Fixed AI C# Script for final submission #283
|
@ -8665,7 +8665,7 @@
|
||||||
Colliders:
|
Colliders:
|
||||||
- Is Trigger: false
|
- Is Trigger: false
|
||||||
Type: Box
|
Type: Box
|
||||||
Half Extents: {x: 1, y: 1.79999995, z: 0.400000006}
|
Half Extents: {x: 0.200000003, y: 0.899999976, z: 0.200000003}
|
||||||
Friction: 0.400000006
|
Friction: 0.400000006
|
||||||
Bounciness: 0
|
Bounciness: 0
|
||||||
Density: 1
|
Density: 1
|
||||||
|
|
|
@ -66,9 +66,16 @@ namespace SHADE_Scripting.AIBehaviour.BehaviourTree
|
||||||
//Getters and setters for the blackboard
|
//Getters and setters for the blackboard
|
||||||
public object GetData(string key)
|
public object GetData(string key)
|
||||||
{
|
{
|
||||||
|
//Debug.Log("Getting Data " + key);
|
||||||
object outData = null;
|
object outData = null;
|
||||||
if (blackboard.TryGetValue(key, out outData)) return outData;
|
if (blackboard.TryGetValue(key, out outData))
|
||||||
else return outData;
|
{
|
||||||
|
return outData;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return outData;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
public void SetData(string key, object data)
|
public void SetData(string key, object data)
|
||||||
{
|
{
|
||||||
|
|
|
@ -84,17 +84,56 @@ public partial class Homeowner1 : BehaviourTree
|
||||||
_events = new Homeowner1Events(this);
|
_events = new Homeowner1Events(this);
|
||||||
events.Initialise();
|
events.Initialise();
|
||||||
|
|
||||||
//Initialise the waypoints here
|
//(25 Nov) DO NOT Initialise the data here
|
||||||
if (waypointsPool)
|
/*if (waypointsPool)
|
||||||
{
|
{
|
||||||
waypoints = (List<GameObject>)waypointsPool.GetChildren();
|
waypoints = (List<GameObject>)waypointsPool.GetChildren();
|
||||||
SetData("waypoints", waypoints);
|
SetData("waypoints", waypoints);
|
||||||
}
|
}
|
||||||
|
SetData("transform", GetComponent<Transform>());
|
||||||
|
SetData("rigidBody", GetComponent<RigidBody>());
|
||||||
|
SetData("eyeOffset", eyeOffset);
|
||||||
|
SetData("sightDistance", sightDistance);
|
||||||
|
SetData("patrolSpeed", patrolSpeed);
|
||||||
|
SetData("chaseSpeed", chaseSpeed);
|
||||||
|
SetData("turningSpeed", turningSpeed);
|
||||||
|
SetData("distanceToCapture", distanceToCapture);
|
||||||
|
SetData("baseCaptureTime", captureTime);*/
|
||||||
}
|
}
|
||||||
|
|
||||||
//Called every tick
|
//Called every tick
|
||||||
protected override void Tick()
|
protected override void Tick()
|
||||||
{
|
{
|
||||||
|
Debug.Log("Ticking");
|
||||||
|
//Update data
|
||||||
|
if (GetData("waypoints") == null)
|
||||||
|
{
|
||||||
|
if (waypointsPool)
|
||||||
|
SetData("waypoints", (List<GameObject>)waypointsPool.GetChildren());
|
||||||
|
|
||||||
|
List<GameObject> wpTemp = (List<GameObject>)GetData("waypoints");
|
||||||
|
Debug.Log(wpTemp.Count.ToString());
|
||||||
|
}
|
||||||
|
if (GetData("transform") == null)
|
||||||
|
SetData("transform", GetComponent<Transform>());
|
||||||
|
if (GetData("rigidBody") == null)
|
||||||
|
SetData("rigidBody", GetComponent<RigidBody>());
|
||||||
|
if (GetData("eyeOffset") == null || (Vector3)GetData("eyeOffset") != eyeOffset)
|
||||||
|
SetData("eyeOffset", eyeOffset);
|
||||||
|
if (GetData("sightDistance") == null || (float)GetData("sightDistance") != sightDistance)
|
||||||
|
SetData("sightDistance", sightDistance);
|
||||||
|
if (GetData("patrolSpeed") == null || (float)GetData("patrolSpeed") != patrolSpeed)
|
||||||
|
SetData("patrolSpeed", patrolSpeed);
|
||||||
|
if (GetData("chaseSpeed") == null || (float)GetData("chaseSpeed") != chaseSpeed)
|
||||||
|
SetData("chaseSpeed", chaseSpeed);
|
||||||
|
if (GetData("turningSpeed") == null || (float)GetData("turningSpeed") != turningSpeed)
|
||||||
|
SetData("turningSpeed", turningSpeed);
|
||||||
|
if (GetData("distanceToCapture") == null || (float)GetData("distanceToCapture") != distanceToCapture)
|
||||||
|
SetData("distanceToCapture", distanceToCapture);
|
||||||
|
if (GetData("baseCaptureTime") == null || (float)GetData("baseCaptureTime") != captureTime)
|
||||||
|
SetData("baseCaptureTime", captureTime);
|
||||||
|
|
||||||
|
|
||||||
events.Tick();
|
events.Tick();
|
||||||
|
|
||||||
//Footsteps SFX, move them somewhere else soon
|
//Footsteps SFX, move them somewhere else soon
|
||||||
|
@ -106,6 +145,7 @@ public partial class Homeowner1 : BehaviourTree
|
||||||
Audio.PlaySFXOnce2D("event:/Homeowner/homeowner_footsteps");
|
Audio.PlaySFXOnce2D("event:/Homeowner/homeowner_footsteps");
|
||||||
footstepTimeRemaining = footstepSFXIntervalMultiplier;
|
footstepTimeRemaining = footstepSFXIntervalMultiplier;
|
||||||
}
|
}
|
||||||
|
Debug.Log("Ticked");
|
||||||
}
|
}
|
||||||
|
|
||||||
//Define the behaviour tree here
|
//Define the behaviour tree here
|
||||||
|
@ -113,20 +153,22 @@ public partial class Homeowner1 : BehaviourTree
|
||||||
//The tree is called from the root every tick
|
//The tree is called from the root every tick
|
||||||
protected override BehaviourTreeNode CreateTree()
|
protected override BehaviourTreeNode CreateTree()
|
||||||
{
|
{
|
||||||
|
Debug.Log("Creating Tree");
|
||||||
//Start from the root, structure it like this to make it look like a tree
|
//Start from the root, structure it like this to make it look like a tree
|
||||||
BehaviourTreeNode root = new BehaviourTreeSelector("Root", new List<BehaviourTreeNode>
|
BehaviourTreeNode root = new BehaviourTreeSelector("Root", new List<BehaviourTreeNode>
|
||||||
{
|
{
|
||||||
new BehaviourTreeSequence("Alerted", new List<BehaviourTreeNode>
|
new BehaviourTreeSequence("Alerted", new List<BehaviourTreeNode>
|
||||||
{
|
{
|
||||||
new LeafSearch("SearchFOV", GetComponent<Transform>(), eyeOffset, sightDistance),
|
new LeafSearch("SearchFOV"),
|
||||||
new BehaviourTreeSequence("CatchPlayer", new List<BehaviourTreeNode>
|
new BehaviourTreeSequence("CatchPlayer", new List<BehaviourTreeNode>
|
||||||
{
|
{
|
||||||
new LeafChase("Chasing", GetComponent<Transform>(), GetComponent<RigidBody>(), chaseSpeed, turningSpeed, distanceToCapture, captureTime),
|
new LeafChase("Chasing"),
|
||||||
new LeafAttack("Attacking", GameObject.Find("Player").GetValueOrDefault())
|
new LeafAttack("Attacking")
|
||||||
})
|
})
|
||||||
}),
|
}),
|
||||||
new LeafPatrol("Patrol", GetComponent<Transform>(), patrolSpeed, turningSpeed, GetComponent<RigidBody>())
|
new LeafPatrol("Patrol")
|
||||||
});
|
});
|
||||||
|
Debug.Log("Tree Created");
|
||||||
return root;
|
return root;
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -28,28 +28,41 @@ public partial class LeafAttack : BehaviourTreeNode
|
||||||
//FUNCTIONS
|
//FUNCTIONS
|
||||||
public partial class LeafAttack : BehaviourTreeNode
|
public partial class LeafAttack : BehaviourTreeNode
|
||||||
{
|
{
|
||||||
public LeafAttack(string name, GameObject p) : base (name)
|
public LeafAttack(string name) : base (name)
|
||||||
{
|
{
|
||||||
player = p;
|
Debug.Log("LeafAttack ctor");
|
||||||
}
|
}
|
||||||
|
|
||||||
public override BehaviourTreeNodeStatus Evaluate()
|
public override BehaviourTreeNodeStatus Evaluate()
|
||||||
{
|
{
|
||||||
//Debug.LogWarning("LeafAttack");
|
Debug.LogWarning("LeafAttack");
|
||||||
//Fail if no target in blackboard?
|
//Fail if no target in blackboard?
|
||||||
|
|
||||||
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
||||||
|
|
||||||
//Succeed when stand in hurt box for long enough
|
//Get Data
|
||||||
//Debug.Log("Attempting to get blackboard data");
|
float? captureTime;
|
||||||
float? captureTime = (float?)GetNodeData("captureTimeLeft");
|
if (GetNodeData("captureTimeLeft") == null)
|
||||||
//Debug.Log("Got blackboard data");
|
|
||||||
if (captureTime == null)
|
|
||||||
{
|
{
|
||||||
status = BehaviourTreeNodeStatus.FAILURE;
|
status = BehaviourTreeNodeStatus.FAILURE;
|
||||||
onExit(BehaviourTreeNodeStatus.FAILURE);
|
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||||
return status;
|
return status;
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
captureTime = (float)GetNodeData("captureTime");
|
||||||
|
|
||||||
|
if (GameObject.Find("Player") == null)
|
||||||
|
{
|
||||||
|
status = BehaviourTreeNodeStatus.FAILURE;
|
||||||
|
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||||
|
return status;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
player = GameObject.Find("Player").GetValueOrDefault();
|
||||||
|
|
||||||
|
//Succeed when stand in hurt box for long enough
|
||||||
|
//Debug.Log("Attempting to get blackboard data");
|
||||||
|
//Debug.Log("Got blackboard data");
|
||||||
captureTime -= Time.DeltaTimeF;
|
captureTime -= Time.DeltaTimeF;
|
||||||
SetNodeData("captureTimeLeft", captureTime);
|
SetNodeData("captureTimeLeft", captureTime);
|
||||||
//Debug.Log(captureTime.ToString());
|
//Debug.Log(captureTime.ToString());
|
||||||
|
@ -64,7 +77,7 @@ public partial class LeafAttack : BehaviourTreeNode
|
||||||
|
|
||||||
//Return running if not success
|
//Return running if not success
|
||||||
|
|
||||||
//Debug.Log("Success: Caught");
|
Debug.Log("Success: Caught");
|
||||||
status = BehaviourTreeNodeStatus.RUNNING;
|
status = BehaviourTreeNodeStatus.RUNNING;
|
||||||
onExit(BehaviourTreeNodeStatus.RUNNING);
|
onExit(BehaviourTreeNodeStatus.RUNNING);
|
||||||
return status;
|
return status;
|
||||||
|
|
|
@ -24,9 +24,9 @@ public partial class LeafChase : BehaviourTreeNode
|
||||||
private Transform transform;
|
private Transform transform;
|
||||||
private RigidBody rb;
|
private RigidBody rb;
|
||||||
private float chaseSpeed;
|
private float chaseSpeed;
|
||||||
private float turnSpeed;
|
private float turningSpeed;
|
||||||
private float captureDistance;
|
private float captureDistance;
|
||||||
private float captureTime;
|
private float baseCaptureTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
//FUNCTIONS
|
//FUNCTIONS
|
||||||
|
@ -34,29 +34,54 @@ public partial class LeafChase : BehaviourTreeNode
|
||||||
{
|
{
|
||||||
//Despite inheriting from BehaviourTreeNode, we don't have children to this node,
|
//Despite inheriting from BehaviourTreeNode, we don't have children to this node,
|
||||||
//and hence we don't need to inherit its constructors
|
//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)
|
public LeafChase(string name) : base (name)
|
||||||
{
|
{
|
||||||
transform = t;
|
Debug.Log("LeafChase ctor");
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* transform = t;
|
||||||
this.rb = rb;
|
this.rb = rb;
|
||||||
chaseSpeed = cSpd;
|
chaseSpeed = cSpd;
|
||||||
turnSpeed = tSpd;
|
turnSpeed = tSpd;
|
||||||
captureDistance = capDist;
|
captureDistance = capDist;
|
||||||
captureTime = capTime;
|
captureTime = capTime;
|
||||||
}
|
*/
|
||||||
|
|
||||||
public override BehaviourTreeNodeStatus Evaluate()
|
public override BehaviourTreeNodeStatus Evaluate()
|
||||||
{
|
{
|
||||||
//Debug.LogWarning("LeafChase");
|
Debug.LogWarning("LeafChase");
|
||||||
|
|
||||||
|
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
||||||
|
|
||||||
|
//Get Data
|
||||||
|
if (GetNodeData("transform") == null ||
|
||||||
|
GetNodeData("rigidBody") == null ||
|
||||||
|
GetNodeData("turningSpeed") == null ||
|
||||||
|
GetNodeData("chaseSpeed") == null ||
|
||||||
|
GetNodeData("distanceToCapture") == null ||
|
||||||
|
GetNodeData("baseCaptureTime") == null)
|
||||||
|
{
|
||||||
|
status = BehaviourTreeNodeStatus.FAILURE;
|
||||||
|
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||||
|
return status;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
transform = (Transform)GetNodeData("transform");
|
||||||
|
rb = (RigidBody)GetNodeData("rigidBody");
|
||||||
|
chaseSpeed = (float)GetNodeData("chaseSpeed");
|
||||||
|
turningSpeed = (float)GetNodeData("turningSpeed");
|
||||||
|
captureDistance = (float)GetNodeData("distanceToCapture");
|
||||||
|
baseCaptureTime = (float)GetNodeData("baseCaptureTime");
|
||||||
|
}
|
||||||
|
|
||||||
//Fail if no target in blackboard
|
//Fail if no target in blackboard
|
||||||
if (GetNodeData("target") == null)
|
if (GetNodeData("target") == null)
|
||||||
{
|
{
|
||||||
//Debug.Log("Failure: No target in blackboard");
|
Debug.Log("Failure: No target in blackboard");
|
||||||
return BehaviourTreeNodeStatus.FAILURE;
|
return BehaviourTreeNodeStatus.FAILURE;
|
||||||
}
|
}
|
||||||
|
|
||||||
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
|
||||||
|
|
||||||
Transform target = (Transform)GetNodeData("target");
|
Transform target = (Transform)GetNodeData("target");
|
||||||
|
|
||||||
Vector3 normalisedDifference = target.GlobalPosition - transform.GlobalPosition;
|
Vector3 normalisedDifference = target.GlobalPosition - transform.GlobalPosition;
|
||||||
|
@ -66,7 +91,7 @@ public partial class LeafChase : BehaviourTreeNode
|
||||||
//Over maximum distance, stop chase
|
//Over maximum distance, stop chase
|
||||||
if ((transform.GlobalPosition - target.GlobalPosition).GetMagnitude() > 1000.0f)
|
if ((transform.GlobalPosition - target.GlobalPosition).GetMagnitude() > 1000.0f)
|
||||||
{
|
{
|
||||||
//Debug.Log("Failure: Over maximum distance");
|
Debug.Log("Failure: Over maximum distance");
|
||||||
ClearNodeData("target");
|
ClearNodeData("target");
|
||||||
|
|
||||||
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
|
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
|
||||||
|
@ -81,7 +106,7 @@ public partial class LeafChase : BehaviourTreeNode
|
||||||
}
|
}
|
||||||
else if (false) //TODO If collided against a wall
|
else if (false) //TODO If collided against a wall
|
||||||
{
|
{
|
||||||
//Debug.Log("Running: Collided against wall");
|
Debug.Log("Running: Collided against wall");
|
||||||
SetNodeData("isPathfinding", true);
|
SetNodeData("isPathfinding", true);
|
||||||
|
|
||||||
status = BehaviourTreeNodeStatus.RUNNING;
|
status = BehaviourTreeNodeStatus.RUNNING;
|
||||||
|
@ -91,15 +116,15 @@ public partial class LeafChase : BehaviourTreeNode
|
||||||
//Keep chasing
|
//Keep chasing
|
||||||
else if ((transform.GlobalPosition - target.GlobalPosition).GetMagnitude() > captureDistance)
|
else if ((transform.GlobalPosition - target.GlobalPosition).GetMagnitude() > captureDistance)
|
||||||
{
|
{
|
||||||
//Debug.Log("Running: Chasing");
|
Debug.Log("Running: Chasing");
|
||||||
Quaternion targetRotation = Quaternion.LookRotation(normalisedDifference, new Vector3(0.0f, 1.0f, 0.0f));
|
Quaternion targetRotation = Quaternion.LookRotation(normalisedDifference, new Vector3(0.0f, 1.0f, 0.0f));
|
||||||
transform.LocalRotation = Quaternion.Slerp(transform.LocalRotation, targetRotation, turnSpeed * Time.DeltaTimeF);
|
transform.LocalRotation = Quaternion.Slerp(transform.LocalRotation, targetRotation, turningSpeed * Time.DeltaTimeF);
|
||||||
|
|
||||||
//TODO delete this when original intendd code above works with velocity being limited correctly
|
//TODO delete this when original intendd code above works with velocity being limited correctly
|
||||||
rb.LinearVelocity = normalisedDifference * chaseSpeed;
|
rb.LinearVelocity = normalisedDifference * chaseSpeed;
|
||||||
|
|
||||||
//Reset capture timing to base
|
//Reset capture timing to base
|
||||||
SetNodeData("captureTimeLeft", captureTime);
|
SetNodeData("captureTimeLeft", baseCaptureTime);
|
||||||
|
|
||||||
//Not capturing, don't play SFX
|
//Not capturing, don't play SFX
|
||||||
SetNodeData("isCapturing", false);
|
SetNodeData("isCapturing", false);
|
||||||
|
@ -111,10 +136,10 @@ public partial class LeafChase : BehaviourTreeNode
|
||||||
//Once player is close enough, perform attack
|
//Once player is close enough, perform attack
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
//Debug.Log("Success: Near enough. Begin attack");
|
Debug.Log("Success: Near enough. Begin attack");
|
||||||
//Look at the correct direction
|
//Look at the correct direction
|
||||||
Quaternion targetRotation = Quaternion.LookRotation(normalisedDifference, new Vector3(0.0f, 1.0f, 0.0f));
|
Quaternion targetRotation = Quaternion.LookRotation(normalisedDifference, new Vector3(0.0f, 1.0f, 0.0f));
|
||||||
transform.LocalRotation = Quaternion.Slerp(transform.LocalRotation, targetRotation, turnSpeed * Time.DeltaTimeF);
|
transform.LocalRotation = Quaternion.Slerp(transform.LocalRotation, targetRotation, turningSpeed * Time.DeltaTimeF);
|
||||||
|
|
||||||
//Play SFX
|
//Play SFX
|
||||||
if (GetNodeData("isCapturing") != null && (bool)GetNodeData("isCapturing") == false)
|
if (GetNodeData("isCapturing") != null && (bool)GetNodeData("isCapturing") == false)
|
||||||
|
|
|
@ -22,7 +22,7 @@ public partial class LeafPatrol : BehaviourTreeNode
|
||||||
{
|
{
|
||||||
//Waypoints and movement
|
//Waypoints and movement
|
||||||
private Transform transform;
|
private Transform transform;
|
||||||
private List<GameObject> waypoints;
|
private List<GameObject>? waypoints;
|
||||||
private RigidBody rb;
|
private RigidBody rb;
|
||||||
private float patrolSpeed;
|
private float patrolSpeed;
|
||||||
private float turningSpeed;
|
private float turningSpeed;
|
||||||
|
@ -42,13 +42,8 @@ public partial class LeafPatrol : BehaviourTreeNode
|
||||||
//Constructor, establish values here
|
//Constructor, establish values here
|
||||||
//Despite inheriting from BehaviourTreeNode, we don't have children to this
|
//Despite inheriting from BehaviourTreeNode, we don't have children to this
|
||||||
//node, and hence we do not need to inherit its constructors
|
//node, and hence we do not need to inherit its constructors
|
||||||
public LeafPatrol(string name, Transform t, float patrolSpeed, float turnSpeed, RigidBody rb) : base(name)
|
public LeafPatrol(string name) : base(name)
|
||||||
{
|
{
|
||||||
transform = t;
|
|
||||||
this.patrolSpeed = patrolSpeed;
|
|
||||||
turningSpeed = turnSpeed;
|
|
||||||
this.rb = rb;
|
|
||||||
|
|
||||||
currentWaypointIndex = 0;
|
currentWaypointIndex = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -56,8 +51,27 @@ public partial class LeafPatrol : BehaviourTreeNode
|
||||||
//le this node keep returning RUNNING as it is the last fallback node on tree
|
//le this node keep returning RUNNING as it is the last fallback node on tree
|
||||||
public override BehaviourTreeNodeStatus Evaluate()
|
public override BehaviourTreeNodeStatus Evaluate()
|
||||||
{
|
{
|
||||||
//Debug.LogWarning("LeafPatrol");
|
Debug.LogWarning("LeafPatrol");
|
||||||
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
||||||
|
|
||||||
|
//Get data
|
||||||
|
if (GetNodeData("transform") == null ||
|
||||||
|
GetNodeData("patrolSpeed") == null ||
|
||||||
|
GetNodeData("turningSpeed") == null ||
|
||||||
|
GetNodeData("rigidBody") == null)
|
||||||
|
{
|
||||||
|
status = BehaviourTreeNodeStatus.FAILURE;
|
||||||
|
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||||
|
return status;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
transform = (Transform)GetNodeData("transform");
|
||||||
|
patrolSpeed = (float)GetNodeData("patrolSpeed");
|
||||||
|
turningSpeed = (float)GetNodeData("turningSpeed");
|
||||||
|
rb = (RigidBody)GetNodeData("rigidBody");
|
||||||
|
}
|
||||||
|
|
||||||
if (GetNodeData("currentWaypointIndex") == null)
|
if (GetNodeData("currentWaypointIndex") == null)
|
||||||
{
|
{
|
||||||
SetNodeData("currentWaypointIndex", 0);
|
SetNodeData("currentWaypointIndex", 0);
|
||||||
|
@ -73,7 +87,7 @@ public partial class LeafPatrol : BehaviourTreeNode
|
||||||
//Move and cycle between waypoints
|
//Move and cycle between waypoints
|
||||||
private void MoveToWaypoint()
|
private void MoveToWaypoint()
|
||||||
{
|
{
|
||||||
//Debug.Log("MoveToWaypoint");
|
Debug.Log("MoveToWaypoint");
|
||||||
//Waiting, do not move
|
//Waiting, do not move
|
||||||
if (GetNodeData("isWaiting") != null)
|
if (GetNodeData("isWaiting") != null)
|
||||||
{
|
{
|
||||||
|
@ -82,19 +96,16 @@ public partial class LeafPatrol : BehaviourTreeNode
|
||||||
ClearNodeData("isWaiting");
|
ClearNodeData("isWaiting");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
waypoints = (List<GameObject>)GetNodeData("waypoints");
|
waypoints = (List<GameObject>)GetNodeData("waypoints");
|
||||||
if (waypoints == null)
|
if (waypoints == null)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
Vector3 targetPosition = waypoints[currentWaypointIndex].GetComponent<Transform>().GlobalPosition;
|
Vector3 targetPosition = waypoints[currentWaypointIndex].GetComponent<Transform>().GlobalPosition;
|
||||||
|
|
||||||
//Reach waypoint by X and Z being near enough
|
//Reach waypoint by X and Z being near enough
|
||||||
//Do not consider Y of waypoints yet
|
//Do not consider Y of waypoints yet
|
||||||
Vector3 remainingDistance = targetPosition - transform.GlobalPosition;
|
Vector3 remainingDistance = targetPosition - transform.GlobalPosition;
|
||||||
remainingDistance.y = 0.0f;
|
remainingDistance.y = 0.0f;
|
||||||
|
|
||||||
//Reached waypoint, cycle
|
//Reached waypoint, cycle
|
||||||
if (remainingDistance.GetSqrMagnitude() < 0.1f)
|
if (remainingDistance.GetSqrMagnitude() < 0.1f)
|
||||||
{
|
{
|
||||||
|
@ -165,7 +176,7 @@ public partial class LeafPatrol : BehaviourTreeNode
|
||||||
|
|
||||||
private void DelayAtWaypoint()
|
private void DelayAtWaypoint()
|
||||||
{
|
{
|
||||||
//Debug.Log("DelayAtWaypoint");
|
Debug.Log("DelayAtWaypoint");
|
||||||
waitCounter += Time.DeltaTimeF;
|
waitCounter += Time.DeltaTimeF;
|
||||||
if (waitCounter >= waitDuration)
|
if (waitCounter >= waitDuration)
|
||||||
isWaiting = false;
|
isWaiting = false;
|
||||||
|
|
|
@ -30,12 +30,9 @@ public partial class LeafSearch : BehaviourTreeNode
|
||||||
//FUNCTIONS HERE
|
//FUNCTIONS HERE
|
||||||
public partial class LeafSearch : BehaviourTreeNode
|
public partial class LeafSearch : BehaviourTreeNode
|
||||||
{
|
{
|
||||||
public LeafSearch(string name, Transform t, Vector3 eo, float sDist) : base(name)
|
public LeafSearch(string name) : base(name)
|
||||||
{
|
{
|
||||||
transform = t;
|
Debug.Log("LeafSearch ctor");
|
||||||
eyeOffset = eo;
|
|
||||||
sightDistance = sDist;
|
|
||||||
player = null;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//Helper, find the nearest unobstructed waypoint to return to when chase is over
|
//Helper, find the nearest unobstructed waypoint to return to when chase is over
|
||||||
|
@ -74,9 +71,26 @@ public partial class LeafSearch : BehaviourTreeNode
|
||||||
|
|
||||||
public override BehaviourTreeNodeStatus Evaluate()
|
public override BehaviourTreeNodeStatus Evaluate()
|
||||||
{
|
{
|
||||||
//Debug.LogWarning("LeafSearch");
|
Debug.LogWarning("LeafSearch");
|
||||||
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
||||||
|
|
||||||
|
//Get data
|
||||||
|
if (GetNodeData("transform") == null ||
|
||||||
|
GetNodeData("eyeOffset") == null ||
|
||||||
|
GetNodeData("sightDistance") == null)
|
||||||
|
{
|
||||||
|
status = BehaviourTreeNodeStatus.FAILURE;
|
||||||
|
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||||
|
return status;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
transform = (Transform)GetNodeData("transform");
|
||||||
|
Debug.Log("Transform position: " + transform.GlobalPosition.x + " " + transform.GlobalPosition.y + " " + transform.GlobalPosition.z);
|
||||||
|
eyeOffset = (Vector3)GetNodeData("eyeOffset");
|
||||||
|
sightDistance = (float)GetNodeData("sightDistance");
|
||||||
|
}
|
||||||
|
|
||||||
//Search for player
|
//Search for player
|
||||||
player = GameObject.Find("Player");
|
player = GameObject.Find("Player");
|
||||||
|
|
||||||
|
@ -103,7 +117,7 @@ public partial class LeafSearch : BehaviourTreeNode
|
||||||
//Fail if too far from vision range
|
//Fail if too far from vision range
|
||||||
if ((plrT.GlobalPosition - transform.GlobalPosition).GetMagnitude() > sightDistance)
|
if ((plrT.GlobalPosition - transform.GlobalPosition).GetMagnitude() > sightDistance)
|
||||||
{
|
{
|
||||||
//Debug.Log("Failure: Too far");
|
Debug.Log("Failure: Too far");
|
||||||
handleChaseStop();
|
handleChaseStop();
|
||||||
status = BehaviourTreeNodeStatus.FAILURE;
|
status = BehaviourTreeNodeStatus.FAILURE;
|
||||||
onExit(BehaviourTreeNodeStatus.FAILURE);
|
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||||
|
@ -118,7 +132,7 @@ public partial class LeafSearch : BehaviourTreeNode
|
||||||
//Debug.Log("Dot: " + Vector3.Dot(difference, lookDirection));
|
//Debug.Log("Dot: " + Vector3.Dot(difference, lookDirection));
|
||||||
if (Vector3.Dot(difference, lookDirection) < 0.0f)
|
if (Vector3.Dot(difference, lookDirection) < 0.0f)
|
||||||
{
|
{
|
||||||
//Debug.Log("Failure: Out of FOV");
|
Debug.Log("Failure: Out of FOV");
|
||||||
handleChaseStop();
|
handleChaseStop();
|
||||||
status = BehaviourTreeNodeStatus.FAILURE;
|
status = BehaviourTreeNodeStatus.FAILURE;
|
||||||
onExit(BehaviourTreeNodeStatus.FAILURE);
|
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||||
|
@ -139,7 +153,7 @@ public partial class LeafSearch : BehaviourTreeNode
|
||||||
//Diren may likely add ALL objects hit by the ray over December
|
//Diren may likely add ALL objects hit by the ray over December
|
||||||
if (sightRayHit.Hit && sightRayHit.Other != player)
|
if (sightRayHit.Hit && sightRayHit.Other != player)
|
||||||
{
|
{
|
||||||
//Debug.Log("Failure: Ray hit obstacle named " + sightRayHit.Other.GetValueOrDefault().Name + " ID" + sightRayHit.Other.GetValueOrDefault().EntityId);
|
Debug.Log("Failure: Ray hit obstacle named " + sightRayHit.Other.GetValueOrDefault().Name + " ID" + sightRayHit.Other.GetValueOrDefault().EntityId);
|
||||||
handleChaseStop();
|
handleChaseStop();
|
||||||
status = BehaviourTreeNodeStatus.FAILURE;
|
status = BehaviourTreeNodeStatus.FAILURE;
|
||||||
onExit(BehaviourTreeNodeStatus.FAILURE);
|
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||||
|
@ -147,11 +161,11 @@ public partial class LeafSearch : BehaviourTreeNode
|
||||||
}
|
}
|
||||||
else if (sightRayHit.Hit && sightRayHit.Other == player)
|
else if (sightRayHit.Hit && sightRayHit.Other == player)
|
||||||
{
|
{
|
||||||
//Debug.Log("Ray hit player");
|
Debug.Log("Ray hit player");
|
||||||
}
|
}
|
||||||
|
|
||||||
//All checks for now succeeded
|
//All checks for now succeeded
|
||||||
//Debug.Log("Success: Homeowner has sighted player");
|
Debug.Log("Success: Homeowner has sighted player");
|
||||||
//Write player's transform into the blackboard
|
//Write player's transform into the blackboard
|
||||||
SetNodeData("target", plrT);
|
SetNodeData("target", plrT);
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue