adding ai fixes in #268
|
@ -8632,4 +8632,63 @@
|
|||
Rotate: {x: 0, y: 0, z: 0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
Scripts: ~
|
||||
- EID: 196
|
||||
Name: ====AI=====
|
||||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 2.70000005, y: 0.100000001, z: -2}
|
||||
Rotate: {x: -0, y: 0, z: -0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
Renderable Component:
|
||||
Mesh: 140697366
|
||||
Material: 129495479
|
||||
IsActive: true
|
||||
RigidBody Component:
|
||||
Type: Dynamic
|
||||
Drag: 0.00999999978
|
||||
Angular Drag: 0.00999999978
|
||||
Use Gravity: true
|
||||
Interpolate: false
|
||||
Sleeping Enabled: true
|
||||
Freeze Position X: false
|
||||
Freeze Position Y: false
|
||||
Freeze Position Z: false
|
||||
Freeze Rotation X: true
|
||||
Freeze Rotation Y: false
|
||||
Freeze Rotation Z: true
|
||||
IsActive: true
|
||||
Collider Component:
|
||||
Colliders:
|
||||
- Is Trigger: false
|
||||
Type: Box
|
||||
Half Extents: {x: 1, y: 1.79999995, z: 0.400000006}
|
||||
Friction: 0.400000006
|
||||
Bounciness: 0
|
||||
Density: 1
|
||||
Position Offset: {x: 0, y: 0.899999976, z: 0}
|
||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||
IsActive: true
|
||||
Scripts:
|
||||
- Type: Homeowner1
|
||||
Enabled: true
|
||||
player: 2
|
||||
waypoints:
|
||||
- [2.70000005, 0, -2]
|
||||
- [-0.300000012, 0, -2.70000005]
|
||||
- [-2, 0, -3.79999995]
|
||||
- [-4, 0, -2.0999999]
|
||||
- [-2.9000001, 0, 2.4000001]
|
||||
- [-1, 0, 4]
|
||||
- [2.70000005, 0, 4]
|
||||
patrolSpeed: 1
|
||||
chaseSpeed: 2
|
||||
turningSpeed: 5
|
||||
sightDistance: 8
|
||||
eyeOffset: [0, 0, 0]
|
||||
distanceToCapture: 0.5
|
||||
captureTime: 0.5
|
||||
footstepSFXIntervalMultiplier: 0.5
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,3 @@
|
|||
Name: MainGameWithAI
|
||||
ID: 96052853
|
||||
Type: 5
|
|
@ -0,0 +1,88 @@
|
|||
/*********************************************************************
|
||||
* \file BehaviourTree.cs
|
||||
* \author Ryan Wang Nian Jing
|
||||
* \brief Based off Kheng Ian's SC_BTTree.cs
|
||||
* Abstract class to be inherited as the "core" of any entity's 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 System;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel.Design;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace SHADE_Scripting.AIBehaviour.BehaviourTree
|
||||
{
|
||||
public abstract partial class BehaviourTree : Script
|
||||
{
|
||||
//The root of the tree, it should not have any parent
|
||||
private BehaviourTreeNode _root = null;
|
||||
protected BehaviourTreeNode root { get => _root; set => _root = value; }
|
||||
|
||||
//Events of the behaviour tree
|
||||
public abstract BehaviourTreeEvents events { get; }
|
||||
|
||||
//Dictionary containing every single node in the tree
|
||||
//Key is the node's unique name
|
||||
public Dictionary<string, BehaviourTreeNode> nodeDictionary = new Dictionary<string, BehaviourTreeNode>();
|
||||
|
||||
//When inheriting from the class, this is where you would define your tree structure
|
||||
|
||||
//Very important
|
||||
//Override this to construct the behaviour tree of any AI
|
||||
protected abstract BehaviourTreeNode CreateTree();
|
||||
|
||||
//awake and update functions
|
||||
//the only segment in the entire AI that is dependent on the engine
|
||||
protected override void awake()
|
||||
{
|
||||
_root = CreateTree();
|
||||
_root.InitialiseNode(this);
|
||||
Initialise();
|
||||
}
|
||||
protected override void update()
|
||||
{
|
||||
_root?.Evaluate();
|
||||
Tick();
|
||||
}
|
||||
|
||||
protected abstract void Initialise();
|
||||
protected abstract void Tick();
|
||||
}
|
||||
|
||||
//BLACKBOARD SYSTEM///////////////////////////////////////////////////////////
|
||||
//Shared data within the tree, implemented as a dictionary of objects
|
||||
public abstract partial class BehaviourTree : Script
|
||||
{
|
||||
//Data to be shared among nodes
|
||||
public Dictionary<string, object> blackboard = new Dictionary<string, object>();
|
||||
|
||||
//Getters and setters for the blackboard
|
||||
public object GetData(string key)
|
||||
{
|
||||
object outData = null;
|
||||
if (blackboard.TryGetValue(key, out outData)) return outData;
|
||||
else return outData;
|
||||
}
|
||||
public void SetData(string key, object data)
|
||||
{
|
||||
blackboard[key] = data;
|
||||
}
|
||||
public bool ClearData(string key)
|
||||
{
|
||||
if (blackboard.ContainsKey(key))
|
||||
{
|
||||
blackboard.Remove(key);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
Name: BehaviourTree
|
||||
ID: 156799455
|
||||
Type: 9
|
|
@ -0,0 +1,59 @@
|
|||
/*********************************************************************
|
||||
* \file BehaviourTreeEvents.cs
|
||||
* \author Ryan Wang Nian Jing
|
||||
* \brief Based off Kheng Ian's SC_BTEvents.cs
|
||||
*
|
||||
*
|
||||
* \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;
|
||||
using System.Threading.Tasks;
|
||||
using System.Xml.Serialization;
|
||||
|
||||
namespace SHADE_Scripting.AIBehaviour.BehaviourTree
|
||||
{
|
||||
public abstract class BehaviourTreeEvents
|
||||
{
|
||||
public BehaviourTree tree;
|
||||
public BehaviourTreeEvents(BehaviourTree tree)
|
||||
{
|
||||
this.tree = tree;
|
||||
}
|
||||
|
||||
//Called at the start
|
||||
public abstract void Initialise();
|
||||
//Called at every tick
|
||||
public abstract void Tick();
|
||||
|
||||
public void OnEnterAddListener(string name, Delegate action)
|
||||
{
|
||||
BehaviourTreeNode targetNode;
|
||||
tree.nodeDictionary.TryGetValue(name, out targetNode);
|
||||
targetNode.onEnterEvent += (EventHandler)action;
|
||||
}
|
||||
public void OnExitAddListener(string name, Delegate action)
|
||||
{
|
||||
BehaviourTreeNode targetNode;
|
||||
tree.nodeDictionary.TryGetValue(name, out targetNode);
|
||||
targetNode.onExitEvent += (EventHandler)action;
|
||||
}
|
||||
public void OnEnterRemoveListener(string name, Delegate action)
|
||||
{
|
||||
BehaviourTreeNode targetNode;
|
||||
tree.nodeDictionary.TryGetValue(name, out targetNode);
|
||||
targetNode.onEnterEvent -= (EventHandler)action;
|
||||
}
|
||||
public void OnExitRemoveListener(string name, Delegate action)
|
||||
{
|
||||
BehaviourTreeNode targetNode;
|
||||
tree.nodeDictionary.TryGetValue(name, out targetNode);
|
||||
targetNode.onExitEvent -= (EventHandler)action;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
Name: BehaviourTreeEvents
|
||||
ID: 157306586
|
||||
Type: 9
|
|
@ -0,0 +1,143 @@
|
|||
/*********************************************************************
|
||||
* \file BehaviourTreeNode.cs
|
||||
* \author Ryan Wang Nian Jing
|
||||
* \brief Based off Kheng Ian's SC_BTNode.cs
|
||||
* Abstract implementation of individual nodes of a behaviour tree
|
||||
*
|
||||
*
|
||||
* \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.Net.Mail;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace SHADE_Scripting.AIBehaviour.BehaviourTree
|
||||
{
|
||||
//ENUMERATIONS FOR NODE STATUS////////////////////////////////////////////////
|
||||
public enum BehaviourTreeNodeStatus
|
||||
{
|
||||
RUNNING, //Node has not finished evaluating, to be re-evaluated
|
||||
SUCCESS, //Node has been evaluated to be a success
|
||||
FAILURE //Node has been evaluated to be a failure
|
||||
}
|
||||
|
||||
//CORE TRAVERSAL SYSTEM OF BEHAVIOUR TREE/////////////////////////////////////
|
||||
public partial class BehaviourTreeNode
|
||||
{
|
||||
//The main tree structure that the node is in
|
||||
//This needs to be specified by the root node so that it can permutate to its children
|
||||
public BehaviourTree tree;
|
||||
|
||||
//This portion functions similar to a doubly-linked list,
|
||||
//only having a list of children instead of a single reference
|
||||
public BehaviourTreeNode parent;
|
||||
protected List<BehaviourTreeNode> children = new List<BehaviourTreeNode>();
|
||||
|
||||
//Current status of the node
|
||||
//Technically redundant as nodes already return their status via the
|
||||
//Evaluate() function
|
||||
protected BehaviourTreeNodeStatus status;
|
||||
|
||||
//Constructors, to be overriden by its children as needed
|
||||
public BehaviourTreeNode(string name)
|
||||
{
|
||||
this.name = name;
|
||||
parent = null;
|
||||
}
|
||||
public BehaviourTreeNode(string name, List<BehaviourTreeNode> children)
|
||||
{
|
||||
this.name = name;
|
||||
foreach (BehaviourTreeNode child in children)
|
||||
Attach(child);
|
||||
}
|
||||
|
||||
//Attach a child node to a BT node
|
||||
private void Attach(BehaviourTreeNode child)
|
||||
{
|
||||
child.parent = this;
|
||||
children.Add(child);
|
||||
}
|
||||
|
||||
//Very important
|
||||
//Must be overriden by its derived classes (control flow / leaf / decorators)
|
||||
//Defines the traversal method of the node
|
||||
//Called every frame via the root from the BT
|
||||
public virtual BehaviourTreeNodeStatus Evaluate()
|
||||
{
|
||||
throw new NotImplementedException("Missing implementation of Evaluate() function!");
|
||||
}
|
||||
|
||||
//To attach the tree, called in the Start() tick AFTER creation of the tree
|
||||
public void InitialiseNode(BehaviourTree tree)
|
||||
{
|
||||
this.tree = tree;
|
||||
|
||||
//Add itself to the tree's node dictionary
|
||||
if (tree.nodeDictionary.ContainsKey(name))
|
||||
throw new Exception("Node name: " + name + " is not unique! Please assign a unique name to each node!");
|
||||
else
|
||||
tree.nodeDictionary.Add(name, this);
|
||||
|
||||
//TODO initialise its events
|
||||
//onEnterEvent = new
|
||||
//onExitEvent = new
|
||||
|
||||
//Recurse InitialiseNode() in children
|
||||
foreach (BehaviourTreeNode child in children)
|
||||
child.InitialiseNode(tree);
|
||||
}
|
||||
}
|
||||
|
||||
//BLACKBOARD SYSTEM///////////////////////////////////////////////////////////
|
||||
//To be able to access tree's data from any node in the tree
|
||||
public partial class BehaviourTreeNode
|
||||
{
|
||||
//Getter and setter functions for blackboard data
|
||||
public object GetNodeData(string key)
|
||||
{
|
||||
return tree.GetData(key);
|
||||
}
|
||||
public void SetNodeData(string key, object data)
|
||||
{
|
||||
tree.SetData(key, data);
|
||||
}
|
||||
|
||||
//Removes blackboard data of name key
|
||||
public bool ClearNodeData(string key)
|
||||
{
|
||||
return tree.ClearData(key);
|
||||
}
|
||||
}
|
||||
|
||||
//EVENT/CALLBACK SYSTEM///////////////////////////////////////////////////////
|
||||
public class BehaviourTreeEventArgs : System.EventArgs
|
||||
{
|
||||
public BehaviourTreeNodeStatus returnStatus { get; set; }
|
||||
public BehaviourTreeEventArgs(BehaviourTreeNodeStatus status) { returnStatus = status; }
|
||||
}
|
||||
|
||||
public partial class BehaviourTreeNode
|
||||
{
|
||||
//Mainly used for the callback system
|
||||
//"name" must be unique to each node instance
|
||||
//Events must be replaced by custom engine counterpart
|
||||
public string name;
|
||||
public System.EventHandler onEnterEvent;
|
||||
public System.EventHandler onExitEvent;
|
||||
public void onEnter(BehaviourTreeNodeStatus status)
|
||||
{
|
||||
onEnterEvent?.Invoke(this, new BehaviourTreeEventArgs(status));
|
||||
}
|
||||
public void onExit(BehaviourTreeNodeStatus status)
|
||||
{
|
||||
onExitEvent?.Invoke(this, new BehaviourTreeEventArgs(status));
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
Name: BehaviourTreeNode
|
||||
ID: 159032454
|
||||
Type: 9
|
|
@ -0,0 +1,52 @@
|
|||
/*********************************************************************
|
||||
* \file BehaviourTreeSelector.cs
|
||||
* \author Ryan Wang Nian Jing
|
||||
* \brief Based off Kheng Ian's SC_BTSelector.cs
|
||||
* Selectors function like "OR" nodes, returning success on the
|
||||
* first successful child and stopping operation
|
||||
*
|
||||
* \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;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace SHADE_Scripting.AIBehaviour.BehaviourTree
|
||||
{
|
||||
public class BehaviourTreeSelector : BehaviourTreeNode
|
||||
{
|
||||
public BehaviourTreeSelector(string name) : base(name) { }
|
||||
public BehaviourTreeSelector(string name, List<BehaviourTreeNode> children) :
|
||||
base(name, children)
|
||||
{ }
|
||||
|
||||
public override BehaviourTreeNodeStatus Evaluate()
|
||||
{
|
||||
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
||||
for (int i = 0; i < children.Count; ++i)
|
||||
{
|
||||
switch (children[i].Evaluate())
|
||||
{
|
||||
case BehaviourTreeNodeStatus.RUNNING:
|
||||
status = BehaviourTreeNodeStatus.RUNNING;
|
||||
onExit(BehaviourTreeNodeStatus.RUNNING);
|
||||
return status;
|
||||
case BehaviourTreeNodeStatus.SUCCESS:
|
||||
status = BehaviourTreeNodeStatus.SUCCESS;
|
||||
onExit(BehaviourTreeNodeStatus.SUCCESS);
|
||||
return status;
|
||||
case BehaviourTreeNodeStatus.FAILURE:
|
||||
continue;
|
||||
}
|
||||
}
|
||||
status = BehaviourTreeNodeStatus.FAILURE;
|
||||
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||
return status;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
Name: BehaviourTreeSelector
|
||||
ID: 167568513
|
||||
Type: 9
|
|
@ -0,0 +1,56 @@
|
|||
/*********************************************************************
|
||||
* \file BehaviourTreeSequence.cs
|
||||
* \author Ryan Wang Nian Jing
|
||||
* \brief Based off Kheng Ian's SC_BTSelector.cs
|
||||
* Sequences function like "AND" nodes, having to process every child
|
||||
* successfully to return a success. Returns a failure on the first
|
||||
* child that fails
|
||||
*
|
||||
* \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;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace SHADE_Scripting.AIBehaviour.BehaviourTree
|
||||
{
|
||||
public class BehaviourTreeSequence : BehaviourTreeNode
|
||||
{
|
||||
public BehaviourTreeSequence(string name) : base(name) { }
|
||||
public BehaviourTreeSequence(string name, List<BehaviourTreeNode> children) :
|
||||
base(name, children) { }
|
||||
|
||||
public override BehaviourTreeNodeStatus Evaluate()
|
||||
{
|
||||
{
|
||||
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
||||
for (int i = 0; i < children.Count; ++i)
|
||||
{
|
||||
switch (children[i].Evaluate())
|
||||
{
|
||||
case BehaviourTreeNodeStatus.SUCCESS:
|
||||
continue;
|
||||
case BehaviourTreeNodeStatus.RUNNING:
|
||||
status = BehaviourTreeNodeStatus.RUNNING;
|
||||
onExit(BehaviourTreeNodeStatus.RUNNING);
|
||||
return status;
|
||||
case BehaviourTreeNodeStatus.FAILURE:
|
||||
status = BehaviourTreeNodeStatus.FAILURE;
|
||||
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||
return status;
|
||||
}
|
||||
}
|
||||
status = BehaviourTreeNodeStatus.SUCCESS;
|
||||
onExit(BehaviourTreeNodeStatus.SUCCESS);
|
||||
return status;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
Name: BehaviourTreeSequence
|
||||
ID: 154302585
|
||||
Type: 9
|
|
@ -0,0 +1,127 @@
|
|||
/*********************************************************************
|
||||
* \file Homeowner1.cs
|
||||
* \author Ryan Wang Nian Jing
|
||||
* \brief The implemented behaviour tree for the homeowner
|
||||
* A prototype to prove that behaviour trees can be worked and expanded
|
||||
* on in the custom engine for GAM300 Milestone 3 and expanded over
|
||||
* 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
|
||||
//To be attached to the game object via the inspector
|
||||
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