Added Navigation System. Added basic AI FSM #438
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@ -530,7 +530,6 @@
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Scripts:
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- Type: SHADE_Scripting.UI.FadeInOnActive
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Enabled: true
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alpha: 0
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- EID: 19
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Name: Options Canvas
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IsActive: false
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@ -1236,7 +1235,6 @@
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Scripts:
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- Type: SHADE_Scripting.UI.FadeInOnActive
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Enabled: true
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alpha: 0
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- EID: 46
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Name: Credits Canvas
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IsActive: false
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@ -1461,7 +1459,6 @@
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Scripts:
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- Type: SHADE_Scripting.UI.FadeInOnActive
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Enabled: true
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alpha: 0
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- EID: 441
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Name: Level Select Buttons
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IsActive: true
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@ -60,6 +60,14 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
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{
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alertCooldown = 0.0f;
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}
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RigidBody rigid = GetComponent<RigidBody>();
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if(rigid)
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{
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rigid.AngularVelocity = Vector3.Zero;
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}
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}
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public bool ShouldTransitAlert()
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@ -78,17 +86,17 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
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public void RotateToPlayer()
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{
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Transform playerTransform = player.GetComponent<Transform>();
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//Transform playerTransform = player.GetComponent<Transform>();
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//Rotate to face player.
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Transform aiTransform = GetComponent<Transform>();
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if(playerTransform && aiTransform)
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{
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Vector3 direction = playerTransform.GlobalPosition - aiTransform.GlobalPosition;
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Quaternion currentRotation = aiTransform.LocalRotation;
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Quaternion targetRotation = Quaternion.Euler(0.0f, MathF.Atan2(direction.x, direction.z), 0.0f);
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aiTransform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, 5.0f * (float)Time.FixedDeltaTime);
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}
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////Rotate to face player.
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//Transform aiTransform = GetComponent<Transform>();
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//if(playerTransform && aiTransform)
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//{
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// Vector3 direction = playerTransform.GlobalPosition - aiTransform.GlobalPosition;
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// Quaternion currentRotation = aiTransform.LocalRotation;
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// Quaternion targetRotation = Quaternion.Euler(0.0f, MathF.Atan2(direction.x, direction.z), 0.0f);
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// aiTransform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, 5.0f * (float)Time.FixedDeltaTime);
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//}
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}
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@ -9,7 +9,7 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
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{
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public class RotateToVelocity : Script
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{
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public float rotationPerSecond = 5.0f;
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public float rotationPerSecond = 2.0f;
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protected override void update()
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{
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