Refactored Graphics #297
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Start in Fullscreen: false
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Start in Fullscreen: false
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||||||
Starting Scene ID: 94283040
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Starting Scene ID: 97158628
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||||||
Window Size: {x: 1920, y: 1080}
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Window Size: {x: 1920, y: 1080}
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||||||
Window Title: SHADE Engine
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Window Title: SHADE Engine
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note:
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All collision tags should follow the above format "index<space>tag name".
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If it fails to follow this, the default tag names will be used.
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- VertexShader: 39210065
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||||||
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FragmentShader: 46377769
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||||||
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SubPass: G-Buffer Write
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||||||
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Properties:
|
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|
data.color: {x: 1, y: 1, z: 1, w: 1}
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|
data.textureIndex: 61918518
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data.alpha: 0
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|
data.beta: {x: 1, y: 1, z: 1}
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||||||
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Name: HouseMaterial
|
||||||
|
ID: 127069936
|
||||||
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Type: 7
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||||||
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- VertexShader: 39210065
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||||||
|
FragmentShader: 46377769
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||||||
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SubPass: G-Buffer Write
|
||||||
|
Properties:
|
||||||
|
data.color: {x: 1, y: 1, z: 1, w: 1}
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|
data.textureIndex: 57342922
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|
data.alpha: 0
|
||||||
|
data.beta: {x: 1, y: 1, z: 1}
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@ -0,0 +1,3 @@
|
||||||
|
Name: MT_ColorPaletteDefault
|
||||||
|
ID: 131956078
|
||||||
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Type: 7
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||||||
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- VertexShader: 39210065
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||||||
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FragmentShader: 46377769
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||||||
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SubPass: G-Buffer Write
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||||||
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Properties:
|
||||||
|
data.color: {x: 1, y: 1, z: 1, w: 1}
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||||||
|
data.textureIndex: 54797199
|
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|
data.alpha: 0
|
||||||
|
data.beta: {x: 1, y: 1, z: 1}
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||||||
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Name: MT_Homeowner
|
||||||
|
ID: 129495479
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||||||
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Type: 7
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||||||
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- VertexShader: 39210065
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||||||
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FragmentShader: 46377769
|
||||||
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SubPass: G-Buffer Write
|
||||||
|
Properties:
|
||||||
|
data.color: {x: 1, y: 1, z: 1, w: 1}
|
||||||
|
data.textureIndex: 53438927
|
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data.alpha: 0
|
||||||
|
data.beta: {x: 1, y: 1, z: 1}
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@ -0,0 +1,3 @@
|
||||||
|
Name: MT_House_Palette4
|
||||||
|
ID: 132690168
|
||||||
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Type: 7
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Binary file not shown.
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||||||
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Name: TX_HouseInterior_Palette3
|
||||||
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ID: 61918518
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||||||
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Type: 3
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@ -3,6 +3,6 @@
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||||||
SubPass: G-Buffer Write
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SubPass: G-Buffer Write
|
||||||
Properties:
|
Properties:
|
||||||
data.color: {x: 1, y: 1, z: 1, w: 1}
|
data.color: {x: 1, y: 1, z: 1, w: 1}
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||||||
data.textureIndex: 0
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data.textureIndex: 54429632
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data.alpha: 0
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data.alpha: 0
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data.beta: {x: 1, y: 1, z: 1}
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data.beta: {x: 1, y: 1, z: 1}
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||||||
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- VertexShader: 46580970
|
||||||
|
FragmentShader: 35983630
|
||||||
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SubPass: G-Buffer Write
|
||||||
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Properties:
|
||||||
|
data.color: {x: 1, y: 1, z: 1, w: 1}
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|
data.textureIndex: 54324293
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data.alpha: 0
|
||||||
|
data.beta: {x: 1, y: 1, z: 1}
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|
@ -0,0 +1,3 @@
|
||||||
|
Name: UIMat_LoseScene
|
||||||
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ID: 123313564
|
||||||
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Type: 7
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||||||
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- VertexShader: 46580970
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||||||
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FragmentShader: 35983630
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||||||
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SubPass: G-Buffer Write
|
||||||
|
Properties:
|
||||||
|
data.color: {x: 1, y: 1, z: 1, w: 1}
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|
data.textureIndex: 54429632
|
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data.alpha: 0
|
||||||
|
data.beta: {x: 1, y: 1, z: 1}
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@ -0,0 +1,3 @@
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||||||
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Name: UIMat_MainMenu
|
||||||
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ID: 121834459
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||||||
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Type: 7
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@ -0,0 +1,8 @@
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||||||
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- VertexShader: 46580970
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||||||
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FragmentShader: 35983630
|
||||||
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SubPass: G-Buffer Write
|
||||||
|
Properties:
|
||||||
|
data.color: {x: 1, y: 1, z: 1, w: 1}
|
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|
data.textureIndex: 57302694
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data.alpha: 0
|
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data.beta: {x: 1, y: 1, z: 1}
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@ -0,0 +1,3 @@
|
||||||
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Name: UIMat_WinScene
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||||||
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ID: 129138332
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||||||
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Type: 7
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File diff suppressed because one or more lines are too long
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||||||
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Name: ExteriorMeshs
|
||||||
|
ID: 80559352
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||||||
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Type: 4
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||||||
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Sub Assets:
|
||||||
|
Name: TreeVar1
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||||||
|
ID: 150881323
|
||||||
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Type: 8
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||||||
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Name: TreeVar2
|
||||||
|
ID: 140386412
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||||||
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Type: 8
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||||||
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Name: TreeVar3
|
||||||
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ID: 146337876
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||||||
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Type: 8
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||||||
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Name: BushVar1
|
||||||
|
ID: 143461339
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||||||
|
Type: 8
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||||||
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Name: BushVar2
|
||||||
|
ID: 136373407
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||||||
|
Type: 8
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||||||
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Name: BushVar3
|
||||||
|
ID: 144928031
|
||||||
|
Type: 8
|
||||||
|
Name: FenceSinglePiece
|
||||||
|
ID: 140263745
|
||||||
|
Type: 8
|
||||||
|
Name: FenceFivePiece
|
||||||
|
ID: 145842965
|
||||||
|
Type: 8
|
File diff suppressed because one or more lines are too long
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||||||
|
Name: KitchenAddOns1
|
||||||
|
ID: 79971916
|
||||||
|
Type: 4
|
||||||
|
Sub Assets:
|
||||||
|
Name: TallStool01
|
||||||
|
ID: 140539561
|
||||||
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Type: 8
|
||||||
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Name: Chair01
|
||||||
|
ID: 142860936
|
||||||
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Type: 8
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||||||
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Name: Table01
|
||||||
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ID: 140474147
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||||||
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Type: 8
|
||||||
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Name: ServiceTray01
|
||||||
|
ID: 140279658
|
||||||
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Type: 8
|
||||||
|
Name: RubbishBin01_Body
|
||||||
|
ID: 143026779
|
||||||
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Type: 8
|
||||||
|
Name: RubbishBin01_Lid
|
||||||
|
ID: 142134724
|
||||||
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Type: 8
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|
||||||
|
Name: KitchenCounterEmpty
|
||||||
|
ID: 78136063
|
||||||
|
Type: 4
|
||||||
|
Sub Assets:
|
||||||
|
Name: CupboardEmpty
|
||||||
|
ID: 144189529
|
||||||
|
Type: 8
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|
||||||
|
Name: KitchenCounterMeshs
|
||||||
|
ID: 82758363
|
||||||
|
Type: 4
|
||||||
|
Sub Assets:
|
||||||
|
Name: DrawerMid01
|
||||||
|
ID: 139881558
|
||||||
|
Type: 8
|
||||||
|
Name: DrawerSmall01
|
||||||
|
ID: 135779275
|
||||||
|
Type: 8
|
||||||
|
Name: DrawerSmall02
|
||||||
|
ID: 146001396
|
||||||
|
Type: 8
|
||||||
|
Name: DrawerSmall03
|
||||||
|
ID: 150413201
|
||||||
|
Type: 8
|
||||||
|
Name: DrawerLarge01
|
||||||
|
ID: 138305769
|
||||||
|
Type: 8
|
||||||
|
Name: DoorLeft
|
||||||
|
ID: 150547241
|
||||||
|
Type: 8
|
||||||
|
Name: DoorRight
|
||||||
|
ID: 146520338
|
||||||
|
Type: 8
|
||||||
|
Name: CupboardSolid
|
||||||
|
ID: 144974966
|
||||||
|
Type: 8
|
||||||
|
Name: DoorDoubleRight
|
||||||
|
ID: 146717179
|
||||||
|
Type: 8
|
||||||
|
Name: CupboardSinkPiece
|
||||||
|
ID: 141601355
|
||||||
|
Type: 8
|
||||||
|
Name: DoorDoubleLeft
|
||||||
|
ID: 146024338
|
||||||
|
Type: 8
|
||||||
|
Name: CupboardSolidBlock
|
||||||
|
ID: 142281760
|
||||||
|
Type: 8
|
||||||
|
Name: CupboardSolidHalf
|
||||||
|
ID: 137745540
|
||||||
|
Type: 8
|
||||||
|
Name: CupboardOven
|
||||||
|
ID: 136828790
|
||||||
|
Type: 8
|
||||||
|
Name: DoorOven
|
||||||
|
ID: 150740704
|
||||||
|
Type: 8
|
||||||
|
Name: DoorOvenGlass
|
||||||
|
ID: 135623020
|
||||||
|
Type: 8
|
||||||
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Name: OvenTray
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ID: 136078992
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Type: 8
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File diff suppressed because one or more lines are too long
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|
||||||
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Name: KitchenShelves1
|
||||||
|
ID: 82783113
|
||||||
|
Type: 4
|
||||||
|
Sub Assets:
|
||||||
|
Name: BottomLid
|
||||||
|
ID: 138181722
|
||||||
|
Type: 8
|
||||||
|
Name: TopLid
|
||||||
|
ID: 147761585
|
||||||
|
Type: 8
|
||||||
|
Name: Backcover
|
||||||
|
ID: 139576452
|
||||||
|
Type: 8
|
||||||
|
Name: InBetweenShelf
|
||||||
|
ID: 142336524
|
||||||
|
Type: 8
|
||||||
|
Name: FrameHigh
|
||||||
|
ID: 150586966
|
||||||
|
Type: 8
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||||||
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Name: FrameLow
|
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ID: 140066298
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||||||
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Type: 8
|
File diff suppressed because one or more lines are too long
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|
||||||
|
Name: MD_BreakableObjects1
|
||||||
|
ID: 68661596
|
||||||
|
Type: 4
|
||||||
|
Sub Assets:
|
||||||
|
Name: Plate01_Unshattered
|
||||||
|
ID: 140964851
|
||||||
|
Type: 8
|
||||||
|
Name: Plate01_Shattered.004
|
||||||
|
ID: 136742160
|
||||||
|
Type: 8
|
||||||
|
Name: Plate01_Shattered.001
|
||||||
|
ID: 146557542
|
||||||
|
Type: 8
|
||||||
|
Name: Plate01_Shattered.002
|
||||||
|
ID: 145439064
|
||||||
|
Type: 8
|
||||||
|
Name: Plate01_Shattered.003
|
||||||
|
ID: 139411134
|
||||||
|
Type: 8
|
||||||
|
Name: Bowl01_Unshattered
|
||||||
|
ID: 144894491
|
||||||
|
Type: 8
|
||||||
|
Name: Bowl01_Shattered.001
|
||||||
|
ID: 140591337
|
||||||
|
Type: 8
|
||||||
|
Name: Bowl01_Shattered.002
|
||||||
|
ID: 148464002
|
||||||
|
Type: 8
|
||||||
|
Name: Bowl01_Shattered.003
|
||||||
|
ID: 144132426
|
||||||
|
Type: 8
|
||||||
|
Name: Cup01_Unshattered
|
||||||
|
ID: 134951952
|
||||||
|
Type: 8
|
||||||
|
Name: Cup01_Shattered.001
|
||||||
|
ID: 140710075
|
||||||
|
Type: 8
|
||||||
|
Name: Cup01_Shattered.002
|
||||||
|
ID: 147241586
|
||||||
|
Type: 8
|
||||||
|
Name: Cup01_Shattered.003
|
||||||
|
ID: 141067850
|
||||||
|
Type: 8
|
||||||
|
Name: Cup01_Shattered.004
|
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|
ID: 142028102
|
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|
Type: 8
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|
||||||
|
Name: MD_FoodItems
|
||||||
|
ID: 79293496
|
||||||
|
Type: 4
|
||||||
|
Sub Assets:
|
||||||
|
Name: Cheese
|
||||||
|
ID: 141841143
|
||||||
|
Type: 8
|
||||||
|
Name: Apple
|
||||||
|
ID: 144128170
|
||||||
|
Type: 8
|
||||||
|
Name: Meat
|
||||||
|
ID: 136892700
|
||||||
|
Type: 8
|
File diff suppressed because one or more lines are too long
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|
||||||
|
Name: MD_Homeowner-NoRig
|
||||||
|
ID: 69970713
|
||||||
|
Type: 4
|
||||||
|
Sub Assets:
|
||||||
|
Name: BodyLow
|
||||||
|
ID: 140697366
|
||||||
|
Type: 8
|
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|
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|
||||||
|
Name: MD_SkyDome01
|
||||||
|
ID: 82516582
|
||||||
|
Type: 4
|
||||||
|
Sub Assets:
|
||||||
|
Name: Sphere
|
||||||
|
ID: 144340823
|
||||||
|
Type: 8
|
|
@ -0,0 +1,276 @@
|
||||||
|
- EID: 0
|
||||||
|
Name: Main Camera
|
||||||
|
IsActive: true
|
||||||
|
NumberOfChildren: 0
|
||||||
|
Components:
|
||||||
|
Transform Component:
|
||||||
|
Translate: {x: 0, y: 0.472120881, z: 2.53064919}
|
||||||
|
Rotate: {x: 0, y: 0, z: 0}
|
||||||
|
Scale: {x: 1, y: 1, z: 1}
|
||||||
|
IsActive: true
|
||||||
|
Camera Component:
|
||||||
|
Position: {x: 0, y: 0.472120881, z: 2.53064919}
|
||||||
|
Pitch: 0
|
||||||
|
Yaw: 0
|
||||||
|
Roll: 0
|
||||||
|
Width: 1920
|
||||||
|
Height: 1080
|
||||||
|
Near: 0.00999999978
|
||||||
|
Far: 10000
|
||||||
|
Perspective: true
|
||||||
|
IsActive: true
|
||||||
|
Scripts: ~
|
||||||
|
- EID: 2
|
||||||
|
Name: Light
|
||||||
|
IsActive: true
|
||||||
|
NumberOfChildren: 0
|
||||||
|
Components:
|
||||||
|
Light Component:
|
||||||
|
Position: {x: 0, y: 0, z: 0}
|
||||||
|
Type: Directional
|
||||||
|
Direction: {x: 0, y: 0, z: 1}
|
||||||
|
Color: {x: 1, y: 1, z: 1, w: 1}
|
||||||
|
Layer: 4294967295
|
||||||
|
Strength: 0
|
||||||
|
IsActive: true
|
||||||
|
Scripts: ~
|
||||||
|
- EID: 1
|
||||||
|
Name: Plate
|
||||||
|
IsActive: true
|
||||||
|
NumberOfChildren: 4
|
||||||
|
Components:
|
||||||
|
Transform Component:
|
||||||
|
Translate: {x: 0.00451920554, y: 0.829197884, z: 1.75}
|
||||||
|
Rotate: {x: -0, y: 0, z: -0}
|
||||||
|
Scale: {x: 0.999979734, y: 1, z: 0.999979734}
|
||||||
|
IsActive: true
|
||||||
|
Renderable Component:
|
||||||
|
Mesh: 140964851
|
||||||
|
Material: 126974645
|
||||||
|
IsActive: true
|
||||||
|
RigidBody Component:
|
||||||
|
Type: Dynamic
|
||||||
|
Drag: 0.00999999978
|
||||||
|
Angular Drag: 0.00999999978
|
||||||
|
Use Gravity: true
|
||||||
|
Interpolate: true
|
||||||
|
Sleeping Enabled: true
|
||||||
|
Freeze Position X: false
|
||||||
|
Freeze Position Y: false
|
||||||
|
Freeze Position Z: false
|
||||||
|
Freeze Rotation X: false
|
||||||
|
Freeze Rotation Y: false
|
||||||
|
Freeze Rotation Z: false
|
||||||
|
IsActive: true
|
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||||||
|
Scale: {x: 1, y: 1, z: 1}
|
||||||
|
IsActive: true
|
||||||
|
Renderable Component:
|
||||||
|
Mesh: 144128170
|
||||||
|
Material: 131956078
|
||||||
|
IsActive: true
|
||||||
|
Scripts: ~
|
||||||
|
- EID: 3
|
||||||
|
Name: Mesh_Cheese
|
||||||
|
IsActive: true
|
||||||
|
NumberOfChildren: 0
|
||||||
|
Components:
|
||||||
|
Transform Component:
|
||||||
|
Translate: {x: 2.5, y: 0, z: 0}
|
||||||
|
Rotate: {x: -0, y: 0, z: -0}
|
||||||
|
Scale: {x: 1, y: 1, z: 1}
|
||||||
|
IsActive: true
|
||||||
|
Renderable Component:
|
||||||
|
Mesh: 141841143
|
||||||
|
Material: 131956078
|
||||||
|
IsActive: true
|
||||||
|
Scripts: ~
|
||||||
|
- EID: 4
|
||||||
|
Name: Mesh_Meat
|
||||||
|
IsActive: true
|
||||||
|
NumberOfChildren: 0
|
||||||
|
Components:
|
||||||
|
Transform Component:
|
||||||
|
Translate: {x: 1, y: 0, z: 0}
|
||||||
|
Rotate: {x: -0, y: 0, z: -0}
|
||||||
|
Scale: {x: 1, y: 1, z: 1}
|
||||||
|
IsActive: true
|
||||||
|
Renderable Component:
|
||||||
|
Mesh: 136892700
|
||||||
|
Material: 131956078
|
||||||
|
IsActive: true
|
||||||
|
Scripts: ~
|
|
@ -0,0 +1,3 @@
|
||||||
|
Name: MeshImport
|
||||||
|
ID: 95609584
|
||||||
|
Type: 5
|
|
@ -39,11 +39,11 @@
|
||||||
IsActive: true
|
IsActive: true
|
||||||
RigidBody Component:
|
RigidBody Component:
|
||||||
Type: Static
|
Type: Static
|
||||||
Mass: 1
|
|
||||||
Drag: 0.00999999978
|
Drag: 0.00999999978
|
||||||
Angular Drag: 0.00999999978
|
Angular Drag: 0.00999999978
|
||||||
Use Gravity: true
|
Use Gravity: true
|
||||||
Interpolate: true
|
Interpolate: true
|
||||||
|
Sleeping Enabled: true
|
||||||
Freeze Position X: false
|
Freeze Position X: false
|
||||||
Freeze Position Y: false
|
Freeze Position Y: false
|
||||||
Freeze Position Z: false
|
Freeze Position Z: false
|
||||||
|
@ -60,6 +60,7 @@
|
||||||
Bounciness: 0
|
Bounciness: 0
|
||||||
Density: 1
|
Density: 1
|
||||||
Position Offset: {x: 0, y: 0, z: 0}
|
Position Offset: {x: 0, y: 0, z: 0}
|
||||||
|
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||||
IsActive: true
|
IsActive: true
|
||||||
Scripts: ~
|
Scripts: ~
|
||||||
- EID: 2
|
- EID: 2
|
||||||
|
@ -68,9 +69,9 @@
|
||||||
NumberOfChildren: 3
|
NumberOfChildren: 3
|
||||||
Components:
|
Components:
|
||||||
Transform Component:
|
Transform Component:
|
||||||
Translate: {x: -18.9007454, y: -3.67369723, z: -5.23871422}
|
Translate: {x: -0.0897406489, y: -4.07369709, z: 3.6087606}
|
||||||
Rotate: {x: -0, y: 0, z: 0}
|
Rotate: {x: 0, y: -0.19268477, z: 0}
|
||||||
Scale: {x: 2, y: 2, z: 2}
|
Scale: {x: 1, y: 1, z: 1}
|
||||||
IsActive: true
|
IsActive: true
|
||||||
Renderable Component:
|
Renderable Component:
|
||||||
Mesh: 149697411
|
Mesh: 149697411
|
||||||
|
@ -78,11 +79,11 @@
|
||||||
IsActive: true
|
IsActive: true
|
||||||
RigidBody Component:
|
RigidBody Component:
|
||||||
Type: Dynamic
|
Type: Dynamic
|
||||||
Mass: 1
|
|
||||||
Drag: 2
|
Drag: 2
|
||||||
Angular Drag: 0
|
Angular Drag: 0
|
||||||
Use Gravity: false
|
Use Gravity: false
|
||||||
Interpolate: false
|
Interpolate: true
|
||||||
|
Sleeping Enabled: true
|
||||||
Freeze Position X: false
|
Freeze Position X: false
|
||||||
Freeze Position Y: false
|
Freeze Position Y: false
|
||||||
Freeze Position Z: false
|
Freeze Position Z: false
|
||||||
|
@ -94,19 +95,21 @@
|
||||||
Colliders:
|
Colliders:
|
||||||
- Is Trigger: false
|
- Is Trigger: false
|
||||||
Type: Box
|
Type: Box
|
||||||
Half Extents: {x: 1, y: 1, z: 1}
|
Half Extents: {x: 0.5, y: 0.699999988, z: 0.5}
|
||||||
Friction: 0.400000006
|
Friction: 0.400000006
|
||||||
Bounciness: 0
|
Bounciness: 0
|
||||||
Density: 1
|
Density: 1
|
||||||
Position Offset: {x: 0, y: 0.5, z: 0}
|
Position Offset: {x: 0, y: 0.300000012, z: 0}
|
||||||
|
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||||
IsActive: true
|
IsActive: true
|
||||||
Scripts:
|
Scripts:
|
||||||
- Type: PlayerController
|
- Type: PlayerController
|
||||||
|
Enabled: true
|
||||||
currentState: 0
|
currentState: 0
|
||||||
maxMoveVel: 4
|
maxMoveVel: 4
|
||||||
moveForce: 50
|
moveForce: 50
|
||||||
sprintMultiplier: 1.5
|
sprintMultiplier: 1.5
|
||||||
rotationFactorPerFrame: 1
|
rotationFactorPerFrame: 4
|
||||||
maxJumpHeight: 4
|
maxJumpHeight: 4
|
||||||
maxJumpTime: 0.75
|
maxJumpTime: 0.75
|
||||||
fallMultipler: 2
|
fallMultipler: 2
|
||||||
|
@ -114,16 +117,22 @@
|
||||||
mediumMultiper: 0.5
|
mediumMultiper: 0.5
|
||||||
heavyMultiper: 0.25
|
heavyMultiper: 0.25
|
||||||
- Type: PickAndThrow
|
- Type: PickAndThrow
|
||||||
holdPosition: [0, 1.20000005, 0]
|
Enabled: true
|
||||||
throwForce: [200, 300, 200]
|
throwForce: [300, 300, 300]
|
||||||
|
delayTimer: 1
|
||||||
|
aimingLength: 1.5
|
||||||
|
- Type: StateMachine
|
||||||
|
Enabled: true
|
||||||
|
currentStateName: ""
|
||||||
|
currentAnimName: ""
|
||||||
- EID: 3
|
- EID: 3
|
||||||
Name: Default
|
Name: HoldingPoint
|
||||||
IsActive: true
|
IsActive: true
|
||||||
NumberOfChildren: 0
|
NumberOfChildren: 0
|
||||||
Components:
|
Components:
|
||||||
Transform Component:
|
Transform Component:
|
||||||
Translate: {x: 0, y: 1.20000005, z: 0}
|
Translate: {x: 0, y: 1.20000005, z: 0.5}
|
||||||
Rotate: {x: -0, y: 0, z: -0}
|
Rotate: {x: 0, y: 0, z: -0}
|
||||||
Scale: {x: 1, y: 1, z: 1}
|
Scale: {x: 1, y: 1, z: 1}
|
||||||
IsActive: true
|
IsActive: true
|
||||||
Scripts: ~
|
Scripts: ~
|
||||||
|
@ -134,13 +143,13 @@
|
||||||
Components:
|
Components:
|
||||||
Transform Component:
|
Transform Component:
|
||||||
Translate: {x: 0, y: 0, z: 0}
|
Translate: {x: 0, y: 0, z: 0}
|
||||||
Rotate: {x: -0.785401046, y: 1.65799224, z: 0}
|
Rotate: {x: -0.738241911, y: 0.48064509, z: 0}
|
||||||
Scale: {x: 1, y: 1, z: 1}
|
Scale: {x: 1, y: 1, z: 1}
|
||||||
IsActive: true
|
IsActive: true
|
||||||
Camera Component:
|
Camera Component:
|
||||||
Position: {x: -18.9007454, y: -3.67369723, z: -5.23871422}
|
Position: {x: -0.0897406489, y: -4.07369709, z: 3.6087606}
|
||||||
Pitch: -45.000164
|
Pitch: -42.2981453
|
||||||
Yaw: 94.9959564
|
Yaw: 16.4989109
|
||||||
Roll: 0
|
Roll: 0
|
||||||
Width: 1920
|
Width: 1920
|
||||||
Height: 1080
|
Height: 1080
|
||||||
|
@ -150,6 +159,7 @@
|
||||||
IsActive: true
|
IsActive: true
|
||||||
Scripts:
|
Scripts:
|
||||||
- Type: SHADE_Scripting.ThirdPersonCamera
|
- Type: SHADE_Scripting.ThirdPersonCamera
|
||||||
|
Enabled: true
|
||||||
armLength: 2
|
armLength: 2
|
||||||
turnSpeedPitch: 0.300000012
|
turnSpeedPitch: 0.300000012
|
||||||
turnSpeedYaw: 0.5
|
turnSpeedYaw: 0.5
|
||||||
|
@ -175,8 +185,8 @@
|
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NumberOfChildren: 0
|
NumberOfChildren: 0
|
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Components:
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Components:
|
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Transform Component:
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Transform Component:
|
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Translate: {x: -8, y: -4.42369843, z: 2.5}
|
Translate: {x: -8, y: -4.42369699, z: 3.65323806}
|
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Rotate: {x: -0, y: 0, z: 0}
|
Rotate: {x: -0, y: 0, z: -0}
|
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Scale: {x: 1, y: 1, z: 1}
|
Scale: {x: 1, y: 1, z: 1}
|
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IsActive: true
|
IsActive: true
|
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Renderable Component:
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Renderable Component:
|
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|
@ -185,11 +195,11 @@
|
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IsActive: true
|
IsActive: true
|
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RigidBody Component:
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RigidBody Component:
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Type: Dynamic
|
Type: Dynamic
|
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Mass: 1
|
|
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Drag: 0
|
Drag: 0
|
||||||
Angular Drag: 0
|
Angular Drag: 0
|
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Use Gravity: true
|
Use Gravity: true
|
||||||
Interpolate: false
|
Interpolate: false
|
||||||
|
Sleeping Enabled: true
|
||||||
Freeze Position X: false
|
Freeze Position X: false
|
||||||
Freeze Position Y: false
|
Freeze Position Y: false
|
||||||
Freeze Position Z: false
|
Freeze Position Z: false
|
||||||
|
@ -206,6 +216,7 @@
|
||||||
Bounciness: 0
|
Bounciness: 0
|
||||||
Density: 1
|
Density: 1
|
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Position Offset: {x: 0, y: 0.5, z: 0}
|
Position Offset: {x: 0, y: 0.5, z: 0}
|
||||||
|
Rotation Offset: {x: 0, y: 0, z: 0}
|
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IsActive: true
|
IsActive: true
|
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Scripts: ~
|
Scripts: ~
|
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- EID: 7
|
- EID: 7
|
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|
@ -249,11 +260,11 @@
|
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IsActive: true
|
IsActive: true
|
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RigidBody Component:
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RigidBody Component:
|
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Type: Static
|
Type: Static
|
||||||
Mass: 1
|
|
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Drag: 0.00999999978
|
Drag: 0.00999999978
|
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Angular Drag: 0.00999999978
|
Angular Drag: 0.00999999978
|
||||||
Use Gravity: true
|
Use Gravity: true
|
||||||
Interpolate: true
|
Interpolate: true
|
||||||
|
Sleeping Enabled: true
|
||||||
Freeze Position X: false
|
Freeze Position X: false
|
||||||
Freeze Position Y: false
|
Freeze Position Y: false
|
||||||
Freeze Position Z: false
|
Freeze Position Z: false
|
||||||
|
@ -266,16 +277,17 @@
|
||||||
IsActive: true
|
IsActive: true
|
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Scripts:
|
Scripts:
|
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- Type: GameManager
|
- Type: GameManager
|
||||||
|
Enabled: true
|
||||||
itemPool: 12
|
itemPool: 12
|
||||||
zonePool: 51000
|
zonePool: 15
|
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currGameState: 0
|
currGameState: 0
|
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totalItemCount: -202
|
totalItemCount: 0
|
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Score: 204
|
Score: 0
|
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timer: 0
|
timer: 50
|
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- EID: 12
|
- EID: 12
|
||||||
Name: ItemPool
|
Name: ItemPool
|
||||||
IsActive: true
|
IsActive: true
|
||||||
NumberOfChildren: 2
|
NumberOfChildren: 3
|
||||||
Components: ~
|
Components: ~
|
||||||
Scripts: ~
|
Scripts: ~
|
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- EID: 10
|
- EID: 10
|
||||||
|
@ -284,8 +296,8 @@
|
||||||
NumberOfChildren: 0
|
NumberOfChildren: 0
|
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Components:
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Components:
|
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Transform Component:
|
Transform Component:
|
||||||
Translate: {x: 3.19870043, y: -3.67369723, z: -5}
|
Translate: {x: 3.19896913, y: -3.66431332, z: -4.99997139}
|
||||||
Rotate: {x: -0, y: 0, z: 0}
|
Rotate: {x: -1.57956983e-05, y: 2.20007223e-06, z: -0.000548519194}
|
||||||
Scale: {x: 2, y: 2, z: 2}
|
Scale: {x: 2, y: 2, z: 2}
|
||||||
IsActive: true
|
IsActive: true
|
||||||
Renderable Component:
|
Renderable Component:
|
||||||
|
@ -294,17 +306,17 @@
|
||||||
IsActive: true
|
IsActive: true
|
||||||
RigidBody Component:
|
RigidBody Component:
|
||||||
Type: Dynamic
|
Type: Dynamic
|
||||||
Mass: 1
|
Drag: 0.100000001
|
||||||
Drag: 0
|
Angular Drag: 0.100000001
|
||||||
Angular Drag: 0
|
|
||||||
Use Gravity: true
|
Use Gravity: true
|
||||||
Interpolate: false
|
Interpolate: true
|
||||||
|
Sleeping Enabled: true
|
||||||
Freeze Position X: false
|
Freeze Position X: false
|
||||||
Freeze Position Y: false
|
Freeze Position Y: false
|
||||||
Freeze Position Z: false
|
Freeze Position Z: false
|
||||||
Freeze Rotation X: true
|
Freeze Rotation X: false
|
||||||
Freeze Rotation Y: true
|
Freeze Rotation Y: false
|
||||||
Freeze Rotation Z: true
|
Freeze Rotation Z: false
|
||||||
IsActive: true
|
IsActive: true
|
||||||
Collider Component:
|
Collider Component:
|
||||||
Colliders:
|
Colliders:
|
||||||
|
@ -315,6 +327,7 @@
|
||||||
Bounciness: 0
|
Bounciness: 0
|
||||||
Density: 1
|
Density: 1
|
||||||
Position Offset: {x: 0, y: 0.5, z: 0}
|
Position Offset: {x: 0, y: 0.5, z: 0}
|
||||||
|
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||||
- Is Trigger: true
|
- Is Trigger: true
|
||||||
Type: Box
|
Type: Box
|
||||||
Half Extents: {x: 2, y: 2, z: 2}
|
Half Extents: {x: 2, y: 2, z: 2}
|
||||||
|
@ -322,9 +335,11 @@
|
||||||
Bounciness: 0
|
Bounciness: 0
|
||||||
Density: 1
|
Density: 1
|
||||||
Position Offset: {x: 0, y: 0.5, z: 0}
|
Position Offset: {x: 0, y: 0.5, z: 0}
|
||||||
|
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||||
IsActive: true
|
IsActive: true
|
||||||
Scripts:
|
Scripts:
|
||||||
- Type: Item
|
- Type: Item
|
||||||
|
Enabled: true
|
||||||
Score: 1
|
Score: 1
|
||||||
currCategory: 0
|
currCategory: 0
|
||||||
- EID: 5
|
- EID: 5
|
||||||
|
@ -333,49 +348,100 @@
|
||||||
NumberOfChildren: 0
|
NumberOfChildren: 0
|
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Components:
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Components:
|
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Transform Component:
|
Transform Component:
|
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Translate: {x: -20.6163979, y: -0.0419634879, z: -5.08873653}
|
Translate: {x: -5.02078056, y: -4.17369747, z: -2.14891005}
|
||||||
Rotate: {x: -0, y: 0, z: 0}
|
Rotate: {x: -2.95397289e-08, y: 0.00065473502, z: -4.44611992e-08}
|
||||||
Scale: {x: 2, y: 2, z: 2}
|
Scale: {x: 1.99998975, y: 2, z: 1.99998975}
|
||||||
IsActive: false
|
IsActive: true
|
||||||
Renderable Component:
|
Renderable Component:
|
||||||
Mesh: 144838771
|
Mesh: 144838771
|
||||||
Material: 123745521
|
Material: 123745521
|
||||||
IsActive: false
|
IsActive: true
|
||||||
RigidBody Component:
|
RigidBody Component:
|
||||||
Type: Dynamic
|
Type: Dynamic
|
||||||
Mass: 1
|
Drag: 0.100000001
|
||||||
Drag: 0
|
Angular Drag: 0.100000001
|
||||||
Angular Drag: 0
|
|
||||||
Use Gravity: true
|
Use Gravity: true
|
||||||
Interpolate: false
|
Interpolate: true
|
||||||
|
Sleeping Enabled: true
|
||||||
Freeze Position X: false
|
Freeze Position X: false
|
||||||
Freeze Position Y: false
|
Freeze Position Y: false
|
||||||
Freeze Position Z: false
|
Freeze Position Z: false
|
||||||
Freeze Rotation X: true
|
Freeze Rotation X: false
|
||||||
Freeze Rotation Y: true
|
Freeze Rotation Y: false
|
||||||
Freeze Rotation Z: true
|
Freeze Rotation Z: false
|
||||||
IsActive: false
|
IsActive: true
|
||||||
Collider Component:
|
Collider Component:
|
||||||
Colliders:
|
Colliders:
|
||||||
- Is Trigger: false
|
- Is Trigger: false
|
||||||
|
Type: Box
|
||||||
|
Half Extents: {x: 0.5, y: 0.5, z: 0.5}
|
||||||
|
Friction: 0.400000006
|
||||||
|
Bounciness: 0
|
||||||
|
Density: 1
|
||||||
|
Position Offset: {x: 0, y: 0.5, z: 0}
|
||||||
|
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||||
|
- Is Trigger: true
|
||||||
Type: Box
|
Type: Box
|
||||||
Half Extents: {x: 1, y: 1, z: 1}
|
Half Extents: {x: 1, y: 1, z: 1}
|
||||||
Friction: 0.400000006
|
Friction: 0.400000006
|
||||||
Bounciness: 0
|
Bounciness: 0
|
||||||
Density: 1
|
Density: 1
|
||||||
Position Offset: {x: 0, y: 0.5, z: 0}
|
Position Offset: {x: 0, y: 0.5, z: 0}
|
||||||
- Is Trigger: true
|
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||||
|
IsActive: true
|
||||||
|
Scripts:
|
||||||
|
- Type: Item
|
||||||
|
Enabled: true
|
||||||
|
Score: 1
|
||||||
|
currCategory: 0
|
||||||
|
- EID: 16
|
||||||
|
Name: Mesh_Apple
|
||||||
|
IsActive: true
|
||||||
|
NumberOfChildren: 0
|
||||||
|
Components:
|
||||||
|
Transform Component:
|
||||||
|
Translate: {x: -2.57231402, y: -3.27855849, z: 0}
|
||||||
|
Rotate: {x: -0, y: 0, z: -0}
|
||||||
|
Scale: {x: 1, y: 1, z: 1}
|
||||||
|
IsActive: true
|
||||||
|
Renderable Component:
|
||||||
|
Mesh: 144128170
|
||||||
|
Material: 131956078
|
||||||
|
IsActive: true
|
||||||
|
RigidBody Component:
|
||||||
|
Type: Dynamic
|
||||||
|
Drag: 0.00999999978
|
||||||
|
Angular Drag: 0.00999999978
|
||||||
|
Use Gravity: true
|
||||||
|
Interpolate: true
|
||||||
|
Sleeping Enabled: true
|
||||||
|
Freeze Position X: false
|
||||||
|
Freeze Position Y: false
|
||||||
|
Freeze Position Z: false
|
||||||
|
Freeze Rotation X: false
|
||||||
|
Freeze Rotation Y: false
|
||||||
|
Freeze Rotation Z: false
|
||||||
|
IsActive: true
|
||||||
|
Collider Component:
|
||||||
|
Colliders:
|
||||||
|
- Is Trigger: false
|
||||||
Type: Box
|
Type: Box
|
||||||
Half Extents: {x: 2, y: 2, z: 2}
|
Half Extents: {x: 0.100000001, y: 0.100000001, z: 0.100000001}
|
||||||
Friction: 0.400000006
|
Friction: 0.400000006
|
||||||
Bounciness: 0
|
Bounciness: 0
|
||||||
Density: 1
|
Density: 1
|
||||||
Position Offset: {x: 0, y: 0.5, z: 0}
|
Position Offset: {x: 0, y: 0, z: 0}
|
||||||
IsActive: false
|
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||||
Scripts:
|
- Is Trigger: true
|
||||||
- Type: Item
|
Type: Box
|
||||||
Score: 1
|
Half Extents: {x: 0.300000012, y: 0.300000012, z: 0.300000012}
|
||||||
currCategory: 0
|
Friction: 0.400000006
|
||||||
|
Bounciness: 0
|
||||||
|
Density: 1
|
||||||
|
Position Offset: {x: 0, y: 0, z: 0}
|
||||||
|
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||||
|
IsActive: true
|
||||||
|
Scripts: ~
|
||||||
- EID: 15
|
- EID: 15
|
||||||
Name: ScoreZonePool
|
Name: ScoreZonePool
|
||||||
IsActive: true
|
IsActive: true
|
||||||
|
@ -388,17 +454,17 @@
|
||||||
NumberOfChildren: 0
|
NumberOfChildren: 0
|
||||||
Components:
|
Components:
|
||||||
Transform Component:
|
Transform Component:
|
||||||
Translate: {x: -24.5947151, y: -3.15127993, z: -3.29243231}
|
Translate: {x: -24.4654179, y: -3.15127993, z: -3.29243231}
|
||||||
Rotate: {x: 0, y: 0, z: 0}
|
Rotate: {x: -0, y: 0, z: -0}
|
||||||
Scale: {x: 1, y: 1, z: 1}
|
Scale: {x: 1, y: 1, z: 1}
|
||||||
IsActive: true
|
IsActive: true
|
||||||
RigidBody Component:
|
RigidBody Component:
|
||||||
Type: Static
|
Type: Static
|
||||||
Mass: 1
|
|
||||||
Drag: 0.00999999978
|
Drag: 0.00999999978
|
||||||
Angular Drag: 0.00999999978
|
Angular Drag: 0.00999999978
|
||||||
Use Gravity: true
|
Use Gravity: true
|
||||||
Interpolate: true
|
Interpolate: true
|
||||||
|
Sleeping Enabled: true
|
||||||
Freeze Position X: false
|
Freeze Position X: false
|
||||||
Freeze Position Y: false
|
Freeze Position Y: false
|
||||||
Freeze Position Z: false
|
Freeze Position Z: false
|
||||||
|
@ -415,8 +481,11 @@
|
||||||
Bounciness: 0
|
Bounciness: 0
|
||||||
Density: 1
|
Density: 1
|
||||||
Position Offset: {x: 0, y: 0, z: 0}
|
Position Offset: {x: 0, y: 0, z: 0}
|
||||||
|
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||||
IsActive: true
|
IsActive: true
|
||||||
Scripts: ~
|
Scripts:
|
||||||
|
- Type: ScoringZone
|
||||||
|
Enabled: true
|
||||||
- EID: 14
|
- EID: 14
|
||||||
Name: ScoreZone
|
Name: ScoreZone
|
||||||
IsActive: true
|
IsActive: true
|
||||||
|
@ -429,11 +498,11 @@
|
||||||
IsActive: true
|
IsActive: true
|
||||||
RigidBody Component:
|
RigidBody Component:
|
||||||
Type: Static
|
Type: Static
|
||||||
Mass: 1
|
|
||||||
Drag: 0.00999999978
|
Drag: 0.00999999978
|
||||||
Angular Drag: 0.00999999978
|
Angular Drag: 0.00999999978
|
||||||
Use Gravity: true
|
Use Gravity: true
|
||||||
Interpolate: true
|
Interpolate: true
|
||||||
|
Sleeping Enabled: true
|
||||||
Freeze Position X: false
|
Freeze Position X: false
|
||||||
Freeze Position Y: false
|
Freeze Position Y: false
|
||||||
Freeze Position Z: false
|
Freeze Position Z: false
|
||||||
|
@ -450,5 +519,8 @@
|
||||||
Bounciness: 0
|
Bounciness: 0
|
||||||
Density: 1
|
Density: 1
|
||||||
Position Offset: {x: 0, y: 0, z: 0}
|
Position Offset: {x: 0, y: 0, z: 0}
|
||||||
|
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||||
IsActive: true
|
IsActive: true
|
||||||
Scripts: ~
|
Scripts:
|
||||||
|
- Type: ScoringZone
|
||||||
|
Enabled: true
|
|
@ -0,0 +1,84 @@
|
||||||
|
- EID: 0
|
||||||
|
Name: Canvas
|
||||||
|
IsActive: true
|
||||||
|
NumberOfChildren: 1
|
||||||
|
Components:
|
||||||
|
Canvas Component:
|
||||||
|
Canvas Width: 10
|
||||||
|
Canvas Height: 10
|
||||||
|
IsActive: true
|
||||||
|
Scripts: ~
|
||||||
|
- EID: 6
|
||||||
|
Name: Default
|
||||||
|
IsActive: true
|
||||||
|
NumberOfChildren: 0
|
||||||
|
Components:
|
||||||
|
Transform Component:
|
||||||
|
Translate: {x: 0, y: 0, 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
|
||||||
|
Button Component:
|
||||||
|
Default Texture: 0
|
||||||
|
Hovered Texture: 0
|
||||||
|
Clicked Texture: 0
|
||||||
|
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: ~
|
|
@ -0,0 +1,3 @@
|
||||||
|
Name: UI_Test
|
||||||
|
ID: 87707373
|
||||||
|
Type: 5
|
|
@ -0,0 +1,71 @@
|
||||||
|
- EID: 0
|
||||||
|
Name: Default
|
||||||
|
IsActive: true
|
||||||
|
NumberOfChildren: 0
|
||||||
|
Components:
|
||||||
|
Light Component:
|
||||||
|
Position: {x: 0, y: 0, z: 0}
|
||||||
|
Type: Directional
|
||||||
|
Direction: {x: 0, y: 0, z: 1}
|
||||||
|
Color: {x: 1, y: 1, z: 1, w: 1}
|
||||||
|
Layer: 4294967295
|
||||||
|
Strength: 0
|
||||||
|
IsActive: true
|
||||||
|
Scripts: ~
|
||||||
|
- EID: 1
|
||||||
|
Name: Canvas
|
||||||
|
IsActive: true
|
||||||
|
NumberOfChildren: 1
|
||||||
|
Components:
|
||||||
|
Canvas Component:
|
||||||
|
Canvas Width: 1920
|
||||||
|
Canvas Height: 1080
|
||||||
|
IsActive: true
|
||||||
|
Scripts: ~
|
||||||
|
- EID: 2
|
||||||
|
Name: Default
|
||||||
|
IsActive: true
|
||||||
|
NumberOfChildren: 0
|
||||||
|
Components:
|
||||||
|
Transform Component:
|
||||||
|
Translate: {x: 0, y: 0, z: 0}
|
||||||
|
Rotate: {x: 0, y: 0, z: 0}
|
||||||
|
Scale: {x: 1920, y: 1080, z: 1}
|
||||||
|
IsActive: true
|
||||||
|
Renderable Component:
|
||||||
|
Mesh: 141771688
|
||||||
|
Material: 129138332
|
||||||
|
IsActive: true
|
||||||
|
Scripts: ~
|
||||||
|
- EID: 3
|
||||||
|
Name: Camera
|
||||||
|
IsActive: true
|
||||||
|
NumberOfChildren: 0
|
||||||
|
Components:
|
||||||
|
Transform Component:
|
||||||
|
Translate: {x: 0, y: 0, z: 0}
|
||||||
|
Rotate: {x: 0, y: 0, z: 0}
|
||||||
|
Scale: {x: 1, y: 1, z: 1}
|
||||||
|
IsActive: true
|
||||||
|
Camera Component:
|
||||||
|
Position: {x: 0, y: 0, z: 0}
|
||||||
|
Pitch: 0
|
||||||
|
Yaw: 0
|
||||||
|
Roll: 0
|
||||||
|
Width: 1920
|
||||||
|
Height: 1080
|
||||||
|
Near: 0.00999999978
|
||||||
|
Far: 10000
|
||||||
|
Perspective: true
|
||||||
|
IsActive: true
|
||||||
|
Scripts: ~
|
||||||
|
- EID: 4
|
||||||
|
Name: Default
|
||||||
|
IsActive: true
|
||||||
|
NumberOfChildren: 0
|
||||||
|
Components: ~
|
||||||
|
Scripts:
|
||||||
|
- Type: EndScene
|
||||||
|
Enabled: true
|
||||||
|
mainGameScene: 86098106
|
||||||
|
mainMainScene: 97158628
|
|
@ -0,0 +1,3 @@
|
||||||
|
Name: WinScene
|
||||||
|
ID: 92009475
|
||||||
|
Type: 5
|
|
@ -1,183 +0,0 @@
|
||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Linq;
|
|
||||||
using System.Runtime.CompilerServices;
|
|
||||||
using System.Security.Cryptography.X509Certificates;
|
|
||||||
using System.Text;
|
|
||||||
using System.Threading.Tasks;
|
|
||||||
using SHADE;
|
|
||||||
|
|
||||||
public class AIPrototype : Script
|
|
||||||
{
|
|
||||||
//This object's relevant components
|
|
||||||
private Transform transform;
|
|
||||||
private RigidBody rb;
|
|
||||||
|
|
||||||
/*[SerializeField]
|
|
||||||
[Tooltip("The list of waypoints that the object will move around on")]
|
|
||||||
private Vector3[] waypoints;*/
|
|
||||||
|
|
||||||
private Vector3[] waypoints = { new Vector3(-8.0f, -2.0f, 3.5f), new Vector3(-8.0f, -2.0f, -13.0f), new Vector3(8.0f, -2.0f, -13.0f), new Vector3(8.0f, -2.0f, 3.5f) };
|
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
[Tooltip("How much force is applied in movement")]
|
|
||||||
private float movementForceMultiplier = 100.0f;
|
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
[Tooltip("How fast the object moves about waypoints")]
|
|
||||||
private float patrolSpeed = 0.4f;
|
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
[Tooltip("How fast the object moves while chasing")]
|
|
||||||
private float chaseSpeed = 0.8f;
|
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
[Tooltip("How near the player must be to the AI for capture")]
|
|
||||||
private float distanceToCapture = 1.2f;
|
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
[Tooltip("How near the player must be for the chase to begin. Should be less than distanceToEndChase")]
|
|
||||||
private float distanceToStartChase = 2.0f;
|
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
[Tooltip("How far the player must be for the chase to end. Should be greater than distanceToStartChase")]
|
|
||||||
private float distanceToEndChase = 2.5f;
|
|
||||||
|
|
||||||
//Whether the AI is chasing or not
|
|
||||||
private bool chaseMode;
|
|
||||||
|
|
||||||
//To cycle depending on the length of waypoints
|
|
||||||
private int currentTargetWaypointIndex;
|
|
||||||
|
|
||||||
private GameObject? player;
|
|
||||||
|
|
||||||
|
|
||||||
protected override void awake()
|
|
||||||
{
|
|
||||||
transform = GetComponent<Transform>();
|
|
||||||
if (transform == null)
|
|
||||||
{
|
|
||||||
Debug.LogError("Transform is NULL!");
|
|
||||||
}
|
|
||||||
|
|
||||||
rb = GetComponent<RigidBody>();
|
|
||||||
if (rb == null)
|
|
||||||
{
|
|
||||||
Debug.LogError("Rigidbody is NULL!");
|
|
||||||
}
|
|
||||||
|
|
||||||
currentTargetWaypointIndex = 0;
|
|
||||||
|
|
||||||
player = GameObject.Find("Player");
|
|
||||||
if (player == null)
|
|
||||||
{
|
|
||||||
Debug.LogError("Player is NULL!");
|
|
||||||
}
|
|
||||||
|
|
||||||
chaseMode = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void fixedUpdate()
|
|
||||||
{
|
|
||||||
//Patrolling
|
|
||||||
if (!chaseMode)
|
|
||||||
{
|
|
||||||
//Head towards the next target
|
|
||||||
Vector3 normalisedDifference = waypoints[currentTargetWaypointIndex] - transform.GlobalPosition;
|
|
||||||
normalisedDifference /= normalisedDifference.GetMagnitude();
|
|
||||||
|
|
||||||
//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
|
|
||||||
rb.LinearVelocity = normalisedDifference * patrolSpeed;
|
|
||||||
|
|
||||||
//transform.GlobalRotation.SetLookRotation(waypoints[currentTargetWaypointIndex], Vector3.Up);
|
|
||||||
|
|
||||||
//Cycle to next waypoint if near enough current waypoint
|
|
||||||
if ((waypoints[currentTargetWaypointIndex] - transform.GlobalPosition).GetSqrMagnitude() <= 0.5f)
|
|
||||||
{
|
|
||||||
++currentTargetWaypointIndex;
|
|
||||||
if (currentTargetWaypointIndex >= waypoints.Length)
|
|
||||||
{
|
|
||||||
currentTargetWaypointIndex = 0; //Recycle
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//Go chase if near enough to player
|
|
||||||
if (player != null)
|
|
||||||
{
|
|
||||||
Transform pTransform = player.GetValueOrDefault().GetComponent<Transform>();
|
|
||||||
if ((pTransform.GlobalPosition - transform.GlobalPosition).GetMagnitude() <= distanceToStartChase)
|
|
||||||
{
|
|
||||||
//Start the chase
|
|
||||||
chaseMode = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else //Chasing
|
|
||||||
{
|
|
||||||
if (player != null)
|
|
||||||
{
|
|
||||||
Transform pTransform = player.GetValueOrDefault().GetComponent<Transform>();
|
|
||||||
|
|
||||||
//Chase the player
|
|
||||||
Vector3 normalisedDifference = pTransform.GlobalPosition - transform.GlobalPosition;
|
|
||||||
normalisedDifference /= normalisedDifference.GetMagnitude();
|
|
||||||
|
|
||||||
//transform.GlobalPosition += normalisedDifference * moveSpeed * (float)Time.DeltaTime;
|
|
||||||
|
|
||||||
//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 > chaseSpeed)
|
|
||||||
{
|
|
||||||
float adjustmentFactor = chaseSpeed / currentSpeed;
|
|
||||||
Vector3 adjustedVelocity = rb.LinearVelocity;
|
|
||||||
adjustedVelocity *= adjustmentFactor;
|
|
||||||
rb.LinearVelocity = adjustedVelocity;
|
|
||||||
}*/
|
|
||||||
|
|
||||||
//TODO delete this when original intended code above works with velocity being limited correctly
|
|
||||||
rb.LinearVelocity = normalisedDifference * chaseSpeed;
|
|
||||||
|
|
||||||
//Capture player if near enough
|
|
||||||
if ((pTransform.GlobalPosition - transform.GlobalPosition).GetMagnitude() <= distanceToCapture)
|
|
||||||
{
|
|
||||||
player.GetValueOrDefault().GetScript<PlayerController>().currentState = PlayerController.RaccoonStates.CAUGHT;
|
|
||||||
}
|
|
||||||
|
|
||||||
//End chase if too far
|
|
||||||
if ((pTransform.GlobalPosition - transform.GlobalPosition).GetMagnitude() >= distanceToEndChase)
|
|
||||||
{
|
|
||||||
//Stop the chase
|
|
||||||
chaseMode = false;
|
|
||||||
|
|
||||||
//Find the nearest waypoint to go instead
|
|
||||||
float nearestWaypointDistance = 99999999999999.9f;
|
|
||||||
for (int i = 0; i < waypoints.Length; ++i)
|
|
||||||
{
|
|
||||||
if ((waypoints[i] - transform.GlobalPosition).GetSqrMagnitude() < nearestWaypointDistance)
|
|
||||||
{
|
|
||||||
nearestWaypointDistance = waypoints[i].GetSqrMagnitude();
|
|
||||||
currentTargetWaypointIndex = i;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,3 +0,0 @@
|
||||||
Name: AIPrototype
|
|
||||||
ID: 163215061
|
|
||||||
Type: 9
|
|
|
@ -1,23 +0,0 @@
|
||||||
using SHADE;
|
|
||||||
using System;
|
|
||||||
|
|
||||||
public class CameraFix : Script
|
|
||||||
{
|
|
||||||
|
|
||||||
private Transform tranform;
|
|
||||||
public Vector3 pos = Vector3.Zero;
|
|
||||||
public Vector3 rot = Vector3.Zero;
|
|
||||||
protected override void awake()
|
|
||||||
{
|
|
||||||
tranform = GetComponent<Transform>();
|
|
||||||
if (tranform == null)
|
|
||||||
Debug.LogError("tranform is NULL!");
|
|
||||||
else
|
|
||||||
{
|
|
||||||
tranform.LocalPosition = pos;
|
|
||||||
tranform.LocalEulerAngles = rot;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,3 +0,0 @@
|
||||||
Name: CameraFix
|
|
||||||
ID: 162231964
|
|
||||||
Type: 9
|
|
|
@ -0,0 +1,96 @@
|
||||||
|
/*********************************************************************
|
||||||
|
* \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)
|
||||||
|
{
|
||||||
|
//Debug.Log("Getting Data " + key);
|
||||||
|
object outData = null;
|
||||||
|
if (blackboard.TryGetValue(key, out outData))
|
||||||
|
{
|
||||||
|
return outData;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
//Debug.LogError("Cannot retrieve data " + key);
|
||||||
|
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 +1,173 @@
|
||||||
|
/*********************************************************************
|
||||||
|
* \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; }
|
||||||
|
|
||||||
|
//PATROL FIELDS///////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
[Tooltip("The list of waypoints for the AI to cycle around")]
|
||||||
|
private GameObject waypointsPool;
|
||||||
|
|
||||||
|
private List<GameObject> waypoints;
|
||||||
|
|
||||||
|
[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();
|
||||||
|
|
||||||
|
//(25 Nov) DO NOT Initialise the data here
|
||||||
|
/*if (waypointsPool)
|
||||||
|
{
|
||||||
|
waypoints = (List<GameObject>)waypointsPool.GetChildren();
|
||||||
|
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
|
||||||
|
protected override void Tick()
|
||||||
|
{
|
||||||
|
//Debug.Log("Ticking");
|
||||||
|
//Update data
|
||||||
|
if (GetData("waypoints") == null)
|
||||||
|
{
|
||||||
|
if (waypointsPool != GameObject.Null)
|
||||||
|
SetData("waypoints", (List<GameObject>)waypointsPool.GetChildren());
|
||||||
|
else
|
||||||
|
Debug.LogError("No waypoints, no AI");
|
||||||
|
}
|
||||||
|
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();
|
||||||
|
|
||||||
|
//Footsteps SFX, move them somewhere else soon
|
||||||
|
float velocity = GetComponent<RigidBody>().LinearVelocity.GetMagnitude();
|
||||||
|
|
||||||
|
footstepTimeRemaining -= velocity * Time.DeltaTimeF;
|
||||||
|
if (footstepTimeRemaining < 0.0f)
|
||||||
|
{
|
||||||
|
Audio.PlaySFXOnce2D("event:/Homeowner/homeowner_footsteps");
|
||||||
|
footstepTimeRemaining = footstepSFXIntervalMultiplier;
|
||||||
|
}
|
||||||
|
//Debug.Log("Ticked");
|
||||||
|
}
|
||||||
|
|
||||||
|
//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()
|
||||||
|
{
|
||||||
|
//Debug.Log("Creating Tree");
|
||||||
|
//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"),
|
||||||
|
new BehaviourTreeSequence("CatchPlayer", new List<BehaviourTreeNode>
|
||||||
|
{
|
||||||
|
new LeafChase("Chasing"),
|
||||||
|
new LeafAttack("Attacking")
|
||||||
|
})
|
||||||
|
}),
|
||||||
|
new LeafPatrol("Patrol")
|
||||||
|
});
|
||||||
|
//Debug.Log("Tree Created");
|
||||||
|
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 +1,109 @@
|
||||||
|
/*********************************************************************
|
||||||
|
* \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 that is to be targeted
|
||||||
|
private GameObject player;
|
||||||
|
}
|
||||||
|
|
||||||
|
//FUNCTIONS
|
||||||
|
public partial class LeafAttack : BehaviourTreeNode
|
||||||
|
{
|
||||||
|
public LeafAttack(string name) : base (name)
|
||||||
|
{
|
||||||
|
//Debug.Log("LeafAttack ctor");
|
||||||
|
}
|
||||||
|
|
||||||
|
//Helper, find the nearest unobstructed waypoint to return to when chase is over
|
||||||
|
public void reevaluateWaypoint()
|
||||||
|
{
|
||||||
|
List<GameObject> waypoints = (List<GameObject>)GetNodeData("waypoints");
|
||||||
|
Transform transform = (Transform)GetNodeData("transform");
|
||||||
|
|
||||||
|
if (waypoints == null || transform == null)
|
||||||
|
{
|
||||||
|
SetNodeData("currentWaypointIndex", 0);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
int nearestWaypointIndex = 0;
|
||||||
|
for (int i = 0; i < waypoints.Count; ++i)
|
||||||
|
{
|
||||||
|
if ((transform.GlobalPosition - waypoints[i].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude() <
|
||||||
|
(transform.GlobalPosition - waypoints[nearestWaypointIndex].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude())
|
||||||
|
{
|
||||||
|
nearestWaypointIndex = i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
SetNodeData("currentWaypointIndex", nearestWaypointIndex);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override BehaviourTreeNodeStatus Evaluate()
|
||||||
|
{
|
||||||
|
//Debug.LogWarning("LeafAttack");
|
||||||
|
//Fail if no target in blackboard?
|
||||||
|
|
||||||
|
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
||||||
|
|
||||||
|
//Get Data
|
||||||
|
float? captureTime;
|
||||||
|
if (GetNodeData("captureTimeLeft") == null)
|
||||||
|
{
|
||||||
|
status = BehaviourTreeNodeStatus.FAILURE;
|
||||||
|
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||||
|
return status;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
captureTime = (float)GetNodeData("captureTimeLeft");
|
||||||
|
|
||||||
|
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;
|
||||||
|
SetNodeData("captureTimeLeft", captureTime);
|
||||||
|
//Debug.Log(captureTime.ToString());
|
||||||
|
if (captureTime <= 0.0f)
|
||||||
|
{
|
||||||
|
//Catch player when in range for long enough
|
||||||
|
//Debug.Log("Success: Caught");
|
||||||
|
player.GetScript<PlayerController>().currentState = PlayerController.RaccoonStates.CAUGHT;
|
||||||
|
status = BehaviourTreeNodeStatus.SUCCESS;
|
||||||
|
onExit(BehaviourTreeNodeStatus.SUCCESS);
|
||||||
|
return status;
|
||||||
|
}
|
||||||
|
|
||||||
|
//Return running if not success
|
||||||
|
//Debug.Log("Running: About to capture in " + captureTimeLeft);
|
||||||
|
status = BehaviourTreeNodeStatus.RUNNING;
|
||||||
|
onExit(BehaviourTreeNodeStatus.RUNNING);
|
||||||
|
return status;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,3 @@
|
||||||
|
Name: LeafAttack
|
||||||
|
ID: 162827155
|
||||||
|
Type: 9
|
|
@ -0,0 +1,194 @@
|
||||||
|
/*********************************************************************
|
||||||
|
* \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 turningSpeed;
|
||||||
|
private float captureDistance;
|
||||||
|
private float baseCaptureTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
//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) : base (name)
|
||||||
|
{
|
||||||
|
//Debug.Log("LeafChase ctor");
|
||||||
|
}
|
||||||
|
|
||||||
|
//Helper, find which waypoint player is closest to
|
||||||
|
private void determinePlayerWaypoint()
|
||||||
|
{
|
||||||
|
List<GameObject> waypoints = (List<GameObject>)GetNodeData("waypoints");
|
||||||
|
Transform target = (Transform)GetNodeData("target");
|
||||||
|
if (waypoints == null || target == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
int nearestWaypointIndex = 0;
|
||||||
|
for (int i = 0; i < waypoints.Count; ++i)
|
||||||
|
{
|
||||||
|
if ((target.GlobalPosition - waypoints[i].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude() <
|
||||||
|
(target.GlobalPosition - waypoints[nearestWaypointIndex].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude())
|
||||||
|
{
|
||||||
|
nearestWaypointIndex = i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//Debug.Log("Player is nearest " + nearestWaypointIndex);
|
||||||
|
//Debug.Log("I'm at " + (int)GetNodeData("currentWaypointIndex"));
|
||||||
|
SetNodeData("playerLastSightedWaypointIndex", nearestWaypointIndex);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override BehaviourTreeNodeStatus Evaluate()
|
||||||
|
{
|
||||||
|
//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
|
||||||
|
if (GetNodeData("target") == null)
|
||||||
|
{
|
||||||
|
//Debug.Log("Failure: No target in blackboard");
|
||||||
|
return BehaviourTreeNodeStatus.FAILURE;
|
||||||
|
}
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
Audio.PlaySFXOnce2D("event:/Homeowner/humming");
|
||||||
|
}
|
||||||
|
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, turningSpeed * Time.DeltaTimeF);
|
||||||
|
|
||||||
|
|
||||||
|
//Determine the player's nearest waypoint as long as the AI can see the player
|
||||||
|
//Head towards that waypoint in an attempt to chase the player
|
||||||
|
determinePlayerWaypoint();
|
||||||
|
|
||||||
|
//TODO delete this when original intendd code above works with velocity being limited correctly
|
||||||
|
//Only chase the player directly if the player's waypoint matches the AI's own
|
||||||
|
if (GetNodeData("currentWaypointIndex") != null && GetNodeData("playerLastSightedWaypointIndex") != null)
|
||||||
|
{
|
||||||
|
if ((int)GetNodeData("currentWaypointIndex") == (int)GetNodeData("playerLastSightedWaypointIndex"))
|
||||||
|
{
|
||||||
|
//Debug.Log("Waypoint indicees matching. Chasing directly");
|
||||||
|
rb.LinearVelocity = normalisedDifference * chaseSpeed;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
status = BehaviourTreeNodeStatus.FAILURE;
|
||||||
|
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||||
|
return BehaviourTreeNodeStatus.FAILURE;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//Reset capture timing to base
|
||||||
|
SetNodeData("captureTimeLeft", baseCaptureTime);
|
||||||
|
|
||||||
|
//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, turningSpeed * 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 +1,268 @@
|
||||||
|
/*********************************************************************
|
||||||
|
* \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<GameObject>? waypoints;
|
||||||
|
private RigidBody rb;
|
||||||
|
private float patrolSpeed;
|
||||||
|
private float chaseSpeed;
|
||||||
|
private float turningSpeed;
|
||||||
|
private float retreatTimer = 0.0f;
|
||||||
|
private int currentWaypointIndex = 0;
|
||||||
|
private bool retreatState = false;
|
||||||
|
private bool goingForwards = true;
|
||||||
|
|
||||||
|
//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) : base(name)
|
||||||
|
{
|
||||||
|
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);
|
||||||
|
|
||||||
|
//Get data
|
||||||
|
if (GetNodeData("transform") == null ||
|
||||||
|
GetNodeData("patrolSpeed") == null ||
|
||||||
|
GetNodeData("chaseSpeed") == null ||
|
||||||
|
GetNodeData("turningSpeed") == null ||
|
||||||
|
GetNodeData("rigidBody") == null)
|
||||||
|
{
|
||||||
|
status = BehaviourTreeNodeStatus.FAILURE;
|
||||||
|
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||||
|
return status;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
transform = (Transform)GetNodeData("transform");
|
||||||
|
patrolSpeed = (float)GetNodeData("patrolSpeed");
|
||||||
|
chaseSpeed = (float)GetNodeData("chaseSpeed");
|
||||||
|
turningSpeed = (float)GetNodeData("turningSpeed");
|
||||||
|
rb = (RigidBody)GetNodeData("rigidBody");
|
||||||
|
}
|
||||||
|
|
||||||
|
if (GetNodeData("currentWaypointIndex") == null)
|
||||||
|
{
|
||||||
|
SetNodeData("currentWaypointIndex", 0);
|
||||||
|
}
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
//Only wait to change waypoints if not alert
|
||||||
|
if (GetNodeData("isAlert") != null && !(bool)GetNodeData("isAlert"))
|
||||||
|
waitCounter = 0.0f;
|
||||||
|
|
||||||
|
isWaiting = true;
|
||||||
|
ClearNodeData("isWaiting");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
waypoints = (List<GameObject>)GetNodeData("waypoints");
|
||||||
|
if (waypoints == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
Vector3 targetPosition = waypoints[currentWaypointIndex].GetComponent<Transform>().GlobalPosition;
|
||||||
|
//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)
|
||||||
|
{
|
||||||
|
//If alert, may reverse
|
||||||
|
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert"))
|
||||||
|
{
|
||||||
|
//If alert, may reverse if it's closer to the player
|
||||||
|
if (GetNodeData("playerLastSightedWaypointIndex") != null)
|
||||||
|
{
|
||||||
|
int playerWaypoint = (int)GetNodeData("playerLastSightedWaypointIndex");
|
||||||
|
int forwardDistance = 0;
|
||||||
|
int backDistance = 0;
|
||||||
|
if (playerWaypoint < currentWaypointIndex)
|
||||||
|
{
|
||||||
|
//Player waypoint is behind current waypoint
|
||||||
|
forwardDistance = playerWaypoint + waypoints.Count() - currentWaypointIndex;
|
||||||
|
backDistance = currentWaypointIndex - playerWaypoint;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
//Player waypoint is ahead of current waypoint (or same)
|
||||||
|
forwardDistance = playerWaypoint - currentWaypointIndex;
|
||||||
|
backDistance = currentWaypointIndex + waypoints.Count() - playerWaypoint;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (backDistance < forwardDistance)
|
||||||
|
{
|
||||||
|
//Go backwards
|
||||||
|
goingForwards = false;
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
//Go forward
|
||||||
|
goingForwards = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
//Fallback if no player waypoint data, go forward
|
||||||
|
goingForwards = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//Cycle waypoints
|
||||||
|
if (goingForwards)
|
||||||
|
{
|
||||||
|
++currentWaypointIndex;
|
||||||
|
if (currentWaypointIndex >= waypoints.Count())
|
||||||
|
currentWaypointIndex = 0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
--currentWaypointIndex;
|
||||||
|
if (currentWaypointIndex < 0)
|
||||||
|
currentWaypointIndex = waypoints.Count() - 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//Write to blackboard
|
||||||
|
SetNodeData("currentWaypointIndex", currentWaypointIndex);
|
||||||
|
|
||||||
|
//Only wait to change waypoints if not alert
|
||||||
|
if (GetNodeData("isAlert") != null && !(bool)GetNodeData("isAlert"))
|
||||||
|
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 = targetPosition - 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)
|
||||||
|
{
|
||||||
|
//Move quickly if alert
|
||||||
|
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert"))
|
||||||
|
{
|
||||||
|
//Debug.Log("Fast Patrol");
|
||||||
|
rb.LinearVelocity = normalisedDifference * chaseSpeed;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
rb.LinearVelocity = normalisedDifference * patrolSpeed;
|
||||||
|
}
|
||||||
|
|
||||||
|
//Unalert if AI reaches player nearest
|
||||||
|
if (GetNodeData("currentWaypointIndex") != null && GetNodeData("playerLastSightedWaypointIndex") != null)
|
||||||
|
{
|
||||||
|
if ((int)GetNodeData("currentWaypointIndex") == (int)GetNodeData("playerLastSightedWaypointIndex"))
|
||||||
|
{
|
||||||
|
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert"))
|
||||||
|
{
|
||||||
|
//Debug.Log("Unalert");
|
||||||
|
Audio.PlaySFXOnce2D("event:/Homeowner/humming");
|
||||||
|
Audio.StopAllSounds();
|
||||||
|
Audio.PlayBGMOnce2D("event:/Music/player_undetected");
|
||||||
|
}
|
||||||
|
SetNodeData("isAlert", false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (retreatState)
|
||||||
|
{
|
||||||
|
if (retreatTimer < 1.0f) retreatTimer += Time.DeltaTimeF;
|
||||||
|
else
|
||||||
|
{
|
||||||
|
retreatState = false;
|
||||||
|
retreatTimer = 1.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void DelayAtWaypoint()
|
||||||
|
{
|
||||||
|
waitCounter += Time.DeltaTimeF;
|
||||||
|
if (waitCounter >= waitDuration)
|
||||||
|
isWaiting = false;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,3 @@
|
||||||
|
Name: LeafPatrol
|
||||||
|
ID: 160826340
|
||||||
|
Type: 9
|
|
@ -0,0 +1,210 @@
|
||||||
|
/*********************************************************************
|
||||||
|
* \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 Transform transform;
|
||||||
|
private Vector3 eyeOffset;
|
||||||
|
private float sightDistance;
|
||||||
|
private GameObject? player; //To be searched for and marked
|
||||||
|
}
|
||||||
|
|
||||||
|
//FUNCTIONS HERE
|
||||||
|
public partial class LeafSearch : BehaviourTreeNode
|
||||||
|
{
|
||||||
|
public LeafSearch(string name) : base(name)
|
||||||
|
{
|
||||||
|
//Debug.Log("LeafSearch ctor");
|
||||||
|
}
|
||||||
|
|
||||||
|
//Helper, find the nearest unobstructed waypoint to return to when chase is over
|
||||||
|
public void reevaluateWaypoint()
|
||||||
|
{
|
||||||
|
List<GameObject> waypoints = (List<GameObject>)GetNodeData("waypoints");
|
||||||
|
|
||||||
|
if (waypoints == null)
|
||||||
|
{
|
||||||
|
SetNodeData("currentWaypointIndex", 0);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
int nearestWaypointIndex = 0;
|
||||||
|
for (int i = 0; i < waypoints.Count; ++i)
|
||||||
|
{
|
||||||
|
if ((transform.GlobalPosition - waypoints[i].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude() <
|
||||||
|
(transform.GlobalPosition - waypoints[nearestWaypointIndex].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude())
|
||||||
|
{
|
||||||
|
nearestWaypointIndex = i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
SetNodeData("currentWaypointIndex", nearestWaypointIndex);
|
||||||
|
}
|
||||||
|
|
||||||
|
//Helper for handling being alert
|
||||||
|
|
||||||
|
//Helper for handling stopping of chases
|
||||||
|
private void handleChaseStop()
|
||||||
|
{
|
||||||
|
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
|
||||||
|
{
|
||||||
|
Audio.PlaySFXOnce2D("event:/Homeowner/humming");
|
||||||
|
reevaluateWaypoint();
|
||||||
|
}
|
||||||
|
SetNodeData("isAlert", false);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override BehaviourTreeNodeStatus Evaluate()
|
||||||
|
{
|
||||||
|
//Debug.LogWarning("LeafSearch");
|
||||||
|
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");
|
||||||
|
eyeOffset = (Vector3)GetNodeData("eyeOffset");
|
||||||
|
sightDistance = (float)GetNodeData("sightDistance");
|
||||||
|
}
|
||||||
|
|
||||||
|
//Search for player
|
||||||
|
player = GameObject.Find("Player");
|
||||||
|
|
||||||
|
//Automatically fail if no player is found
|
||||||
|
if (player == null)
|
||||||
|
{
|
||||||
|
SetNodeData("isAlert", false);
|
||||||
|
status = BehaviourTreeNodeStatus.FAILURE;
|
||||||
|
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||||
|
return status;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
//Fail if unable to find a player
|
||||||
|
//Get player's transform
|
||||||
|
Transform plrT = player.GetValueOrDefault().GetComponent<Transform>();
|
||||||
|
|
||||||
|
//DELETE THIS
|
||||||
|
//Debug.Log("X " + MathF.Sin(transform.LocalEulerAngles.y).ToString() + " Z " + MathF.Cos(transform.LocalEulerAngles.y).ToString());
|
||||||
|
//Debug.Log("Looking at: " + transform.LocalRotation.y.ToString() + " To player is: " + temporary.ToString());
|
||||||
|
//Debug.Log("Look difference is: " + (transform.LocalRotation.y - differenceDirection.y).ToString());
|
||||||
|
//Debug.Log("Dot: " + Quaternion.Dot(differenceDirection, transform.GlobalRotation));
|
||||||
|
|
||||||
|
//Fail if too far from vision range
|
||||||
|
if ((plrT.GlobalPosition - transform.GlobalPosition).GetMagnitude() > sightDistance)
|
||||||
|
{
|
||||||
|
//Debug.Log("Failure: Too far");
|
||||||
|
//handleChaseStop();
|
||||||
|
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");
|
||||||
|
//handleChaseStop();
|
||||||
|
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;
|
||||||
|
BoxCollider playerCollider = player.GetValueOrDefault().GetComponent<Collider>().GetCollisionShape<BoxCollider>(0);
|
||||||
|
if (playerCollider == null)
|
||||||
|
{
|
||||||
|
//Debug.Log("Failure: Player has no collider");
|
||||||
|
status = BehaviourTreeNodeStatus.FAILURE;
|
||||||
|
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||||
|
return status;
|
||||||
|
}
|
||||||
|
//Ray destination to target the centre of the player's collider instead of transform position
|
||||||
|
//Since transform position is often the raccoon's base and the ray needs to hit somewhere higher to be more reliable
|
||||||
|
Vector3 rayDestination = plrT.GlobalPosition + plrT.GlobalScale * playerCollider.PositionOffset;
|
||||||
|
Ray sightRay = new Ray(eyePosition, rayDestination - 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)
|
||||||
|
{
|
||||||
|
//TODO sometimes the ray doesn't hit the player even if he's in plain sight because the ray hits the floor the player is on instead???
|
||||||
|
//Debug.Log("Failure: Ray hit obstacle named " + sightRayHit.Other.GetValueOrDefault().Name + " ID" + sightRayHit.Other.GetValueOrDefault().EntityId);
|
||||||
|
//handleChaseStop();
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
SetNodeData("isAlert", true);
|
||||||
|
Audio.PlaySFXOnce2D("event:/Homeowner/homeowner_detect_raccoon");
|
||||||
|
Audio.PlaySFXOnce2D("event:/Music/stingers/player_detected");
|
||||||
|
Audio.StopAllSounds();
|
||||||
|
Audio.PlayBGMOnce2D("event:/Music/player_detected");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == false)
|
||||||
|
{
|
||||||
|
Audio.PlaySFXOnce2D("event:/Homeowner/homeowner_detect_raccoon");
|
||||||
|
Audio.PlaySFXOnce2D("event:/Music/stingers/player_detected");
|
||||||
|
Audio.StopAllSounds();
|
||||||
|
Audio.PlayBGMOnce2D("event:/Music/player_detected");
|
||||||
|
}
|
||||||
|
SetNodeData("isAlert", true);
|
||||||
|
}
|
||||||
|
|
||||||
|
status = BehaviourTreeNodeStatus.SUCCESS;
|
||||||
|
onExit(BehaviourTreeNodeStatus.SUCCESS);
|
||||||
|
return status;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,3 @@
|
||||||
|
Name: LeafSearch
|
||||||
|
ID: 166109634
|
||||||
|
Type: 9
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue