Refactored Raycasting, Added Layers for Raycasting to C#, Fixed Collision Tag Panel #331

Merged
direnbharwani merged 10 commits from SP3-2-Physics into main 2023-02-03 16:26:07 +08:00
332 changed files with 17892 additions and 7203 deletions
Showing only changes of commit 3b6e0be364 - Show all commits

4
.gitignore vendored
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@ -364,3 +364,7 @@ MigrationBackup/
*.filters
Assets/Editor/Layouts/UserLayout.ini
JSON/Schemas/Catalog/
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@ -1,3 +1,3 @@
Name: UI_Test
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@ -1,70 +0,0 @@
/*********************************************************************
* \file LeafAttack.cs
* \author Ryan Wang Nian Jing
* \brief Leaf node implementation for AI attacking the player
* when the AI is close enough after chasing
*
*
* \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction
or disclosure of this file or its contents without the prior written
consent of DigiPen Institute of Technology is prohibited.
*********************************************************************/
using SHADE;
using SHADE_Scripting.AIBehaviour.BehaviourTree;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
//VARIABLES
public partial class LeafAttack : BehaviourTreeNode
{
//Holds the player game object
private GameObject player;
}
//FUNCTIONS
public partial class LeafAttack : BehaviourTreeNode
{
public LeafAttack(string name, GameObject p) : base (name)
{
player = p;
}
public override BehaviourTreeNodeStatus Evaluate()
{
//Debug.LogWarning("LeafAttack");
//Fail if no target in blackboard?
onEnter(BehaviourTreeNodeStatus.RUNNING);
//Succeed when stand in hurt box for long enough
object timeObj = GetNodeData("captureTimeLeft");
if (timeObj == null)
{
return BehaviourTreeNodeStatus.FAILURE;
}
float captureTime = (float)GetNodeData("captureTimeLeft");
captureTime -= Time.DeltaTimeF;
SetNodeData("captureTimeLeft", captureTime);
//Debug.Log(captureTime.ToString());
if (captureTime <= 0.0f)
{
//Catch player when in range for long enough
player.GetScript<PlayerController>().currentState = PlayerController.RaccoonStates.CAUGHT;
status = BehaviourTreeNodeStatus.SUCCESS;
onExit(BehaviourTreeNodeStatus.SUCCESS);
return status;
}
//Return running if not success
//Debug.Log("Success: Caught");
status = BehaviourTreeNodeStatus.RUNNING;
onExit(BehaviourTreeNodeStatus.RUNNING);
return status;
}
}

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@ -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;
}
}
}
}
}
}
}

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@ -1,3 +0,0 @@
Name: AIPrototype
ID: 163215061
Type: 9

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@ -66,9 +66,17 @@ namespace SHADE_Scripting.AIBehaviour.BehaviourTree
//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 return outData;
if (blackboard.TryGetValue(key, out outData))
{
return outData;
}
else
{
//Debug.LogError("Cannot retrieve data " + key);
return outData;
}
}
public void SetData(string key, object data)
{

View File

@ -84,17 +84,55 @@ public partial class Homeowner1 : BehaviourTree
_events = new Homeowner1Events(this);
events.Initialise();
//Initialise the waypoints here
if (waypointsPool)
//(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
@ -103,9 +141,10 @@ public partial class Homeowner1 : BehaviourTree
footstepTimeRemaining -= velocity * Time.DeltaTimeF;
if (footstepTimeRemaining < 0.0f)
{
Debug.Log("AI Play Footstep SFX");
Audio.PlaySFXOnce2D("event:/Homeowner/homeowner_footsteps");
footstepTimeRemaining = footstepSFXIntervalMultiplier;
}
//Debug.Log("Ticked");
}
//Define the behaviour tree here
@ -113,20 +152,22 @@ public partial class Homeowner1 : BehaviourTree
//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", GetComponent<Transform>(), eyeOffset, sightDistance),
new LeafSearch("SearchFOV"),
new BehaviourTreeSequence("CatchPlayer", new List<BehaviourTreeNode>
{
new LeafChase("Chasing", GetComponent<Transform>(), GetComponent<RigidBody>(), chaseSpeed, turningSpeed, distanceToCapture, captureTime),
new LeafAttack("Attacking", GameObject.Find("Player").GetValueOrDefault())
new LeafChase("Chasing"),
new LeafAttack("Attacking")
})
}),
new LeafPatrol("Patrol", GetComponent<Transform>(), patrolSpeed, turningSpeed, GetComponent<RigidBody>())
new LeafPatrol("Patrol")
});
//Debug.Log("Tree Created");
return root;
}
}

View File

@ -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;
}
}

View File

@ -24,9 +24,9 @@ public partial class LeafChase : BehaviourTreeNode
private Transform transform;
private RigidBody rb;
private float chaseSpeed;
private float turnSpeed;
private float turningSpeed;
private float captureDistance;
private float captureTime;
private float baseCaptureTime;
}
//FUNCTIONS
@ -34,29 +34,69 @@ public partial class LeafChase : BehaviourTreeNode
{
//Despite inheriting from BehaviourTreeNode, we don't have children to this node,
//and hence we don't need to inherit its constructors
public LeafChase(string name, Transform t, RigidBody rb, float cSpd, float tSpd, float capDist, float capTime) : base (name)
public LeafChase(string name) : base (name)
{
transform = t;
this.rb = rb;
chaseSpeed = cSpd;
turnSpeed = tSpd;
captureDistance = capDist;
captureTime = capTime;
//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;
}
onEnter(BehaviourTreeNodeStatus.RUNNING);
Transform target = (Transform)GetNodeData("target");
Vector3 normalisedDifference = target.GlobalPosition - transform.GlobalPosition;
@ -71,7 +111,7 @@ public partial class LeafChase : BehaviourTreeNode
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
{
Debug.Log("AI play unalert hmm");
Audio.PlaySFXOnce2D("event:/Homeowner/humming");
}
SetNodeData("isAlert", false);
@ -93,13 +133,32 @@ public partial class LeafChase : BehaviourTreeNode
{
//Debug.Log("Running: Chasing");
Quaternion targetRotation = Quaternion.LookRotation(normalisedDifference, new Vector3(0.0f, 1.0f, 0.0f));
transform.LocalRotation = Quaternion.Slerp(transform.LocalRotation, targetRotation, turnSpeed * Time.DeltaTimeF);
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", captureTime);
SetNodeData("captureTimeLeft", baseCaptureTime);
//Not capturing, don't play SFX
SetNodeData("isCapturing", false);
@ -114,12 +173,12 @@ public partial class LeafChase : BehaviourTreeNode
//Debug.Log("Success: Near enough. Begin attack");
//Look at the correct direction
Quaternion targetRotation = Quaternion.LookRotation(normalisedDifference, new Vector3(0.0f, 1.0f, 0.0f));
transform.LocalRotation = Quaternion.Slerp(transform.LocalRotation, targetRotation, turnSpeed * Time.DeltaTimeF);
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");
//Debug.Log("AI Play capturing SFX");
}
SetNodeData("isCapturing", true);

View File

@ -22,13 +22,15 @@ public partial class LeafPatrol : BehaviourTreeNode
{
//Waypoints and movement
private Transform transform;
private List<GameObject> waypoints;
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;
@ -42,13 +44,8 @@ public partial class LeafPatrol : BehaviourTreeNode
//Constructor, establish values here
//Despite inheriting from BehaviourTreeNode, we don't have children to this
//node, and hence we do not need to inherit its constructors
public LeafPatrol(string name, Transform t, float patrolSpeed, float turnSpeed, RigidBody rb) : base(name)
public LeafPatrol(string name) : base(name)
{
transform = t;
this.patrolSpeed = patrolSpeed;
turningSpeed = turnSpeed;
this.rb = rb;
currentWaypointIndex = 0;
}
@ -58,6 +55,27 @@ public partial class LeafPatrol : BehaviourTreeNode
{
//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);
@ -77,38 +95,90 @@ public partial class LeafPatrol : BehaviourTreeNode
//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;
}
object waypoint = GetNodeData("waypoints");
if (waypoint == null)
waypoints = (List<GameObject>)GetNodeData("waypoints");
if (waypoints == null)
{
return;
}
waypoints = (List<GameObject>)waypoint;
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*/)
@ -150,9 +220,33 @@ public partial class LeafPatrol : BehaviourTreeNode
//TODO delete this when original intended code above works with velocity being limited correctly
if (rb != null)
{
//Debug.Log("Null check passed?");
//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;
@ -167,7 +261,6 @@ public partial class LeafPatrol : BehaviourTreeNode
private void DelayAtWaypoint()
{
//Debug.Log("DelayAtWaypoint");
waitCounter += Time.DeltaTimeF;
if (waitCounter >= waitDuration)
isWaiting = false;

View File

@ -30,18 +30,14 @@ public partial class LeafSearch : BehaviourTreeNode
//FUNCTIONS HERE
public partial class LeafSearch : BehaviourTreeNode
{
public LeafSearch(string name, Transform t, Vector3 eo, float sDist) : base(name)
public LeafSearch(string name) : base(name)
{
transform = t;
eyeOffset = eo;
sightDistance = sDist;
player = null;
//Debug.Log("LeafSearch ctor");
}
//Helper, find the nearest unobstructed waypoint to return to when chase is over
private void reevaluateWaypoint()
public void reevaluateWaypoint()
{
Debug.Log("Reevaluating Waypoints");
List<GameObject> waypoints = (List<GameObject>)GetNodeData("waypoints");
if (waypoints == null)
@ -62,11 +58,40 @@ public partial class LeafSearch : BehaviourTreeNode
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");
@ -94,12 +119,7 @@ public partial class LeafSearch : BehaviourTreeNode
if ((plrT.GlobalPosition - transform.GlobalPosition).GetMagnitude() > sightDistance)
{
//Debug.Log("Failure: Too far");
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
{
Debug.Log("AI play unalert hmm");
reevaluateWaypoint();
}
SetNodeData("isAlert", false);
//handleChaseStop();
status = BehaviourTreeNodeStatus.FAILURE;
onExit(BehaviourTreeNodeStatus.FAILURE);
return status;
@ -114,12 +134,7 @@ public partial class LeafSearch : BehaviourTreeNode
if (Vector3.Dot(difference, lookDirection) < 0.0f)
{
//Debug.Log("Failure: Out of FOV");
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
{
Debug.Log("AI play unalert hmm");
reevaluateWaypoint();
}
SetNodeData("isAlert", false);
//handleChaseStop();
status = BehaviourTreeNodeStatus.FAILURE;
onExit(BehaviourTreeNodeStatus.FAILURE);
return status;
@ -132,20 +147,27 @@ public partial class LeafSearch : BehaviourTreeNode
//Draw a ray, succeed if ray is unobstructed
Vector3 eyePosition = transform.GlobalPosition + eyeOffset;
Ray sightRay = new Ray(eyePosition, plrT.GlobalPosition - eyePosition);
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);
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
{
Debug.Log("AI play unalert hmm");
reevaluateWaypoint();
}
SetNodeData("isAlert", false);
//handleChaseStop();
status = BehaviourTreeNodeStatus.FAILURE;
onExit(BehaviourTreeNodeStatus.FAILURE);
return status;
@ -160,11 +182,25 @@ public partial class LeafSearch : BehaviourTreeNode
//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)
{
Debug.Log("AI Play Alerted Yell here");
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);

View File

@ -0,0 +1,65 @@
using SHADE;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Xml.Linq;
public class Breakable : Script
{
public float threshHold = 1.0f;
public float force = 2.0f;
private RigidBody rb;
private Transform trans;
private bool isBreak = false;
private List<GameObject> itemPieces = new List<GameObject>();
private Random ran = new Random();
protected override void awake()
{
rb = GetComponent<RigidBody>();
if (!rb)
Debug.LogError("RIGIDBODY EMPTY");
trans = GetComponent<Transform>();
if(!trans)
Debug.LogError("TRANSFORM EMPTY");
foreach (GameObject pieces in GameObject)
{
itemPieces.Add(pieces);
pieces.SetActive(false);
}
}
protected override void update()
{
if (isBreak)
Break();
}
protected override void onCollisionEnter(CollisionInfo info)
{
if (rb.LinearVelocity.GetSqrMagnitude() > threshHold)
{
isBreak = true;
}
}
protected override void onTriggerEnter(CollisionInfo info)
{
}
private void Break()
{
foreach (GameObject item in itemPieces)
{
item.SetActive(true);
item.GetComponent<Transform>().GlobalPosition = trans.LocalPosition + item.GetComponent<Transform>().LocalPosition;
GameObject gO = item;
gO.Parent = GameObject.Null;
}
isBreak = false;
Audio.PlaySFXOnce2D("event:/Props/impact_break");
Owner.SetActive(false);
}
}

View File

@ -0,0 +1,3 @@
Name: SC_Breakable
ID: 161935110
Type: 9

View File

@ -18,12 +18,10 @@ public class Item : Script
protected override void awake()
{
rb = GetComponent<RigidBody>();
if (rb)
{
rb.FreezeRotationX = false;
rb.FreezeRotationY = false;
rb.FreezeRotationZ = false;
}
protected override void update()
{
}
protected override void onCollisionEnter(CollisionInfo info)

View File

@ -7,85 +7,80 @@ using static Item;
public class PickAndThrow : Script
{
public Vector3 throwForce = new Vector3(100.0f, 200.0f, 100.0f);
public Vector3 cameraArmOffSet = new Vector3(0.0f, 0.25f, 0.0f);
public GameObject item { get; set; }
public float delayTimer = 1.0f;
public float aimingLength = 1.5f;
private float timer;
private PlayerController pc;
private Camera cam;
private Transform itemTransform;
private RigidBody itemRidibody;
private Transform raccoonHoldLocation;
private Transform playerTran;
private RigidBody itemRidigBody;
private Collider itemCollider;
private Item itemScript;
private Transform raccoonHoldLocation;
private ThirdPersonCamera tpc;
private float lastXDir;
private float lastZDir;
private bool inRange = false;
public bool throwItem = false;
[Tooltip("Lenght of ray")]
public float rayDistance = 1;
protected override void awake()
{
playerTran = GetComponent<Transform>();
if (!playerTran)
Debug.Log("PLAYERTRANSFORM EMPTY"); ;
pc = GetScript<PlayerController>();
if(!pc)
Debug.Log("PLAYER CONTROLLER EMPTY");
Debug.LogError("PLAYER CONTROLLER EMPTY");
raccoonHoldLocation = GetComponentInChildren<Transform>();
if (!raccoonHoldLocation)
Debug.Log("CHILD EMPTY");
Debug.LogError("CHILD EMPTY");
tpc = GetScriptInChildren<ThirdPersonCamera>();
if(!tpc)
Debug.Log("TPC EMPTY");
Debug.LogError("TPC EMPTY");
timer = delayTimer;
}
protected override void update()
{
if(timer <= delayTimer)
timer += Time.DeltaTimeF;
CalculateDir();
CastRay();
if (pc && itemRidibody && itemTransform)
if (pc && itemRidigBody && itemTransform && itemCollider)
{
if (pc.holdItem)
{
itemTransform.LocalPosition = raccoonHoldLocation.GlobalPosition;
itemTransform.LocalRotation = playerTran.LocalRotation;
itemTransform.LocalRotation = pc.tranform.LocalRotation;
itemRidigBody.LinearVelocity = Vector3.Zero;
itemRidigBody.AngularVelocity = Vector3.Zero;
if (Input.GetMouseButtonDown(Input.MouseCode.LeftButton))
{
pc.isAiming = true;
pc.camArm.ArmLength = aimingLength;
pc.camArm.TargetOffset = cameraArmOffSet;
}
if (Input.GetMouseButtonUp(Input.MouseCode.LeftButton) && pc.isAiming)
{
Audio.PlaySFXOnce2D("event:/Raccoon/raccoon_throw");
itemRidigBody.IsGravityEnabled = true;
itemCollider.GetCollisionShape(0).IsTrigger = false;
pc.isAiming = false;
pc.camArm.TargetOffset = Vector3.Zero;
if (tpc)
pc.camArm.ArmLength = tpc.armLength;
pc.holdItem = false;
inRange = false;
itemRidibody.IsGravityEnabled = true;
if (itemScript)
{
Vector3 vec = new Vector3(throwForce.x * lastXDir, throwForce.y, throwForce.z * lastZDir);
if (itemScript.currCategory == ItemCategory.LIGHT)
itemRidibody.AddForce(vec * 0.3f);
if (itemScript.currCategory == ItemCategory.MEDIUM)
itemRidibody.AddForce(vec * 0.75f);
if (itemScript.currCategory == ItemCategory.HEAVY)
itemRidibody.AddForce(vec);
}
itemRidibody.LinearVelocity += pc.rb.LinearVelocity;
ResetItemObject();
throwItem = true;
timer = 0.0f;
}
@ -93,20 +88,25 @@ public class PickAndThrow : Script
{
pc.holdItem = false;
inRange = false;
itemRidibody.IsGravityEnabled = true;
itemRidigBody.IsGravityEnabled = true;
itemCollider.GetCollisionShape(0).IsTrigger = false;
ResetItemObject();
}
if (Input.GetMouseButtonDown(Input.MouseCode.RightButton) && pc.isAiming)
{
pc.isAiming = false;
pc.camArm.TargetOffset = Vector3.Zero;
if (tpc)
pc.camArm.ArmLength = tpc.armLength;
}
}
else if (!pc.holdItem)
itemRidibody.IsGravityEnabled = true;
{
itemRidigBody.IsGravityEnabled = true;
itemCollider.GetCollisionShape(0).IsTrigger = false;
}
}
if (timer > delayTimer && pc && !pc.holdItem && inRange && Input.GetMouseButtonDown(Input.MouseCode.LeftButton))
@ -119,10 +119,31 @@ public class PickAndThrow : Script
}
}
protected override void fixedUpdate()
{
if (throwItem && itemRidigBody && pc)
{
if (itemScript)
{
Vector3 vec = new Vector3(throwForce.x * lastXDir, throwForce.y, throwForce.z * lastZDir);
if (itemScript.currCategory == ItemCategory.LIGHT)
itemRidigBody.AddForce(vec * 0.2f);
if (itemScript.currCategory == ItemCategory.MEDIUM)
itemRidigBody.AddForce(vec * 0.75f);
if (itemScript.currCategory == ItemCategory.HEAVY)
itemRidigBody.AddForce(vec);
}
itemRidigBody.LinearVelocity += pc.rb.LinearVelocity;
throwItem = false;
ResetItemObject();
}
}
private void ResetItemObject()
{
itemRidibody = null;
itemRidigBody = null;
itemTransform = null;
itemCollider = null;
itemScript = null;
item = new GameObject();
}
@ -130,40 +151,43 @@ public class PickAndThrow : Script
private void RetrieveItemComponets()
{
//get the transform of the given item
if (item.GetScript<Item>() && itemTransform == null && itemRidibody == null)
if (item.GetScript<Item>() && !itemTransform && !itemRidigBody)
{
itemRidibody = item.GetComponent<RigidBody>();
if (itemRidibody == null)
itemRidigBody = item.GetComponent<RigidBody>();
if (!itemRidigBody)
Debug.Log("Item rb EMPTY");
else
{
itemRidibody.IsGravityEnabled = false;
itemRidibody.LinearVelocity = Vector3.Zero;
itemRidibody.AngularVelocity = Vector3.Zero;
itemRidigBody.IsGravityEnabled = false;
}
itemTransform = item.GetComponent<Transform>();
if (itemTransform == null)
if (!itemTransform)
Debug.Log("Item transform EMPTY");
else
{
itemTransform.LocalEulerAngles = Vector3.Zero;
}
itemCollider = item.GetComponent<Collider>();
if (!itemCollider)
Debug.Log("Item collider EMPTY");
else
{
itemCollider.GetCollisionShape(0).IsTrigger = true;
}
itemScript = item.GetScript<Item>();
if(!itemScript)
Debug.Log("Item script EMPTY");
}
}
private void CalculateDir()
{
if (cam == null)
cam = GetComponentInChildren<Camera>();
else if (cam)
if (pc && pc.cam)
{
Vector3 camerAixs = cam.GetForward();
Vector3 camerAixs = pc.cam.GetForward();
camerAixs.y = 0;
camerAixs.Normalise();
lastXDir = camerAixs.x;
@ -171,33 +195,36 @@ public class PickAndThrow : Script
}
}
private void DelayCheck()
private void CastRay()
{
timer += Time.DeltaTimeF;
}
protected override void onCollisionEnter(CollisionInfo info)
if (pc != null)
{
}
protected override void onTriggerEnter(CollisionInfo info)
{
if (info.GameObject.GetScript<Item>() && !pc.holdItem)
{
item = info.GameObject;
inRange = true;
}
}
protected override void onTriggerStay(CollisionInfo info)
{
//Debug.Log("STAY");
}
protected override void onTriggerExit(CollisionInfo info)
{
//Debug.Log("EXIT");
if (info.GameObject.GetScript<Item>() != null && !pc.holdItem)
{
inRange = false;
Vector3 dirNor = pc.tranform.Forward;
Vector3 playerRayPos = pc.tranform.GlobalPosition;
playerRayPos.y += 0.05f;
dirNor.Normalise();
RaycastHit ray1 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(22.5f))), rayDistance);
RaycastHit ray2 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(-22.5f))), rayDistance);
RaycastHit ray3 = Physics.Raycast(new Ray(playerRayPos, dirNor), rayDistance * 0.75f);
inRange = CheckForItem(ray1) || CheckForItem(ray2) || CheckForItem(ray3);
}
}
private bool CheckForItem(RaycastHit ray)
{
if (ray.Hit)
{
if (ray.Other.Value.GetScript<Item>() && !pc.holdItem)
{
item = ray.Other.Value;
return true;
}
else
return false;
}
return false;
}
}

View File

@ -27,8 +27,8 @@ public class PlayerController : Script
}*/
public RigidBody rb { get; set; }
private Transform tranform;
private Camera cam;
public Transform tranform { get; set; }
public Camera cam { get; set; }
public CameraArm camArm { get; set; }
private PickAndThrow pat;
private StateMachine stateMachine;
@ -119,7 +119,6 @@ public class PlayerController : Script
protected override void lateUpdate()
{
//rb.FreezePositionY = false;
}
protected override void update()
{
@ -152,6 +151,7 @@ public class PlayerController : Script
camArm = GetComponentInChildren<CameraArm>();
Rotation();
Jump();
GotCaught();
//Debug.Log($"{currentState}");
//Debug.Log($" axisX: {axisMove.x} axisY:{axisMove.y}");
@ -165,7 +165,6 @@ public class PlayerController : Script
MoveKey();
Move();
Sprint();
Jump();
Gravity();
//Debug.Log($"X: {rb.LinearVelocity.x}" + $" Z: {rb.LinearVelocity.z}");
}

View File

@ -15,6 +15,8 @@ namespace SHADE_Scripting
public float turnSpeedPitch = 0.3f;
public float turnSpeedYaw = 0.5f;
public float pitchClamp = 45.0f;
public bool inverseXControls = false;
public bool inverseYControls = false;
protected override void awake()
{
@ -42,7 +44,14 @@ namespace SHADE_Scripting
if (arm)
{
Vector2 vel = Input.GetMouseVelocity();
if(inverseYControls)
arm.Pitch -= vel.y * turnSpeedPitch * Time.DeltaTimeF;
else
arm.Pitch += vel.y * turnSpeedPitch * Time.DeltaTimeF;
if (inverseXControls)
arm.Yaw -= vel.x * turnSpeedYaw * Time.DeltaTimeF;
else
arm.Yaw += vel.x * turnSpeedYaw * Time.DeltaTimeF;
if (arm.Pitch > pitchClamp)

View File

@ -0,0 +1,3 @@
Name: SC_ThirdPersonCamera
ID: 166247489
Type: 9

View File

@ -1,3 +0,0 @@
Name: ThirdPersonCamera
ID: 154161201
Type: 9

View File

@ -38,21 +38,17 @@ public class GameManager : Script
protected override void awake()
{
Audio.PlayBGMOnce2D("event:/Music/player_undetected");
Audio.PlayBGMOnce2D("event:/Ambience/roomtone_kitchen");
totalItemCount = 0;
Score = 0;
currGameState = GameState.START;
if (zonePool)
{
listOfZone = zonePool.GetScriptsInChildren<ScoringZone>();
if (listOfZone != null)
foreach (ScoringZone sz in listOfZone)
sz.gameManger = Owner.GetScript<GameManager>();
}
}
protected override void update()
{
Cheats();
if (once)
{
if (itemPool)
@ -62,6 +58,14 @@ public class GameManager : Script
foreach (Item i in listOfItems)
totalItemCount += 1;
}
if (zonePool)
{
listOfZone = zonePool.GetScriptsInChildren<ScoringZone>();
if (listOfZone != null)
foreach (ScoringZone sz in listOfZone)
sz.gameManger = Owner.GetScript<GameManager>();
}
once = false;
}
@ -73,17 +77,30 @@ public class GameManager : Script
if(timeText)
timeText.GetComponent<TextRenderable>().Text = $"Time Left: {timer.ToString("0.00")}";
if (timer > 0 && totalItemCount <= 0)
if ((timer > 0 && totalItemCount <= 0) || Input.GetKeyDown(Input.KeyCode.F1))
{
currGameState = GameState.WIN;
Audio.StopAllSounds();
SceneManager.ChangeScene(winScene);
Audio.PlaySFXOnce2D("event:/Music/stingers/game_win");
}
else if(timer < 0)
else if(timer < 0 || Input.GetKeyDown(Input.KeyCode.F2))
{
currGameState = GameState.LOSE;
Audio.StopAllSounds();
SceneManager.ChangeScene(loseScene);
Audio.PlaySFXOnce2D("event:/Music/stingers/game_lose");
}
}
}
private void Cheats()
{
if (Input.GetKeyDown(Input.KeyCode.Escape))
{
Audio.StopAllSounds();
SceneManager.ChangeScene(97158628);
}
}
}

View File

@ -4,6 +4,7 @@ using System;
public class SoundsBoard : Script
{
AudioClipHandler test;
protected override void awake()
{
/*
@ -31,13 +32,21 @@ event:/Homeowner/homeowner_humming
event:/Homeowner/homeowner_footsteps
event:/Homeowner/homeowner_detect_raccoon
*/
test = Audio.CreateAudioClip("event:/Music/player_undetected");
Audio.AddAudioClipToSFXChannelGroup(test);
}
protected override void start()
{
test.Play();
}
protected override void update()
{
if (Input.GetKeyDown(Input.KeyCode.Q))
Audio.PlayBGMOnce2D("event:/UI/mouse_down_element");
test.Play();
if (Input.GetKeyDown(Input.KeyCode.W))
Audio.PlayBGMOnce2D("event:/UI/mouse_down_empty");
test.Stop(true);
if (Input.GetKeyDown(Input.KeyCode.E))
Audio.PlayBGMOnce2D("event:/UI/mouse_enter_element");
if (Input.GetKeyDown(Input.KeyCode.R))

View File

@ -11,15 +11,25 @@ public class EndScene : Script
}
protected override void update()
{
if (Input.GetKey(Input.KeyCode.R))
if (Input.GetKeyDown(Input.KeyCode.R))
{
Audio.PlaySFXOnce2D("event:/UI/mouse_down_element");
}
if (Input.GetKeyUp(Input.KeyCode.R))
{
Audio.PlaySFXOnce2D("event:/UI/success");
Audio.StopAllSounds();
SceneManager.ChangeScene(mainGameScene);
}
if (Input.GetKey(Input.KeyCode.M))
if (Input.GetKeyDown(Input.KeyCode.M))
{
Audio.PlaySFXOnce2D("event:/UI/mouse_down_element");
}
if (Input.GetKeyUp(Input.KeyCode.M))
{
Audio.PlaySFXOnce2D("event:/UI/success");
Audio.StopAllSounds();
SceneManager.ChangeScene(mainMainScene);
}

View File

@ -9,14 +9,19 @@ public class MainMenu : Script
}
protected override void update()
{
if (Input.GetKey(Input.KeyCode.Space))
if (Input.GetKeyDown(Input.KeyCode.Space))
{
Audio.PlaySFXOnce2D("event:/UI/mouse_down_element");
SceneManager.ChangeScene(89830755);
}
if (Input.GetKeyUp(Input.KeyCode.Space))
{
Audio.PlaySFXOnce2D("event:/UI/success");
SceneManager.ChangeScene(86098106);
Audio.StopAllSounds();
}
if (Input.GetKey(Input.KeyCode.Escape))
if (Input.GetKeyDown(Input.KeyCode.Escape))
{
Audio.StopAllSounds();
Application.Quit();

View File

@ -0,0 +1,78 @@
#version 450
#extension GL_KHR_vulkan_glsl : enable
//#include "ShaderDescriptorDefinitions.glsl"
layout(location = 0) in vec3 aVertexPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec3 aNormal;
layout(location = 3) in vec3 aTangent;
layout(location = 4) in mat4 worldTransform;
layout(location = 8) in uvec2 integerData;
layout(location = 9) in uvec4 aBoneIndices;
layout(location = 10) in vec4 aBoneWeights;
layout(location = 11) in uint firstBoneIndex;
layout(location = 0) out struct
{
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
vec4 worldPos; // location = 3
} Out;
// material stuff
layout(location = 4) out struct
{
int materialIndex;
uint eid;
uint lightLayerIndex;
} Out2;
layout(set = 1, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 projMat;
} cameraData;
layout (std430, set = 2, binding = 1) buffer AnimBoneMatrices
{
mat4 data[];
} BoneMatrices;
void main()
{
Out2.materialIndex = gl_InstanceIndex;
Out2.eid = integerData[0];
Out2.lightLayerIndex = integerData[1];
// for transforming gBuffer position and normal data
mat4 modelViewMat = cameraData.viewMat * worldTransform;
// gBuffer position will be in view space
Out.vertPos = modelViewMat * vec4(aVertexPos, 1.0f);
Out.worldPos = worldTransform * vec4 (aVertexPos, 1.0f);
// uvs for texturing in fragment shader
Out.uv = aUV;
mat3 transposeInv = mat3 (transpose(inverse(modelViewMat)));
// normals are also in view space
Out.normal.rgb = transposeInv * aNormal.rgb;
Out.normal.rgb = normalize (Out.normal.rgb);
// Compute bone matrix
mat4 boneMatrix = BoneMatrices.data[firstBoneIndex + aBoneIndices[0]] * aBoneWeights[0];
boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[1]] * aBoneWeights[1];
boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[2]] * aBoneWeights[2];
boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[3]] * aBoneWeights[3];
// clip space for rendering
gl_Position = cameraData.vpMat * worldTransform * boneMatrix * vec4 (aVertexPos, 1.0f);
}

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@ -0,0 +1,3 @@
Name: Anim_VS
ID: 47911992
Type: 2

View File

@ -0,0 +1,26 @@
#version 450
#extension GL_KHR_vulkan_glsl : enable
layout(location = 0) in vec3 aVertexPos;
layout(location = 1) in mat4 worldTransform;
layout(location = 5) in vec4 color;
// Output
layout(location = 0) out struct
{
vec4 Color;
} Out;
layout(set = 1, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 projMat;
} cameraData;
void main()
{
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos.xyz, 1.0f);
Out.Color = color;
}

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View File

@ -0,0 +1,3 @@
Name: DebugDrawMesh_VS
ID: 42127043
Type: 2

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