Added Attack animation, Fix Edge case for path finding. Added footsteps. Level 2 merge #444
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@ -5727,7 +5727,7 @@
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Components:
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Transform Component:
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Translate: {x: 0, y: -300, z: 0}
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Rotate: {x: -1.48352981, y: 0.5, z: 0.5}
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Rotate: {x: 1.48352981, y: 0.5, z: 0.5}
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Scale: {x: 400, y: 100, z: 500}
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IsActive: true
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Renderable Component:
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@ -1,11 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Net;
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using System.Reflection.PortableExecutable;
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using System.Text;
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using System.Threading.Tasks;
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using SHADE;
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using SHADE_Scripting.Audio;
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using SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States;
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namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
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@ -68,6 +64,8 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
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machine.InitStateMachine(dictionary);
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}
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AudioHandler.audioClipHandlers["HO_footsteps"] = SHADE.Audio.CreateAudioClip("event:/Homeowner/homeowner_footsteps");
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patrolPointPool = patrolPointParent.GetComponentsInChildren<Transform>();
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Transform transform = GetComponent<Transform>();
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if (transform)
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@ -40,6 +40,13 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
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if (rotate)
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rotate.active = false;
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RigidBody rigid = machine.GetComponent<RigidBody>();
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if(rigid)
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{
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rigid.LinearVelocity = Vector3.Zero;
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}
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ai.attackHitbox.SetActive(false);
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}
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@ -1,5 +1,6 @@
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using SHADE;
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using SHADE.Test;
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using SHADE_Scripting.Audio;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@ -18,6 +19,9 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
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bool run = true;
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float footStepInterval = 12.0f / 30.0f;
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float footStepTimer = 0.0f;
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public ChaseState(StateMachine machine): base(machine)
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{
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@ -35,6 +39,9 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
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{
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r.rotateToPlayerLastKnown = true;
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}
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footStepTimer = footStepInterval * 0.5f;
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}
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public override void OnExit()
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@ -125,7 +132,12 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
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}
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}
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footStepTimer -= Time.DeltaTimeF;
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if (footStepTimer <= 0.0f)
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{
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footStepTimer += footStepInterval;
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AudioHandler.audioClipHandlers["HO_footsteps"].Play();
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}
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}
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public override void fixedUpdate()
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@ -1,4 +1,5 @@
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using SHADE;
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using SHADE_Scripting.Audio;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@ -16,6 +17,9 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
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float stuckTimer;
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bool run = true;
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float footStepInterval = 12.0f / 30.0f;
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float footStepTimer = 0.0f;
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public PatrolState(StateMachine machine) : base(machine)
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{
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stateName = "Patrol";
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@ -45,6 +49,9 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
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animator.Play(ai.walkingAnim);
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AudioHandler.audioClipHandlers["HO_footsteps"].Play();
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footStepTimer = footStepInterval;
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RotateToVelocity r = machine.GetScript<RotateToVelocity>();
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if(r)
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@ -90,7 +97,12 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
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{
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machine.SetState(typeof(AlertState));
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}
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footStepTimer -= Time.DeltaTimeF;
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if(footStepTimer <= 0.0f)
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{
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footStepTimer += footStepInterval;
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AudioHandler.audioClipHandlers["HO_footsteps"].Play();
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}
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}
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@ -322,7 +322,10 @@ namespace SHADE
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NavigationGridIndex nxtPoint = comp.path.front();
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SHVec3 nxtPointPos = GetGridWorldPos(nxtPoint);
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SHVec3 direction = nxtPointPos - transform->GetWorldPosition();
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NavigationGridIndex currPoint = GetNavigationGridIndex(transform->GetWorldPosition());
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SHVec3 currPointPos = GetGridWorldPos(currPoint);
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SHVec3 direction = nxtPointPos - currPointPos;
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direction.y = 0.0f;
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