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181 Commits

Author SHA1 Message Date
Sri Sham Haran 0f7d86543f Fix adaptive bgm not changing on alert 2023-04-02 18:16:25 +08:00
Glence 8ffca03f16 AI fix 2023-04-02 13:32:21 +08:00
XiaoQiDigipen 724f8ae2cf
Merge pull request #456 from SHADE-DP/Navigation
adjusted hitbox timing
2023-04-02 12:48:39 +08:00
maverickdgg f495dfe4fd adjusted hitbox timing 2023-04-02 12:34:47 +08:00
Glence e5c8f4c380 fix camera jittering 2023-04-01 21:30:18 +08:00
Glence f114a7f59a Scene changes for level preview 2023-04-01 21:06:12 +08:00
XiaoQiDigipen 273bdfcdcc
Merge pull request #455 from SHADE-DP/PlayerController
bug fixes
2023-04-01 19:18:29 +08:00
Glence 9b55d69f9a Merge branch 'main' into PlayerController 2023-04-01 19:14:38 +08:00
Glence 716087d15c small bug fixes 2023-04-01 19:14:30 +08:00
Xiao Qi 5c79bb7f9f Recompiled all shaders 2023-04-01 18:55:25 +08:00
XiaoQiDigipen f54448b5eb
Merge pull request #454 from SHADE-DP/PlayerController
Credits and Transition done
2023-04-01 18:09:04 +08:00
Glence 51f426868e credits and transition done 2023-04-01 18:07:22 +08:00
Glence 51867f0c5e Merge branch 'main' into PlayerController 2023-04-01 17:23:04 +08:00
Glence 96fd8295aa audio 2023-04-01 17:22:51 +08:00
XiaoQiDigipen a3c1993576
Merge pull request #453 from SHADE-DP/PlayerController
Level changes and bug fix
2023-04-01 16:43:19 +08:00
maverickdgg 483d8c7066 Added AI Humming 2023-04-01 16:41:38 +08:00
maverickdgg c643bd64f3 Added a space to skip 2023-04-01 16:32:56 +08:00
maverickdgg d5240b420d Credits scene 2023-04-01 16:31:23 +08:00
Glence cc9b7c20c4 Merge branch 'main' into PlayerController 2023-04-01 16:30:43 +08:00
Glence ce6288880a other stuff 2023-04-01 16:30:33 +08:00
Glence b2e38df969 Merge branch 'main' into PlayerController 2023-04-01 16:11:09 +08:00
XiaoQiDigipen 0dad2e9e9f
Merge pull request #451 from SHADE-DP/PlayerController
Scene changes
2023-04-01 16:11:08 +08:00
XiaoQiDigipen e9d0b01972
Merge pull request #452 from SHADE-DP/Navigation
Added HomeOwner VO and Raccoon Caught effect
2023-04-01 16:09:44 +08:00
Glence f70a41a9dc transition for level is done along with bug fix 2023-04-01 16:08:32 +08:00
maverickdgg 43c6a62186 Added UI changes to other scenes 2023-04-01 15:37:12 +08:00
maverickdgg 2e20b295b5 Added Homeowner VO and small UI changes 2023-04-01 15:36:02 +08:00
Glence 3e4794cebc Merge branch 'main' into PlayerController 2023-04-01 00:51:27 +08:00
Glence 191ed7de43 scene changes 2023-04-01 00:51:15 +08:00
XiaoQiDigipen fada41174d
Merge pull request #450 from SHADE-DP/PlayerController
New features done
2023-04-01 00:42:19 +08:00
Glence a76f2eca87 level clear done 2023-04-01 00:35:16 +08:00
Glence 5ed0219a0b WIP for level clear 2023-03-31 18:37:28 +08:00
XiaoQiDigipen 1c6def8e70
Merge pull request #449 from SHADE-DP/Navigation
Added CaughtRaccoon state to AI FSM
2023-03-31 17:05:28 +08:00
maverickdgg 9d8b94a5ab Merge branch 'main' into Navigation 2023-03-31 16:51:12 +08:00
XiaoQiDigipen 1838209ec2
Merge pull request #448 from SHADE-DP/SP3-20-UI-System
Gameplay and Main Menu UI Update
2023-03-31 15:07:19 +08:00
maverickdgg c335f58702 Updated Gameplay UI 2023-03-31 15:02:31 +08:00
maverickdgg af9e523da9 Gameplay UI Update 2023-03-31 14:50:25 +08:00
maverickdgg 6ee619d26e Added Slider SFX 2023-03-31 14:18:09 +08:00
maverickdgg b123cd83f8 Updated Main menu with correct slider scale and added fx for buttons 2023-03-31 14:14:44 +08:00
maverickdgg fdc261749e Merge branch 'main' into SP3-20-UI-System 2023-03-31 14:06:33 +08:00
XiaoQiDigipen 125f88bcac
Merge pull request #447 from SHADE-DP/SP3-1-Rendering
Implemented color decay, color range emission and custom VS and FS for particles
2023-03-30 19:37:33 +08:00
Brandon Mak 83955e4618 Merge remote-tracking branch 'origin/main' into SP3-1-Rendering 2023-03-30 19:15:12 +08:00
Brandon Mak 4d145bbc43 Added support for custom VS and FS for particles 2023-03-30 19:15:03 +08:00
maverickdgg c2a8c86483 Slider textures updated 2023-03-30 17:09:18 +08:00
maverickdgg 12bbce33e8 Slider WIP 2023-03-30 16:56:41 +08:00
XiaoQiDigipen 3fc69890e4 Revert "Merge pull request #446 from SHADE-DP/Fix-ResourceHubCrashOnExit"
This reverts commit 5ab7cbe5f3.
2023-03-30 16:25:05 +08:00
maverickdgg 3fef57f88a Merge branch 'Navigation' of https://github.com/SHADE-DP/SHADE_Y3 into Navigation 2023-03-30 15:37:46 +08:00
maverickdgg 3f7522d76f Revert "Merge pull request #446 from SHADE-DP/Fix-ResourceHubCrashOnExit"
This reverts commit 5ab7cbe5f3, reversing
changes made to ffc638e14b.
2023-03-30 15:37:42 +08:00
maverickdgg c6faeeb282 Added CaughtRaccoon State. 2023-03-30 15:26:15 +08:00
Brandon Mak 9c19d178db Implemented color decay and color tint range support for particles 2023-03-30 15:19:54 +08:00
maverickdgg 8c5bf82aa5 Added CaughtRaccoon State. 2023-03-30 15:16:18 +08:00
XiaoQiDigipen 5ab7cbe5f3
Merge pull request #446 from SHADE-DP/Fix-ResourceHubCrashOnExit
"Fixed" crash from ResourceHub on engine exit
2023-03-30 14:24:21 +08:00
Brandon Mak 8aa5c681e3 Merge branch 'main' into SP3-1-Rendering 2023-03-30 14:03:36 +08:00
Kah Wei 6cf20d414e "Fixed" crash from ResourceHub on engine exit 2023-03-29 22:20:20 +08:00
Glence ffc638e14b using waypoint to store startpos 2023-03-26 20:50:49 +08:00
Glence 2abb1ce697 safety checks 2023-03-26 20:38:03 +08:00
Sri Sham Haran 0f9afc2a18 Merge remote-tracking branch 'origin/main' into main 2023-03-26 20:29:41 +08:00
Sri Sham Haran 0890bd8d3f safety checks 2023-03-26 20:29:38 +08:00
Brandon Mak fed76708bd Particle bug fix 2023-03-26 20:28:04 +08:00
Glence 2fd4e51cd0 added food particles and small bug fix 2023-03-26 18:10:58 +08:00
Glence 2da73f12d0 ai fix along wit new music 2023-03-26 13:27:42 +08:00
Sri Sham Haran 44bbdf5f82 Merge remote-tracking branch 'origin/main' into main 2023-03-26 10:19:29 +08:00
Sri Sham Haran c6172be3ad Set detected parameters in AI states
Increase size of score zone in level 1
2023-03-26 10:19:22 +08:00
Brandon Mak e685f8ebaf Quick fix for Silhouette 2023-03-26 10:18:19 +08:00
Glence 92de505af4 made egg heavier so they dont fly so far 2023-03-25 21:46:33 +08:00
maverickdgg cf41fe245e AI added for Level 1 2023-03-25 19:41:40 +08:00
XiaoQiDigipen bc1167267c
Merge pull request #445 from SHADE-DP/Navigation
Navigation and AI merge for level 3
2023-03-25 18:49:20 +08:00
maverickdgg e7ec24c15a fixed AI not resetting 2023-03-25 18:47:42 +08:00
maverickdgg 89bfbf3100 WIP 2023-03-25 18:18:29 +08:00
maverickdgg 72bbc72531 Merge branch 'main' into Navigation 2023-03-25 17:29:13 +08:00
maverickdgg 6c1f0162e9 Attack hitbox change 2023-03-25 17:29:03 +08:00
Glence 270cab64e2 raccoon new tag 2023-03-25 17:28:42 +08:00
maverickdgg 2d9b7f3a5d Merge branch 'main' into Navigation 2023-03-25 17:20:49 +08:00
maverickdgg 4a149508c9 Level 3 generated 2023-03-25 17:20:42 +08:00
Glence ce24a1efb0 player caught bug fix 2023-03-25 17:20:35 +08:00
XiaoQiDigipen 4f84736599
Merge pull request #444 from SHADE-DP/Navigation
Added Attack animation, Fix Edge case for path finding. Added footsteps. Level 2 merge
2023-03-25 16:54:30 +08:00
maverickdgg 75f38f4e36 Merge branch 'main' into Navigation 2023-03-25 16:52:34 +08:00
maverickdgg 485d8cc38b AI Level 2 merge 2023-03-25 16:52:26 +08:00
XiaoQiDigipen 3affd446f3
Merge pull request #443 from SHADE-DP/ShaderCompilerMigrate
Removed shader compiler to external executable
2023-03-25 16:52:02 +08:00
Xiao Qi 47a78de609 Added dependencies pull for shader compiler 2023-03-25 16:41:49 +08:00
maverickdgg 749cedfae2 Merge branch 'main' into Navigation 2023-03-25 16:13:03 +08:00
maverickdgg c1544b0b51 Merge branch 'main' into Navigation 2023-03-25 16:12:42 +08:00
XiaoQiDigipen cd04a93df9
Merge pull request #442 from SHADE-DP/PlayerController
Bug fixes
2023-03-25 16:11:55 +08:00
Glence 429674c16e Merge branch 'main' into PlayerController 2023-03-25 16:10:01 +08:00
Glence 9b6a0d112e remove density 2023-03-25 16:09:40 +08:00
maverickdgg 291c9d044e Added footsteps. Fix path forward to not get stuck as much 2023-03-25 16:09:20 +08:00
Xiao Qi f21f235980 Moved out all native shader compiler code
Replaced call to internal classes with system calls to external executable
2023-03-25 15:58:06 +08:00
XiaoQiDigipen a40c59872c
Merge pull request #441 from SHADE-DP/SP3-6-c-scripting
Fixed issues where scripts cannot be loaded if another instance of the engine is using it
2023-03-25 15:52:51 +08:00
Glence 82fd4e2149 dont ask me 2023-03-25 15:52:22 +08:00
Kah Wei 52d27ae6bd Fixed issues where scripts cannot be loaded if another instance of the engine is using it 2023-03-25 14:59:42 +08:00
maverickdgg 47f195e998 HomeOwner attack and animations 2023-03-25 14:51:28 +08:00
maverickdgg ab4493822a Fix edge case of starting node being a wall 2023-03-25 10:52:50 +08:00
XiaoQiDigipen c28e874626
Merge pull request #440 from SHADE-DP/PlayerController
Scene changes and bug fixes
2023-03-25 02:44:16 +08:00
Glence 98d9683995 dont ask me 2023-03-25 02:38:56 +08:00
Glence 4f44435823 Merge branch 'main' into PlayerController 2023-03-25 00:17:10 +08:00
Glence 6ce807b878 added upwards force on jumpPad 2023-03-24 21:28:33 +08:00
Glence 33ba73c298 particle bug fix 2023-03-24 20:58:22 +08:00
Glence ff6a49e0a7 dont ask me 2023-03-24 20:30:01 +08:00
XiaoQiDigipen 0b5f602a0e
Merge pull request #439 from SHADE-DP/Navigation
Saved Navigation Data as Asset and load on scene load
2023-03-24 18:05:55 +08:00
maverickdgg af77bd4812 Saved Nav Data 2023-03-24 18:04:44 +08:00
maverickdgg 38d3040a04 Merge remote-tracking branch 'origin/NavData' into Navigation 2023-03-24 16:47:09 +08:00
maverickdgg 2382f11628 Merge branch 'main' into Navigation 2023-03-24 16:34:22 +08:00
maverickdgg 86593fd602 Merge branch 'Navigation' of https://github.com/SHADE-DP/SHADE_Y3 into Navigation 2023-03-24 16:34:14 +08:00
maverickdgg 4f7d1850af Added editor window for generating nav data 2023-03-24 16:33:45 +08:00
XiaoQiDigipen 346f2b2fac
Merge pull request #438 from SHADE-DP/Navigation
Added Navigation System. Added basic AI FSM
2023-03-24 16:11:13 +08:00
XiaoQiDigipen 0892322049
Merge branch 'main' into Navigation 2023-03-24 16:10:58 +08:00
XiaoQiDigipen 6d1b793831
Merge pull request #437 from SHADE-DP/PlayerController
Added particle and bug fixes
2023-03-24 16:09:43 +08:00
maverickdgg 78d30cb051 fix rotation 2023-03-24 16:06:35 +08:00
maverickdgg b32dba0694 basic FSM 2023-03-24 13:26:18 +08:00
maverickdgg 9dd180c1e6 Fix for when end point is unreachable. Find closest reachable point 2023-03-24 07:41:05 +08:00
maverickdgg a785a972e4 Navigation Fix 2023-03-24 04:22:51 +08:00
Glence 01cbba1f1f added item score multiplier 2023-03-23 18:20:42 +08:00
Glence 64bbc4d67a scenes update, setActive message removed, expose Emitcount 2023-03-23 16:49:41 +08:00
Glence 5cd0de1960 Merge branch 'main' into PlayerController 2023-03-23 00:38:31 +08:00
Glence 6ddc5c35cb did left and right foot smoke 2023-03-23 00:38:25 +08:00
maverickdgg 267793e3cc Merge branch 'main' into Navigation 2023-03-22 23:27:32 +08:00
maverickdgg 38d7e49976 WIP 2023-03-22 23:27:30 +08:00
Brandon Mak f4d361e1e9 Particle bug fix and raccoon dust particle fix 2023-03-22 22:52:43 +08:00
XiaoQiDigipen 744e66eeb6
Merge pull request #436 from SHADE-DP/SP3-2-Physics
Fixed consistency of Trajectories with different time steps
2023-03-22 22:33:23 +08:00
Diren D Bharwani 2737113a84 forces are cleared after first iteration 2023-03-22 22:25:11 +08:00
Diren D Bharwani e02e3f5faf silly mistake 2023-03-22 22:21:39 +08:00
Glence 364da8ea85 added ceiling fan and new AI model, WIP for player particles 2023-03-22 21:31:40 +08:00
Diren D Bharwani ae213ed05d Merge branch 'main' into SP3-2-Physics 2023-03-22 20:48:27 +08:00
Diren D Bharwani 31dd3390c2 Fixed consistency of simulating ghost bodies 2023-03-22 20:41:40 +08:00
maverickdgg 2724c58efb Merge branch 'main' into Navigation 2023-03-22 19:17:03 +08:00
XiaoQiDigipen ebfe58aa0e
Merge pull request #435 from SHADE-DP/SP3-6-c-scripting
Scripts csproj file is now always generated on launch to fix common script build issues
2023-03-22 14:51:02 +08:00
Kah Wei adac12a309 Scripts csproj fileis now always generated on launch to fix common script build issues 2023-03-22 00:38:02 +08:00
Diren D Bharwani 8108d92ee2 Merge branch 'main' into SP3-2-Physics 2023-03-22 00:06:50 +08:00
Glence 179740f4bf updated scene and added traj 2023-03-21 17:55:19 +08:00
XiaoQiDigipen 43984e8861
Merge pull request #434 from SHADE-DP/SP3-1-Rendering
Improved particles and tested on some objects
2023-03-21 15:30:13 +08:00
Xiao Qi e951d275f9 Homeowner clips 2023-03-21 15:29:59 +08:00
Brandon Mak 7216c1c3dd Particles test on level 1 food 2023-03-21 15:27:42 +08:00
XiaoQiDigipen c6eb689e60
Merge pull request #433 from SHADE-DP/SP3-20-UI-System
Updated MainMenu and Gameplay UI
2023-03-21 14:48:59 +08:00
maverickdgg 9886250d19 scene merge 2023-03-21 14:47:14 +08:00
maverickdgg cb791b6390 Merge branch 'main' into SP3-20-UI-System 2023-03-21 14:41:14 +08:00
maverickdgg bc15721c0a Updated Main Menu UI and gameplay UI 2023-03-21 14:40:30 +08:00
Brandon Mak e7b128d521 Merge branch 'main' into SP3-1-Rendering 2023-03-21 14:35:32 +08:00
XiaoQiDigipen 997c115043
Merge pull request #432 from SHADE-DP/SP3-13-Assets-Manager
Enhanced functionality of animation clip container creation
2023-03-21 14:31:16 +08:00
Brandon Mak 712c4c24b8 Color tinting and scripting support for particles 2023-03-20 20:43:50 +08:00
XiaoQiDigipen e387c7fe6c
Merge pull request #431 from SHADE-DP/PlayerController
Scene Changes and bug fixes
2023-03-20 17:42:41 +08:00
Glence 66986e179b Merge branch 'main' into PlayerController 2023-03-20 17:34:26 +08:00
Glence ae186e7d86 new scene changes 2023-03-20 17:05:43 +08:00
XiaoQiDigipen 600013bb82
Merge pull request #430 from SHADE-DP/SP3-1-Rendering
Improved particles and trajectory rendering
2023-03-20 16:55:28 +08:00
maverickdgg e88f5c9d1c Main Menu update 2023-03-20 16:47:34 +08:00
Brandon Mak ba732ea64c Fixed trajectory renderable 2023-03-20 16:38:15 +08:00
Xiao Qi 6527634839 Fixed nav data load bug 2023-03-20 16:28:08 +08:00
Xiao Qi 85a92ce871 New nav data asset type recognition
Binary write/load for nav data
2023-03-20 16:03:47 +08:00
maverickdgg dddc1c5542 Merge branch 'main' into SP3-20-UI-System 2023-03-20 15:55:52 +08:00
maverickdgg 221e6bde85 Textures update 2023-03-20 15:55:50 +08:00
Brandon Mak 49106683c4 Merge remote-tracking branch 'origin/main' into SP3-1-Rendering 2023-03-20 15:03:27 +08:00
Brandon Mak 9ead2b6b12 Added if statement for particle texture check 2023-03-20 15:03:18 +08:00
XiaoQiDigipen f6864419be
Merge pull request #429 from SHADE-DP/SP3-2-Physics
Reworked Physics Simulate Body
2023-03-20 14:56:29 +08:00
Diren D Bharwani 11878d4cc2 reworked simulate body 2023-03-20 14:53:36 +08:00
Diren D Bharwani 8e7bfa465d Merge branch 'main' into SP3-2-Physics 2023-03-20 13:44:11 +08:00
Brandon Mak b8a2e206f7 Added rotation and size decay support for particles 2023-03-20 12:19:27 +08:00
maverickdgg 07a702c972 initial 2023-03-20 12:17:24 +08:00
Brandon Mak aa0c9d08e0 Updated particle shaders to include rotation
- Fixed compute shader hot reloading
- Vertex/Fragment shader hot reloading still broken :/
2023-03-20 10:50:18 +08:00
Brandon Mak 565126c4ba Enabled custom update shaders for particles 2023-03-20 09:33:04 +08:00
Brandon Mak 6a1ae5fac8 SSAO shader looks better on racoon now
It still looks a little off but its better than before
2023-03-20 00:37:46 +08:00
Brandon Mak 468a032fad Merge remote-tracking branch 'origin/main' into SP3-1-Rendering 2023-03-19 20:11:36 +08:00
Brandon Mak f787f2b782 particles WIP 2023-03-19 20:11:29 +08:00
Glence 7510f8aa5b bug fixes 2023-03-17 00:31:30 +08:00
Glence 77907841b1 player floating when jumping 2023-03-16 17:14:57 +08:00
Glence 132629306e clean up scene/scripts files and updates scene 2023-03-16 14:54:18 +08:00
Brandon Mak 2eed7428d8 Fixed emitting angles for particles 2023-03-16 10:44:03 +08:00
Brandon Mak a08e538895 Added Texture support for particles 2023-03-16 09:34:42 +08:00
Brandon Mak 32ef4d8c55 Updated particle interfaces and added more barriers 2023-03-15 21:09:55 +08:00
Glence e53636bc4a tweening camera arm and picking 2023-03-15 19:39:12 +08:00
Glence a633bd64d8 update scene 3 to have the bird nest and rubbish bin 2023-03-15 17:14:35 +08:00
Brandon Mak ab2710da4b Solved particles flickering (I hope)
- Good reminder how strict Vulkan is with memory accesses
2023-03-15 10:28:51 +08:00
Brandon Mak 0bfe350477 Particles WIP 2023-03-14 19:37:34 +08:00
Brandon Mak 69fc997361 Particles WIP 2023-03-14 19:34:26 +08:00
Glence cc0116ac53 Merge branch 'main' into PlayerController 2023-03-14 17:19:26 +08:00
Glence 9218b7b993 player animation completed 2023-03-14 17:18:52 +08:00
Brandon Mak 070f01bf67 Particles WIP 2023-03-14 10:55:53 +08:00
Brandon Mak 8fac6fd911 Particles WIP 2023-03-13 22:23:15 +08:00
Brandon Mak 2f4a316a09 Particles WIP 2023-03-13 11:41:23 +08:00
Brandon Mak eeaa642f30 Merge remote-tracking branch 'origin/main' into SP3-1-Rendering 2023-03-12 17:36:28 +08:00
maverickdgg ed6c05dea1 Merge branch 'main' into SP3-20-UI-System 2023-03-11 01:10:59 +08:00
maverickdgg 1914270a3f Fixed pause menu not showing 2023-03-10 20:03:05 +08:00
Diren D Bharwani d4158faed1 Merge branch 'main' into SP3-2-Physics 2023-03-09 21:18:18 +08:00
Diren D Bharwani 97013ba73c Added override for simulating gravity in SimulateBody method 2023-03-09 21:18:05 +08:00
369 changed files with 29343 additions and 25745 deletions

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3 Breakable 1100000000000000
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5 Homeowner 1100000000000000
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onReleaseSound: event:/UI/button_fail
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NumberOfChildren: 0
Components:
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Renderable Component:
Mesh: 141771688
Material: 117587364
IsActive: true
UI Component:
Canvas ID: 19
Hovered: false
Clicked: false
IsActive: true
Scripts: ~
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Name: SFX Volume Slider
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NumberOfChildren: 0
NumberOfChildren: 1
Components:
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Renderable Component:
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Slider Component:
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@ -773,20 +820,44 @@
Hovered: false
Clicked: false
IsActive: true
Scripts: ~
- EID: 31
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Scripts:
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onReleaseSound: event:/UI/button_fail
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NumberOfChildren: 0
Components:
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Renderable Component:
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Material: 128676209
Material: 117587364
IsActive: true
UI Component:
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Hovered: false
Clicked: false
IsActive: true
Scripts: ~
- EID: 31
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NumberOfChildren: 1
Components:
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Renderable Component:
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Clicked: false
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Scripts:
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onClickSound: event:/UI/button_success
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Components:
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Renderable Component:
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Material: 117587364
IsActive: true
UI Component:
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Hovered: false
Clicked: false
IsActive: true
Scripts: ~
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Name: Camera Title Text
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- EID: 33
Name: Camera Text Group
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NumberOfChildren: 4
NumberOfChildren: 3
Components:
Transform Component:
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Clicked: false
IsActive: true
Scripts: ~
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NumberOfChildren: 0
Components:
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Text Renderer Component:
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Text Size: {x: 1, y: 1, z: 1}
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UI Component:
Canvas ID: 19
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Clicked: false
IsActive: true
Scripts: ~
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Name: Camera Invert X Text
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IsActive: true
NumberOfChildren: 0
Components:
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Text Renderer Component:
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Text Size: {x: 1, y: 1, z: 1}
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IsActive: true
UI Component:
Canvas ID: 19
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Clicked: false
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IsActive: true
Scripts: ~
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IsActive: true
NumberOfChildren: 0
Components:
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Text Renderer Component:
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Text Size: {x: 1, y: 1, z: 1}
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IsActive: true
UI Component:
Canvas ID: 19
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Clicked: false
IsActive: false
IsActive: true
Scripts: ~
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NumberOfChildren: 4
NumberOfChildren: 3
Components:
Transform Component:
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- EID: 37
Name: FOV Slider
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NumberOfChildren: 0
NumberOfChildren: 1
Components:
Transform Component:
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Renderable Component:
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IsActive: true
Slider Component:
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Min Value: 45
Slider Value: 0.889483869
Min Value: 30
Max Value: 120
IsActive: true
UI Component:
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Hovered: false
Clicked: false
IsActive: true
Scripts: ~
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Name: Sensitivity Slider
Scripts:
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onReleaseSound: event:/UI/button_fail
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NumberOfChildren: 0
Components:
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Renderable Component:
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Slider Component:
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UI Component:
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Scripts: ~
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IsActive: true
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Components:
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Renderable Component:
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IsActive: true
UI Component:
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Clicked: false
IsActive: false
Scripts: ~
IsActive: true
Scripts:
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inverseX: true
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- Type: SHADE_Scripting.UI.ButtonFX
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IsActive: true
UI Component:
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Clicked: false
IsActive: false
Scripts: ~
IsActive: true
Scripts:
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inverseX: false
inverseY: true
- Type: SHADE_Scripting.UI.ButtonFX
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NumberOfChildren: 1
Components:
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sliderObj: 37
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Components:
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UI Component:
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IsActive: true
Scripts:
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endY: 4000
duration: 20
endY: 4500
duration: 32
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Renderable Component:
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NumberOfChildren: 5
Components:
Canvas Component:
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Renderable Component:
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Scripts: ~
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Renderable Component:
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UI Component:
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UI Component:
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Scripts: ~
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Renderable Component:
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UI Component:
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Scripts:
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sceneID: 91947920
levelTransistion: 433
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sceneID: 86098106
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- Type: SHADE_Scripting.UI.ButtonFX
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- EID: 438
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bg: 432
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Scripts: ~
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Scripts: ~
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Scripts: ~
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Clicked Texture: 0
IsActive: true
Scripts: ~
- EID: 5
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: -3.9000001, z: 0}
Rotate: {x: 0, y: 0, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Renderable Component:
Mesh: 141771688
Material: 129340704
IsActive: true
Toggle Button Component:
Non Toggled Texture: 0
Toggled Texture: 0
Value: true
IsActive: true
Scripts: ~
- EID: 1
Name: Camera
IsActive: true
NumberOfChildren: 0
Components:
Camera Component:
Position: {x: 0, y: 3, z: 8}
Pitch: 0
Yaw: 0
Roll: 0
Width: 1920
Height: 1080
Near: 0.00999999978
Far: 10000
Perspective: true
IsActive: true
Light Component:
Position: {x: 0, y: 0, z: 0}
Type: Directional
Direction: {x: 1.79999995, y: 0, z: 1}
Color: {x: 0.951541841, y: 0.921719015, z: 0.553319454, w: 1}
Layer: 4294967295
Strength: 0
IsActive: true
Scripts: ~
- EID: 7
Name: BigBoi
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: -16.8647861, z: -14.039052}
Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 28.1434975, y: 28.1434975, z: 28.1434975}
IsActive: true
Renderable Component:
Mesh: 149697411
Material: 126974645
IsActive: true
Scripts: ~
- EID: 8
Name: AmbientLight
IsActive: true
NumberOfChildren: 0
Components:
Light Component:
Position: {x: 0, y: 0, z: 0}
Type: Ambient
Direction: {x: 0, y: 0, z: 1}
Color: {x: 1, y: 1, z: 1, w: 1}
Layer: 4294967295
Strength: 0.25
IsActive: true
Scripts: ~

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@ -1,3 +0,0 @@
Name: UI_Test
ID: 87244611
Type: 5

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@ -0,0 +1,107 @@
using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
{
public class AILineOfSight:Script
{
public GameObject player;
public float range = 2.0f;
[Tooltip("Angle between player and forward to be within sight")]
public float angle = 30.0f;
[Tooltip("For debug")]
public float angleBetween = 0.0f;
[Tooltip("For debug")]
public float distance = 0.0f;
public float heightLimit = 1.0f;
public Vector3 rayOffset;
public bool withinRange;
public bool withinSight;
public Vector3 lastFoundPos;
public float lastFoundTimer = 0.0f;
protected override void update()
{
if (player == GameObject.Null)
return;
Transform transform = GetComponent<Transform>();
Transform playerTransform = player.GetComponent<Transform>();
Collider playerCollider = player.GetComponent<Collider>();
withinRange = false;
withinSight = false;
if(transform && playerTransform && playerCollider)
{
Vector3 pos = transform.GlobalPosition + rayOffset;
Vector3 playerPos = playerTransform.GlobalPosition ;
Vector3 d = playerPos - pos;
distance = d.GetMagnitude();
if(distance < range)
{
Vector3 fwdHorizontal = transform.Forward;
fwdHorizontal.y = 0;
fwdHorizontal.Normalise();
Vector3 dHorizontal = d;
dHorizontal.y = 0;
float dot = Vector3.Dot(fwdHorizontal, dHorizontal);
angleBetween = SHADE.Math.Rad2Deg * MathF.Acos(dot / (dHorizontal.GetMagnitude()));
if (angleBetween < angle && playerPos.y < pos.y + heightLimit)
{
withinRange = true;
withinSight = true;
Ray sightRay = new Ray(pos, d.GetNormalised());
List<RaycastHit> hitResults = Physics.Raycast(sightRay, distance,false, (ushort)65535);
foreach(RaycastHit hit in hitResults)
{
if (hit.Hit && hit.Other != player)
{
//Debug.Log("AI LOS: HIT OTHER");
withinSight = false;
break;
}
}
}
}
if (withinSight == true)
{
lastFoundPos = playerTransform.GlobalPosition;
lastFoundTimer = 0.0f;
}
else
{
lastFoundTimer += Time.DeltaTimeF;
}
}
}
}
}

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@ -0,0 +1,3 @@
Name: AILineOfSight
ID: 152074687
Type: 9

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@ -0,0 +1,3 @@
Name: BaseState
ID: 167091082
Type: 9

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@ -0,0 +1,176 @@
using System;
using System.Collections.Generic;
using System.Linq;
using SHADE;
using SHADE_Scripting.Audio;
using SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
{
public class HomeOwnerAI : Script
{
public float idleDuration = 1.0f;
public float caughtDuration = 2.0f;
public float timeoutDuration = 2.0f;
public GameObject patrolPointParent;
public float patrolSpeed = 2.0f;
public float chaseSpeed = 3.0f;
public float alertCooldown = 0.0f;
public GameObject player;
public GameObject attackHitbox;
public AnimationClipAsset walkingAnim;
public AnimationClipAsset idleAnim;
public AnimationClipAsset alertAnim;
public AnimationClipAsset alertRunAnim;
public AnimationClipAsset alertIdleAnim;
public AnimationClipAsset timeoutAnim;
public AnimationClipAsset atkWindupAnim;
public AnimationClipAsset atkHoldAnim;
public AnimationClipAsset atkSeqAnim;
private Vector3 startPos;
public bool atk { get; set; }
[NonSerialized]
public IEnumerable<Transform> patrolPointPool;
private List<Transform> pppList;
private Transform transform;
[NonSerialized]
public HomeOwnerAttackHitbox hitboxScript;
public void Reset()
{
StateMachine machine = GetScript<StateMachine>();
if (transform && machine)
{
transform.GlobalPosition = startPos;
machine.SetState(typeof(IdleState));
}
}
protected override void awake()
{
StateMachine machine = GetScript<StateMachine>();
if (machine)
{
Dictionary<Type, BaseState> dictionary = new Dictionary<Type, BaseState>();
dictionary.Add(typeof(IdleState), new IdleState(machine));
dictionary.Add(typeof(PatrolState), new PatrolState(machine));
dictionary.Add(typeof(TimeoutState), new TimeoutState(machine));
dictionary.Add(typeof(ChaseState), new ChaseState(machine));
dictionary.Add(typeof(AlertState), new AlertState(machine));
dictionary.Add(typeof(AttackState), new AttackState(machine));
dictionary.Add(typeof(CaughtRaccoonState), new CaughtRaccoonState(machine));
machine.InitStateMachine(dictionary);
}
AudioHandler.audioClipHandlers["HO_footsteps"] = SHADE.Audio.CreateAudioClip("event:/Homeowner/homeowner_footsteps");
SHADE.Audio.AttachAudioClipToObject(AudioHandler.audioClipHandlers["HO_footsteps"], GameObject.EntityId);
AudioHandler.audioClipHandlers["HO_bark"] = SHADE.Audio.CreateAudioClip("event:/Homeowner/homeowner_bark");
SHADE.Audio.AttachAudioClipToObject(AudioHandler.audioClipHandlers["HO_bark"], GameObject.EntityId);
AudioHandler.audioClipHandlers["HO_humming"] = SHADE.Audio.CreateAudioClip("event:/Homeowner/homeowner_humming");
SHADE.Audio.AttachAudioClipToObject(AudioHandler.audioClipHandlers["HO_humming"], GameObject.EntityId);
patrolPointPool = patrolPointParent.GetComponentsInChildren<Transform>();
pppList = patrolPointPool.ToList<Transform>();
transform = GetComponent<Transform>();
atk = false;
}
protected override void start()
{
//attackHitbox.SetActive(false);
if (pppList != null)
startPos = pppList[0].LocalPosition;
if (attackHitbox)
hitboxScript = attackHitbox.GetScript<HomeOwnerAttackHitbox>();
}
protected override void update()
{
if (alertCooldown > 0.0f)
{
alertCooldown -= Time.DeltaTimeF;
}
else
{
alertCooldown = 0.0f;
}
AICheat();
}
public bool ShouldTransitAlert()
{
AILineOfSight los = GetScript<AILineOfSight>();
if (los)
{
if (los.withinSight && alertCooldown <= 0.0f)
{
return true;
}
}
return false;
}
public void RotateToPlayer()
{
//Transform playerTransform = player.GetComponent<Transform>();
////Rotate to face player.
//Transform aiTransform = GetComponent<Transform>();
//if(playerTransform && aiTransform)
//{
// Vector3 direction = playerTransform.GlobalPosition - aiTransform.GlobalPosition;
// Quaternion currentRotation = aiTransform.LocalRotation;
// Quaternion targetRotation = Quaternion.Euler(0.0f, MathF.Atan2(direction.x, direction.z), 0.0f);
// aiTransform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, 5.0f * (float)Time.FixedDeltaTime);
//}
}
private void AICheat()
{
StateMachine machine = GetScript<StateMachine>();
AILineOfSight los = GetScript<AILineOfSight>();
if (machine && los)
{
if (Input.GetKeyDown(Input.KeyCode.K))
{
los.range = 5.0f;
machine.SetState(typeof(AlertState));
}
if (Input.GetKeyDown(Input.KeyCode.L))
{
los.range = 0.0f;
machine.SetState(typeof(IdleState));
}
}
}
}
}

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@ -0,0 +1,3 @@
Name: HomeOwnerAI
ID: 162553450
Type: 9

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@ -0,0 +1,65 @@
using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using static PlayerController;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
{
public class HomeOwnerAttackHitbox : Script
{
public GameObject aiGO;
public bool raccoonFound = false;
Transform transform;
Transform aiTransform;
[NonSerialized]
public PlayerController pc;
private HomeOwnerAI ai;
protected override void start()
{
transform = GetComponent<Transform>();
aiTransform = aiGO.GetComponent<Transform>();
ai = aiGO.GetScript<HomeOwnerAI>();
}
protected override void update()
{
if (transform && aiTransform)
{
transform.GlobalPosition = aiTransform.GlobalPosition + aiTransform.Forward * 0.7f;
transform.GlobalEulerAngles = aiTransform.GlobalEulerAngles;
}
if (raccoonFound && pc && ai)
{
if (!ai.atk)
raccoonFound = false;
}
}
protected override void onTriggerStay(CollisionInfo info)
{
if (info.GameObject.GetScript<PlayerController>())
{
pc = info.GameObject.GetScript<PlayerController>();
if (ai && ai.atk && pc)
{
raccoonFound = true;
}
}
}
}
}

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@ -0,0 +1,3 @@
Name: HomeOwnerAttackHitbox
ID: 164649501
Type: 9

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@ -0,0 +1,52 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SHADE;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
{
public class NavigationTestScript :Script
{
public GameObject endPoint;
public float speed = 1.0f;
float timer = 0.0f;
protected override void start()
{
Navigation nav = GetComponent<Navigation>();
Transform endTransform = endPoint.GetComponent<Transform>();
if (endTransform)
nav.MoveTo(endTransform.GlobalPosition);
}
protected override void update()
{
timer += Time.DeltaTimeF;
Navigation nav = GetComponent<Navigation>();
Transform transform = GetComponent<Transform>();
if (timer >= 1.0f)
{
timer = 0.0f;
Transform endTransform = endPoint.GetComponent<Transform>();
if (endTransform)
nav.MoveTo(endTransform.GlobalPosition);
}
if (nav && transform)
{
transform.LocalPosition = transform.LocalPosition + ( nav.GetForward() * Time.DeltaTimeF * speed);
}
}
}
}

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@ -0,0 +1,3 @@
Name: NavigationTestScript
ID: 162476480
Type: 9

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@ -0,0 +1,90 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SHADE;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
{
public class RotateToVelocity : Script
{
public float rotationPerSecond = 2.0f;
public bool active = true;
public bool rotateToPlayerLastKnown = false;
public bool lookAround = false;
private bool left = true;
private float lookOffset = 0.0f;
private float lookAroundAngle = 30.0f;
protected override void start()
{
rotateToPlayerLastKnown = false;
active = true;
}
protected override void update()
{
if (!active)
return;
RigidBody rigid = GetComponent<RigidBody>();
Transform transform = GetComponent<Transform>();
if(!lookAround)
{
lookOffset = 0.0f;
}
//else
//{
// if(left )
// {
// if (lookOffset > -lookAroundAngle)
// lookOffset -= rotationPerSecond * Time.DeltaTimeF;
// else
// left = false;
// }
// if (!left)
// {
// if (lookOffset < lookAroundAngle)
// lookOffset += rotationPerSecond * Time.DeltaTimeF;
// else
// left = false;
// }
//}
if(rigid && transform)
{
Vector3 vel = rigid.LinearVelocity;
rigid.AngularVelocity = Vector3.Zero;
AILineOfSight los = GetScript<AILineOfSight>();
if(los && rotateToPlayerLastKnown)
{
Vector3 direction = los.lastFoundPos - transform.GlobalPosition;
Quaternion currentRotation = transform.LocalRotation;
Quaternion targetRotation = Quaternion.Euler(0.0f, MathF.Atan2(direction.x, direction.z) + lookOffset, 0.0f);
transform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationPerSecond * (float)Time.DeltaTimeF);
return;
}
if(vel.GetMagnitude() > 0.01f)
{
Quaternion currentRotation = transform.LocalRotation;
Quaternion targetRotation = Quaternion.Euler(0.0f, MathF.Atan2(vel.x, vel.z) + lookOffset, 0.0f);
transform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationPerSecond * (float)Time.DeltaTimeF);
}
}
}
}
}

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@ -0,0 +1,3 @@
Name: RotateToVelocity
ID: 163814533
Type: 9

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@ -0,0 +1,3 @@
Name: StateMachine
ID: 165140157
Type: 9

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@ -0,0 +1,24 @@
using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
{
public abstract class AIBaseState: BaseState
{
protected HomeOwnerAI ai;
protected Animator animator;
public AIBaseState(StateMachine stateMachine): base(stateMachine, "")
{
stateName = "AI Base State";
ai = stateMachine.GetScript<HomeOwnerAI>();
animator = stateMachine.GetComponent<Animator>();
}
}
}

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@ -0,0 +1,3 @@
Name: AIBaseState
ID: 160233845
Type: 9

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@ -0,0 +1,82 @@
using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SHADE_Scripting.Audio;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
{
public class AlertState : AIBaseState
{
const float alertDuration = 16.0f / 30.0f + 1.0f;
float alertTimer = alertDuration;
bool firstDetection;
public AlertState(StateMachine machine) : base(machine)
{
stateName = "Alert";
AudioHandler.audioClipHandlers["raccoondetected"] = SHADE.Audio.CreateAudioClip("event:/Raccoon/raccoon_detected");
firstDetection = true;
}
public override void OnEnter()
{
alertTimer = alertDuration;
if (animator)
{
animator.PlayOneShot(ai.alertAnim);
}
if(firstDetection)
{
SHADE.Audio.SetParameterWithLabel("HomeownerBark", "DetectFirst");
AudioHandler.audioClipHandlers["HO_bark"].Play();
firstDetection = false;
}
else
{
PlayerController pc = ai.player.GetScript<PlayerController>();
if (pc && pc.holdItem)
{
SHADE.Audio.SetParameterWithLabel("HomeownerBark", "DetectFood");
AudioHandler.audioClipHandlers["HO_bark"].Play();
}
else
{
SHADE.Audio.SetParameterWithLabel("HomeownerBark", "DetectAgain");
AudioHandler.audioClipHandlers["HO_bark"].Play();
}
}
SHADE.Audio.SetParameterWithLabel("PlayerDetection", "Detected");
}
public override void OnExit()
{
animator.Stop();
}
public override void update()
{
alertTimer -= Time.DeltaTimeF;
if (alertTimer <= 0.0f)
{
machine.SetState(typeof(ChaseState));
}
}
public override void fixedUpdate()
{
}
}
}

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@ -0,0 +1,3 @@
Name: AlertState
ID: 159828775
Type: 9

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