaviourTree;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
//VARIABLES HERE
|
||||
public partial class LeafPatrol : BehaviourTreeNode
|
||||
{
|
||||
//Waypoints and movement
|
||||
private Transform transform;
|
||||
private List<Vector3> waypoints;
|
||||
private RigidBody rb;
|
||||
private float patrolSpeed;
|
||||
private float turningSpeed;
|
||||
private float retreatTimer = 0.0f;
|
||||
private int currentWaypointIndex = 0;
|
||||
private bool retreatState = false;
|
||||
|
||||
//Small delays between waypoints
|
||||
private bool isWaiting = false;
|
||||
private const float waitDuration = 2.0f;
|
||||
private float waitCounter = 0.0f;
|
||||
}
|
||||
|
||||
//FUNCTIONS HERE
|
||||
public partial class LeafPatrol : BehaviourTreeNode
|
||||
{
|
||||
//Constructor, establish values here
|
||||
//Despite inheriting from BehaviourTreeNode, we don't have children to this
|
||||
//node, and hence we do not need to inherit its constructors
|
||||
public LeafPatrol(string name, Transform t, List<Vector3> wps, float patrolSpeed, float turnSpeed, RigidBody rb) : base(name)
|
||||
{
|
||||
transform = t;
|
||||
waypoints = wps;
|
||||
this.patrolSpeed = patrolSpeed;
|
||||
turningSpeed = turnSpeed;
|
||||
this.rb = rb;
|
||||
|
||||
currentWaypointIndex = 0;
|
||||
}
|
||||
|
||||
//When it comes to evaluating,
|
||||
//le this node keep returning RUNNING as it is the last fallback node on tree
|
||||
public override BehaviourTreeNodeStatus Evaluate()
|
||||
{
|
||||
//Debug.LogWarning("LeafPatrol");
|
||||
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
||||
if (isWaiting) DelayAtWaypoint();
|
||||
else MoveToWaypoint();
|
||||
|
||||
status = BehaviourTreeNodeStatus.RUNNING;
|
||||
onExit(BehaviourTreeNodeStatus.RUNNING);
|
||||
return status;
|
||||
}
|
||||
|
||||
//Move and cycle between waypoints
|
||||
private void MoveToWaypoint()
|
||||
{
|
||||
//Debug.Log("MoveToWaypoint");
|
||||
//Waiting, do not move
|
||||
if (GetNodeData("isWaiting") != null)
|
||||
{
|
||||
waitCounter = 0.0f;
|
||||
isWaiting = true;
|
||||
ClearNodeData("isWaiting");
|
||||
return;
|
||||
}
|
||||
Vector3 targetPosition = waypoints[currentWaypointIndex];
|
||||
|
||||
//Reach waypoint by X and Z being near enough
|
||||
//Do not consider Y of waypoints yet
|
||||
Vector3 remainingDistance = targetPosition - transform.GlobalPosition;
|
||||
remainingDistance.y = 0.0f;
|
||||
|
||||
//Reached waypoint, cycle
|
||||
if (remainingDistance.GetSqrMagnitude() < 0.1f)
|
||||
{
|
||||
//Cycle waypoints
|
||||
++currentWaypointIndex;
|
||||
if (currentWaypointIndex >= waypoints.Count)
|
||||
currentWaypointIndex = 0;
|
||||
|
||||
waitCounter = 0.0f;
|
||||
isWaiting = true;
|
||||
}
|
||||
else if (false /*Physics.OverlapSphere(_selfTransform.position, 0.3f, 1 << 8).Length > 0 && retreatState == false*/)
|
||||
{
|
||||
//TODO
|
||||
//This main segment is to check if the NPC is walking into a solid wall
|
||||
//If they are, do a raycast to find the nearest unobstructed waypoint and head there instead
|
||||
}
|
||||
else //Proceed to waypoint as usual
|
||||
{
|
||||
//Get the difference vector to the waypoint
|
||||
//Debug.Log("Current Waypoint " + waypoints[currentWaypointIndex].x.ToString() + " " + waypoints[currentWaypointIndex].y.ToString() + " " + waypoints[currentWaypointIndex].z.ToString());
|
||||
//Debug.Log("AI is at " + transform.GlobalPosition.x.ToString() + " " + transform.GlobalPosition.y.ToString() + " " + transform.GlobalPosition.z.ToString());
|
||||
Vector3 normalisedDifference = waypoints[currentWaypointIndex] - transform.GlobalPosition;
|
||||
normalisedDifference.y = 0.0f; //Do not move vertically
|
||||
normalisedDifference /= normalisedDifference.GetMagnitude();
|
||||
//Debug.Log("Normalised Difference x " + normalisedDifference.x.ToString() + " z " + normalisedDifference.z.ToString());
|
||||
|
||||
//Look at the correct direction
|
||||
Quaternion targetRotation = Quaternion.LookRotation(normalisedDifference, new Vector3(0.0f, 1.0f, 0.0f));
|
||||
transform.LocalRotation = Quaternion.Slerp(transform.LocalRotation, targetRotation, turningSpeed * Time.DeltaTimeF);
|
||||
|
||||
//transform.GlobalPosition += normalisedDifference * moveSpeed * (float)Time.DeltaTime;
|
||||
//rb.LinearVelocity = normalisedDifference * patrolSpeed;
|
||||
|
||||
//ORIGINAL INTENDED CODE
|
||||
/*rb.AddForce(new Vector3(normalisedDifference.x, 0.0f, normalisedDifference.z) * movementForceMultiplier);
|
||||
float currentSpeed = MathF.Sqrt(rb.LinearVelocity.x * rb.LinearVelocity.x + rb.LinearVelocity.z * rb.LinearVelocity.z);
|
||||
if (currentSpeed > patrolSpeed)
|
||||
{
|
||||
float adjustmentFactor = patrolSpeed / currentSpeed;
|
||||
Vector3 adjustedVelocity = rb.LinearVelocity;
|
||||
//adjustedVelocity *= adjustmentFactor;
|
||||
adjustedVelocity.x = patrolSpeed;
|
||||
adjustedVelocity.z = patrolSpeed;
|
||||
rb.LinearVelocity = adjustedVelocity;
|
||||
}*/
|
||||
|
||||
//TODO delete this when original intended code above works with velocity being limited correctly
|
||||
if (rb != null)
|
||||
{
|
||||
//Debug.Log("Null check passed?");
|
||||
rb.LinearVelocity = normalisedDifference * patrolSpeed;
|
||||
}
|
||||
if (retreatState)
|
||||
{
|
||||
if (retreatTimer < 1.0f) retreatTimer += Time.DeltaTimeF;
|
||||
else
|
||||
{
|
||||
retreatState = false;
|
||||
retreatTimer = 1.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void DelayAtWaypoint()
|
||||
{
|
||||
//Debug.Log("DelayAtWaypoint");
|
||||
waitCounter += Time.DeltaTimeF;
|
||||
if (waitCounter >= waitDuration)
|
||||
isWaiting = false;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
Name: LeafPatrol
|
||||
ID: 160826340
|
||||
Type: 9
|
|
@ -0,0 +1,134 @@
|
|||
/*********************************************************************
|
||||
* \file LeafSearch.cs
|
||||
* \author Ryan Wang Nian Jing
|
||||
* \brief Leaf node implementation for AI searching for player
|
||||
*
|
||||
*
|
||||
* \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction
|
||||
or disclosure of this file or its contents without the prior written
|
||||
consent of DigiPen Institute of Technology is prohibited.
|
||||
*********************************************************************/
|
||||
|
||||
using SHADE;
|
||||
using SHADE_Scripting.AIBehaviour.BehaviourTree;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
//VARIABLES HERE
|
||||
public partial class LeafSearch : BehaviourTreeNode
|
||||
{
|
||||
private GameObject player;
|
||||
private Transform transform;
|
||||
private Vector3 eyeOffset;
|
||||
private float sightDistance;
|
||||
|
||||
}
|
||||
|
||||
//FUNCTIONS HERE
|
||||
public partial class LeafSearch : BehaviourTreeNode
|
||||
{
|
||||
public LeafSearch(string name, GameObject p, Transform t, Vector3 eo, float sDist) : base(name)
|
||||
{
|
||||
player = p;
|
||||
transform = t;
|
||||
eyeOffset = eo;
|
||||
sightDistance = sDist;
|
||||
}
|
||||
|
||||
public override BehaviourTreeNodeStatus Evaluate()
|
||||
{
|
||||
//Debug.LogWarning("LeafSearch");
|
||||
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
||||
|
||||
//Fail if unable to find a player
|
||||
//Get player's transform
|
||||
Transform plrT = player.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("Failure: Too far");
|
||||
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;
|
||||
}
|
||||
|
||||
//Fail if player is out of FOV
|
||||
//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");
|
||||
}
|
||||
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");
|
||||
}
|
||||
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;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
Name: LeafSearch
|
||||
ID: 166109634
|
||||
Type: 9
|
Loading…
Reference in New Issue