Added Attack animation, Fix Edge case for path finding. Added footsteps. Level 2 merge #444
|
@ -1,3 +1,3 @@
|
||||||
Name: Level2_AITest_NavData
|
Name: Level2_AITest_NavData
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||||||
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@ -0,0 +1,3 @@
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||||||
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Name: Level2_NavData
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||||||
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ID: 267663500
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||||||
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Type: 15
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@ -1,4 +1,4 @@
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||||||
- NavData: 0
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- NavData: 267663500
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||||||
- EID: 20
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- EID: 20
|
||||||
Name: ===== Light =====
|
Name: ===== Light =====
|
||||||
IsActive: true
|
IsActive: true
|
||||||
|
@ -3144,8 +3144,6 @@
|
||||||
armLength: 2
|
armLength: 2
|
||||||
turnSpeedPitch: 0.200000003
|
turnSpeedPitch: 0.200000003
|
||||||
turnSpeedYaw: 0.400000006
|
turnSpeedYaw: 0.400000006
|
||||||
inverseXControls: false
|
|
||||||
inverseYControls: false
|
|
||||||
pitchUpperClamp: 45
|
pitchUpperClamp: 45
|
||||||
pitchLowerClamp: 5
|
pitchLowerClamp: 5
|
||||||
- EID: 9
|
- EID: 9
|
||||||
|
@ -5547,7 +5545,7 @@
|
||||||
- EID: 158
|
- EID: 158
|
||||||
Name: ====AI=====
|
Name: ====AI=====
|
||||||
IsActive: true
|
IsActive: true
|
||||||
NumberOfChildren: 0
|
NumberOfChildren: 2
|
||||||
Components:
|
Components:
|
||||||
Transform Component:
|
Transform Component:
|
||||||
Translate: {x: 0, y: 0, z: -2.93461704}
|
Translate: {x: 0, y: 0, z: -2.93461704}
|
||||||
|
@ -5585,19 +5583,99 @@
|
||||||
Position Offset: {x: 0, y: 0.899999976, z: 0}
|
Position Offset: {x: 0, y: 0.899999976, z: 0}
|
||||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||||
IsActive: true
|
IsActive: true
|
||||||
|
Navigation Component:
|
||||||
|
Target: {x: 0, y: 0, z: 0}
|
||||||
|
Forward: {x: 0, y: 0, z: 0}
|
||||||
|
Recalculate Path: true
|
||||||
|
Unreachable Target: false
|
||||||
|
Tolerance: 1
|
||||||
|
Acceptance threshold: 0.100000001
|
||||||
|
IsActive: true
|
||||||
|
Animator Component:
|
||||||
|
Rig: 76586906
|
||||||
|
AnimationController: 0
|
||||||
|
IsActive: true
|
||||||
Scripts:
|
Scripts:
|
||||||
- Type: Homeowner1
|
- Type: StateMachine
|
||||||
Enabled: true
|
Enabled: true
|
||||||
waypointsPool: 166
|
currentStateName: ""
|
||||||
startWaypoint: 162
|
currentAnimName: ""
|
||||||
patrolSpeed: 0.75
|
- Type: SHADE_Scripting.Gameplay.AIBehaviour.AIRework.RotateToVelocity
|
||||||
chaseSpeed: 2
|
Enabled: true
|
||||||
turningSpeed: 5
|
rotationPerSecond: 5
|
||||||
sightDistance: 8
|
active: true
|
||||||
eyeOffset: [0, 1.64999998, 0]
|
rotateToPlayerLastKnown: false
|
||||||
distanceToCapture: 0.800000012
|
lookAround: false
|
||||||
captureTime: 0.5
|
- Type: SHADE_Scripting.Gameplay.AIBehaviour.AIRework.HomeOwnerAI
|
||||||
footstepSFXIntervalMultiplier: 0.5
|
Enabled: true
|
||||||
|
idleDuration: 1
|
||||||
|
timeoutDuration: 2
|
||||||
|
patrolPointParent: 166
|
||||||
|
patrolSpeed: 1
|
||||||
|
chaseSpeed: 3
|
||||||
|
alertCooldown: 0
|
||||||
|
player: 2
|
||||||
|
attackHitbox: 612
|
||||||
|
walkingAnim: 229189609
|
||||||
|
idleAnim: 224442713
|
||||||
|
alertAnim: 227890696
|
||||||
|
alertRunAnim: 230172366
|
||||||
|
alertIdleAnim: 234046577
|
||||||
|
timeoutAnim: 219563559
|
||||||
|
atkWindupAnim: 223078653
|
||||||
|
atkHoldAnim: 228250554
|
||||||
|
atkSeqAnim: 226129627
|
||||||
|
- Type: SHADE_Scripting.Gameplay.AIBehaviour.AIRework.AILineOfSight
|
||||||
|
Enabled: true
|
||||||
|
player: 2
|
||||||
|
range: 5
|
||||||
|
angle: 30
|
||||||
|
angleBetween: 0
|
||||||
|
distance: 0
|
||||||
|
heightLimit: 1
|
||||||
|
rayOffset: [0, 0, 0]
|
||||||
|
withinRange: false
|
||||||
|
withinSight: false
|
||||||
|
lastFoundPos: [0, 0, 0]
|
||||||
|
lastFoundTimer: 0
|
||||||
|
- EID: 612
|
||||||
|
Name: AttackHitbox
|
||||||
|
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
|
||||||
|
Collider Component:
|
||||||
|
Colliders:
|
||||||
|
- Is Trigger: true
|
||||||
|
Collision Tag: 5
|
||||||
|
Type: Box
|
||||||
|
Half Extents: {x: 0.800000012, y: 1.79999995, z: 1}
|
||||||
|
Friction: 0.400000006
|
||||||
|
Bounciness: 0
|
||||||
|
Density: 1
|
||||||
|
Position Offset: {x: 0, y: 0.899999976, z: 0.400000006}
|
||||||
|
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||||
|
IsActive: true
|
||||||
|
Scripts: ~
|
||||||
|
- EID: 610
|
||||||
|
Name: Net
|
||||||
|
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: 0
|
||||||
|
Material: 0
|
||||||
|
IsActive: true
|
||||||
|
Scripts: ~
|
||||||
- EID: 10
|
- EID: 10
|
||||||
Name: Pause Canvas
|
Name: Pause Canvas
|
||||||
IsActive: false
|
IsActive: false
|
||||||
|
@ -5649,7 +5727,7 @@
|
||||||
Components:
|
Components:
|
||||||
Transform Component:
|
Transform Component:
|
||||||
Translate: {x: 0, y: -300, z: 0}
|
Translate: {x: 0, y: -300, z: 0}
|
||||||
Rotate: {x: 0.5, y: 0.5, z: 0.5}
|
Rotate: {x: -1.48352981, y: 0.5, z: 0.5}
|
||||||
Scale: {x: 400, y: 100, z: 500}
|
Scale: {x: 400, y: 100, z: 500}
|
||||||
IsActive: true
|
IsActive: true
|
||||||
Renderable Component:
|
Renderable Component:
|
||||||
|
@ -6208,7 +6286,7 @@
|
||||||
Collider Component:
|
Collider Component:
|
||||||
Colliders:
|
Colliders:
|
||||||
- Is Trigger: false
|
- Is Trigger: false
|
||||||
Collision Tag: 7
|
Collision Tag: 8
|
||||||
Type: Box
|
Type: Box
|
||||||
Half Extents: {x: 10, y: 1, z: 18}
|
Half Extents: {x: 10, y: 1, z: 18}
|
||||||
Friction: 0.400000006
|
Friction: 0.400000006
|
||||||
|
@ -9206,7 +9284,7 @@
|
||||||
NumberOfChildren: 0
|
NumberOfChildren: 0
|
||||||
Components:
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Components:
|
||||||
Transform Component:
|
Transform Component:
|
||||||
Translate: {x: -0.901912689, y: -2.37551575e-07, z: 0.00345230103}
|
Translate: {x: -0.75174284, y: -2.38418579e-07, z: 0.09204638}
|
||||||
Rotate: {x: -0, y: 1.95162022, z: 0}
|
Rotate: {x: -0, y: 1.95162022, z: 0}
|
||||||
Scale: {x: 0.999974966, y: 1, z: 0.999974966}
|
Scale: {x: 0.999974966, y: 1, z: 0.999974966}
|
||||||
IsActive: true
|
IsActive: true
|
||||||
|
@ -9242,7 +9320,7 @@
|
||||||
NumberOfChildren: 0
|
NumberOfChildren: 0
|
||||||
Components:
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Components:
|
||||||
Transform Component:
|
Transform Component:
|
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Translate: {x: -0.180002213, y: 0, z: -0.507282257}
|
Translate: {x: -0.180002213, y: 0, z: -0.452192545}
|
||||||
Rotate: {x: -0, y: 2.26356983, z: 0}
|
Rotate: {x: -0, y: 2.26356983, z: 0}
|
||||||
Scale: {x: 0.999929309, y: 1, z: 0.999929309}
|
Scale: {x: 0.999929309, y: 1, z: 0.999929309}
|
||||||
IsActive: true
|
IsActive: true
|
||||||
|
@ -9306,6 +9384,15 @@
|
||||||
Density: 1
|
Density: 1
|
||||||
Position Offset: {x: 0.180000007, y: 0.5, z: 0}
|
Position Offset: {x: 0.180000007, y: 0.5, z: 0}
|
||||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||||
|
- Is Trigger: false
|
||||||
|
Collision Tag: 9
|
||||||
|
Type: Box
|
||||||
|
Half Extents: {x: 0.600000024, y: 1, z: 0.5}
|
||||||
|
Friction: 0.400000006
|
||||||
|
Bounciness: 0
|
||||||
|
Density: 1
|
||||||
|
Position Offset: {x: 0, y: 0.699999988, z: -0.100000001}
|
||||||
|
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||||
IsActive: true
|
IsActive: true
|
||||||
Scripts: ~
|
Scripts: ~
|
||||||
- EID: 204
|
- EID: 204
|
||||||
|
@ -9342,6 +9429,15 @@
|
||||||
Density: 1
|
Density: 1
|
||||||
Position Offset: {x: 0.180000007, y: 0.5, z: 0}
|
Position Offset: {x: 0.180000007, y: 0.5, z: 0}
|
||||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||||
|
- Is Trigger: false
|
||||||
|
Collision Tag: 9
|
||||||
|
Type: Box
|
||||||
|
Half Extents: {x: 1, y: 1, z: 1}
|
||||||
|
Friction: 0.400000006
|
||||||
|
Bounciness: 0
|
||||||
|
Density: 1
|
||||||
|
Position Offset: {x: 0, y: 0.400000006, z: 0}
|
||||||
|
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||||
IsActive: true
|
IsActive: true
|
||||||
Scripts: ~
|
Scripts: ~
|
||||||
- EID: 236
|
- EID: 236
|
||||||
|
@ -10247,6 +10343,15 @@
|
||||||
Density: 1
|
Density: 1
|
||||||
Position Offset: {x: -0.474999994, y: 0.600000024, z: 0}
|
Position Offset: {x: -0.474999994, y: 0.600000024, z: 0}
|
||||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||||
|
- Is Trigger: false
|
||||||
|
Collision Tag: 9
|
||||||
|
Type: Box
|
||||||
|
Half Extents: {x: 4.30000019, y: 1.20000005, z: 1.20000005}
|
||||||
|
Friction: 0.400000006
|
||||||
|
Bounciness: 0
|
||||||
|
Density: 1
|
||||||
|
Position Offset: {x: 1.5, y: 0.600000024, z: 0}
|
||||||
|
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||||
IsActive: true
|
IsActive: true
|
||||||
Scripts: ~
|
Scripts: ~
|
||||||
- EID: 230
|
- EID: 230
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
- NavData: 258243609
|
- NavData: 254149790
|
||||||
- EID: 20
|
- EID: 20
|
||||||
Name: ===== Light =====
|
Name: ===== Light =====
|
||||||
IsActive: true
|
IsActive: true
|
||||||
|
@ -5429,7 +5429,7 @@
|
||||||
Freeze Position Y: false
|
Freeze Position Y: false
|
||||||
Freeze Position Z: false
|
Freeze Position Z: false
|
||||||
Freeze Rotation X: true
|
Freeze Rotation X: true
|
||||||
Freeze Rotation Y: false
|
Freeze Rotation Y: true
|
||||||
Freeze Rotation Z: true
|
Freeze Rotation Z: true
|
||||||
IsActive: true
|
IsActive: true
|
||||||
Collider Component:
|
Collider Component:
|
||||||
|
@ -5437,7 +5437,7 @@
|
||||||
- Is Trigger: false
|
- Is Trigger: false
|
||||||
Collision Tag: 5
|
Collision Tag: 5
|
||||||
Type: Box
|
Type: Box
|
||||||
Half Extents: {x: 0.600000024, y: 1.79999995, z: 0.400000006}
|
Half Extents: {x: 0.400000006, y: 1.79999995, z: 0.400000006}
|
||||||
Friction: 0.400000006
|
Friction: 0.400000006
|
||||||
Bounciness: 0
|
Bounciness: 0
|
||||||
Density: 1
|
Density: 1
|
||||||
|
@ -5466,9 +5466,6 @@
|
||||||
Enabled: true
|
Enabled: true
|
||||||
currentStateName: ""
|
currentStateName: ""
|
||||||
currentAnimName: ""
|
currentAnimName: ""
|
||||||
- Type: SHADE_Scripting.Gameplay.AIBehaviour.AIRework.RotateToVelocity
|
|
||||||
Enabled: true
|
|
||||||
rotationPerSecond: 5
|
|
||||||
- Type: SHADE_Scripting.Gameplay.AIBehaviour.AIRework.AILineOfSight
|
- Type: SHADE_Scripting.Gameplay.AIBehaviour.AIRework.AILineOfSight
|
||||||
Enabled: true
|
Enabled: true
|
||||||
player: 2
|
player: 2
|
||||||
|
@ -5482,6 +5479,9 @@
|
||||||
withinSight: false
|
withinSight: false
|
||||||
lastFoundPos: [0, 0, 0]
|
lastFoundPos: [0, 0, 0]
|
||||||
lastFoundTimer: 0
|
lastFoundTimer: 0
|
||||||
|
- Type: SHADE_Scripting.Gameplay.AIBehaviour.AIRework.RotateToVelocity
|
||||||
|
Enabled: true
|
||||||
|
rotationPerSecond: 5
|
||||||
- EID: 10
|
- EID: 10
|
||||||
Name: Pause Canvas
|
Name: Pause Canvas
|
||||||
IsActive: false
|
IsActive: false
|
||||||
|
|
|
@ -75,7 +75,7 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
|
||||||
{
|
{
|
||||||
if (hit.Hit && hit.Other != player)
|
if (hit.Hit && hit.Other != player)
|
||||||
{
|
{
|
||||||
Debug.Log("AI LOS: HIT OTHER");
|
//Debug.Log("AI LOS: HIT OTHER");
|
||||||
withinSight = false;
|
withinSight = false;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
|
@ -22,12 +22,35 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
|
||||||
public float alertCooldown = 0.0f;
|
public float alertCooldown = 0.0f;
|
||||||
|
|
||||||
public GameObject player;
|
public GameObject player;
|
||||||
|
public GameObject attackHitbox;
|
||||||
|
|
||||||
|
public AnimationClipAsset walkingAnim;
|
||||||
|
public AnimationClipAsset idleAnim;
|
||||||
|
public AnimationClipAsset alertAnim;
|
||||||
|
public AnimationClipAsset alertRunAnim;
|
||||||
|
public AnimationClipAsset alertIdleAnim;
|
||||||
|
public AnimationClipAsset timeoutAnim;
|
||||||
|
public AnimationClipAsset atkWindupAnim;
|
||||||
|
public AnimationClipAsset atkHoldAnim;
|
||||||
|
public AnimationClipAsset atkSeqAnim;
|
||||||
|
|
||||||
|
private Vector3 startPos;
|
||||||
|
|
||||||
[NonSerialized]
|
[NonSerialized]
|
||||||
public IEnumerable<Transform> patrolPointPool;
|
public IEnumerable<Transform> patrolPointPool;
|
||||||
|
|
||||||
|
public void Reset()
|
||||||
|
{
|
||||||
|
Transform transform = GetComponent<Transform>();
|
||||||
|
StateMachine machine = GetScript<StateMachine>();
|
||||||
|
if (transform && machine)
|
||||||
|
{
|
||||||
|
transform.GlobalPosition = startPos;
|
||||||
|
machine.SetState(typeof(IdleState));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
protected override void awake()
|
protected override void awake()
|
||||||
{
|
{
|
||||||
|
@ -40,13 +63,23 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
|
||||||
dictionary.Add(typeof(TimeoutState), new TimeoutState(machine));
|
dictionary.Add(typeof(TimeoutState), new TimeoutState(machine));
|
||||||
dictionary.Add(typeof(ChaseState), new ChaseState(machine));
|
dictionary.Add(typeof(ChaseState), new ChaseState(machine));
|
||||||
dictionary.Add(typeof(AlertState), new AlertState(machine));
|
dictionary.Add(typeof(AlertState), new AlertState(machine));
|
||||||
|
dictionary.Add(typeof(AttackState), new AttackState(machine));
|
||||||
|
|
||||||
machine.InitStateMachine(dictionary);
|
machine.InitStateMachine(dictionary);
|
||||||
}
|
}
|
||||||
|
|
||||||
patrolPointPool = patrolPointParent.GetComponentsInChildren<Transform>();
|
patrolPointPool = patrolPointParent.GetComponentsInChildren<Transform>();
|
||||||
|
Transform transform = GetComponent<Transform>();
|
||||||
|
if (transform)
|
||||||
|
{
|
||||||
|
startPos = transform.GlobalPosition;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void start()
|
||||||
|
{
|
||||||
|
attackHitbox.SetActive(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -60,14 +93,7 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
|
||||||
{
|
{
|
||||||
alertCooldown = 0.0f;
|
alertCooldown = 0.0f;
|
||||||
}
|
}
|
||||||
|
AICheat();
|
||||||
RigidBody rigid = GetComponent<RigidBody>();
|
|
||||||
if(rigid)
|
|
||||||
{
|
|
||||||
rigid.AngularVelocity = Vector3.Zero;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool ShouldTransitAlert()
|
public bool ShouldTransitAlert()
|
||||||
|
@ -100,6 +126,24 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void AICheat()
|
||||||
|
{
|
||||||
|
StateMachine machine = GetScript<StateMachine>();
|
||||||
|
if(machine)
|
||||||
|
{
|
||||||
|
if (Input.GetKeyDown(Input.KeyCode.F))
|
||||||
|
{
|
||||||
|
machine.SetState(typeof(AlertState));
|
||||||
|
}
|
||||||
|
if(Input.GetKeyDown(Input.KeyCode.L))
|
||||||
|
{
|
||||||
|
machine.SetState(typeof(IdleState));
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -0,0 +1,26 @@
|
||||||
|
using SHADE;
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Text;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
|
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
|
||||||
|
{
|
||||||
|
public class HomeOwnerAttackHitbox:Script
|
||||||
|
{
|
||||||
|
|
||||||
|
protected override void onCollisionEnter(CollisionInfo info)
|
||||||
|
{
|
||||||
|
PlayerController pc = info.GameObject.GetScript<PlayerController>();
|
||||||
|
HomeOwnerAI ai = GameObject.Parent.GetScript<HomeOwnerAI>();
|
||||||
|
if (pc && ai)
|
||||||
|
{
|
||||||
|
Debug.Log("HomeOwnerAttackHitbox: Player caught");
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,3 @@
|
||||||
|
Name: HomeOwnerAttackHitbox
|
||||||
|
ID: 164649501
|
||||||
|
Type: 9
|
|
@ -11,23 +11,73 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
|
||||||
{
|
{
|
||||||
public float rotationPerSecond = 2.0f;
|
public float rotationPerSecond = 2.0f;
|
||||||
|
|
||||||
|
public bool active = true;
|
||||||
|
public bool rotateToPlayerLastKnown = false;
|
||||||
|
|
||||||
|
public bool lookAround = false;
|
||||||
|
private bool left = true;
|
||||||
|
private float lookOffset = 0.0f;
|
||||||
|
private float lookAroundAngle = 30.0f;
|
||||||
|
|
||||||
|
protected override void start()
|
||||||
|
{
|
||||||
|
rotateToPlayerLastKnown = false;
|
||||||
|
active = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
protected override void update()
|
protected override void update()
|
||||||
{
|
{
|
||||||
|
if (!active)
|
||||||
|
return;
|
||||||
|
|
||||||
RigidBody rigid = GetComponent<RigidBody>();
|
RigidBody rigid = GetComponent<RigidBody>();
|
||||||
Transform transform = GetComponent<Transform>();
|
Transform transform = GetComponent<Transform>();
|
||||||
|
if(!lookAround)
|
||||||
|
{
|
||||||
|
lookOffset = 0.0f;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if(left )
|
||||||
|
{
|
||||||
|
if (lookOffset > -lookAroundAngle)
|
||||||
|
lookOffset -= rotationPerSecond * Time.DeltaTimeF;
|
||||||
|
else
|
||||||
|
left = false;
|
||||||
|
}
|
||||||
|
if (!left)
|
||||||
|
{
|
||||||
|
if (lookOffset < lookAroundAngle)
|
||||||
|
lookOffset += rotationPerSecond * Time.DeltaTimeF;
|
||||||
|
else
|
||||||
|
left = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
if(rigid && transform)
|
if(rigid && transform)
|
||||||
{
|
{
|
||||||
Vector3 vel = rigid.LinearVelocity;
|
Vector3 vel = rigid.LinearVelocity;
|
||||||
|
rigid.AngularVelocity = Vector3.Zero;
|
||||||
|
|
||||||
if(vel.GetSqrMagnitude() > 1.0f)
|
|
||||||
|
AILineOfSight los = GetScript<AILineOfSight>();
|
||||||
|
if(los && rotateToPlayerLastKnown)
|
||||||
|
{
|
||||||
|
Vector3 direction = los.lastFoundPos - transform.GlobalPosition;
|
||||||
|
Quaternion currentRotation = transform.LocalRotation;
|
||||||
|
Quaternion targetRotation = Quaternion.Euler(0.0f, MathF.Atan2(direction.x, direction.z) + lookOffset, 0.0f);
|
||||||
|
transform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationPerSecond * (float)Time.DeltaTimeF);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if(vel.GetMagnitude() > 0.01f)
|
||||||
{
|
{
|
||||||
Quaternion currentRotation = transform.LocalRotation;
|
Quaternion currentRotation = transform.LocalRotation;
|
||||||
Quaternion targetRotation = Quaternion.Euler(0.0f, MathF.Atan2(vel.x, vel.z), 0.0f);
|
Quaternion targetRotation = Quaternion.Euler(0.0f, MathF.Atan2(vel.x, vel.z) + lookOffset, 0.0f);
|
||||||
transform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationPerSecond * (float)Time.FixedDeltaTime);
|
transform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationPerSecond * (float)Time.DeltaTimeF);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
using System;
|
using SHADE;
|
||||||
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using System.Text;
|
using System.Text;
|
||||||
|
@ -10,11 +11,12 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
|
||||||
{
|
{
|
||||||
|
|
||||||
protected HomeOwnerAI ai;
|
protected HomeOwnerAI ai;
|
||||||
|
protected Animator animator;
|
||||||
public AIBaseState(StateMachine stateMachine): base(stateMachine, "")
|
public AIBaseState(StateMachine stateMachine): base(stateMachine, "")
|
||||||
{
|
{
|
||||||
stateName = "AI Base State";
|
stateName = "AI Base State";
|
||||||
ai = stateMachine.GetScript<HomeOwnerAI>();
|
ai = stateMachine.GetScript<HomeOwnerAI>();
|
||||||
|
animator = stateMachine.GetComponent<Animator>();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -9,7 +9,7 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
|
||||||
{
|
{
|
||||||
public class AlertState: AIBaseState
|
public class AlertState: AIBaseState
|
||||||
{
|
{
|
||||||
const float alertDuration = 2.0f;
|
const float alertDuration = 16.0f/30.0f + 1.0f;
|
||||||
float alertTimer = alertDuration;
|
float alertTimer = alertDuration;
|
||||||
|
|
||||||
|
|
||||||
|
@ -21,6 +21,15 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
|
||||||
public override void OnEnter()
|
public override void OnEnter()
|
||||||
{
|
{
|
||||||
alertTimer = alertDuration;
|
alertTimer = alertDuration;
|
||||||
|
if(animator)
|
||||||
|
{
|
||||||
|
animator.PlayOneShot(ai.alertAnim);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public override void OnExit()
|
||||||
|
{
|
||||||
|
animator.Stop();
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void update()
|
public override void update()
|
||||||
|
@ -30,9 +39,12 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
|
||||||
{
|
{
|
||||||
machine.SetState(typeof(ChaseState));
|
machine.SetState(typeof(ChaseState));
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public override void fixedUpdate()
|
public override void fixedUpdate()
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
|
@ -0,0 +1,124 @@
|
||||||
|
using SHADE;
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Text;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
|
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
|
||||||
|
{
|
||||||
|
public class AttackState: AIBaseState
|
||||||
|
{
|
||||||
|
|
||||||
|
float timer = 0.0f;
|
||||||
|
|
||||||
|
float windupTime = 8.0f / 30.0f;
|
||||||
|
float holdTime = 0.3f;
|
||||||
|
float seqTime = 8.0f / 30.0f + 0.5f;
|
||||||
|
|
||||||
|
|
||||||
|
bool windUp = false;
|
||||||
|
bool hold = false;
|
||||||
|
bool seq = false;
|
||||||
|
|
||||||
|
public AttackState(StateMachine machine): base(machine)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public override void OnEnter()
|
||||||
|
{
|
||||||
|
timer = 0.0f;
|
||||||
|
animator.PlayOneShot(ai.atkWindupAnim);
|
||||||
|
windUp = true;
|
||||||
|
hold = false;
|
||||||
|
seq = false;
|
||||||
|
timer = windupTime;
|
||||||
|
|
||||||
|
RotateToVelocity rotate = machine.GetScript<RotateToVelocity>();
|
||||||
|
if (rotate)
|
||||||
|
rotate.active = false;
|
||||||
|
|
||||||
|
ai.attackHitbox.SetActive(false);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnExit()
|
||||||
|
{
|
||||||
|
animator.Stop();
|
||||||
|
RotateToVelocity rotate = ai.GetScript<RotateToVelocity>();
|
||||||
|
if (rotate)
|
||||||
|
{
|
||||||
|
rotate.active = true;
|
||||||
|
rotate.lookAround = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
Transform transform = machine.GetComponent<Transform>();
|
||||||
|
AILineOfSight los = machine.GetScript<AILineOfSight>();
|
||||||
|
Transform playerTransform = ai.player.GetComponent<Transform>();
|
||||||
|
|
||||||
|
|
||||||
|
if(los && transform)
|
||||||
|
{
|
||||||
|
Vector3 direction = playerTransform.GlobalPosition - transform.GlobalPosition;
|
||||||
|
Quaternion targetRotation = Quaternion.Euler(0.0f, MathF.Atan2(direction.x, direction.z), 0.0f);
|
||||||
|
transform.LocalRotation = targetRotation;
|
||||||
|
|
||||||
|
}
|
||||||
|
ai.attackHitbox.SetActive(false);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void update()
|
||||||
|
{
|
||||||
|
timer -= Time.DeltaTimeF;
|
||||||
|
if(windUp)
|
||||||
|
{
|
||||||
|
if(timer <= 0.0f)
|
||||||
|
{
|
||||||
|
windUp = false;
|
||||||
|
hold = true;
|
||||||
|
animator.Play(ai.atkHoldAnim);
|
||||||
|
timer = holdTime;
|
||||||
|
ai.attackHitbox.SetActive(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if(hold)
|
||||||
|
{
|
||||||
|
if(timer <= 0.0f)
|
||||||
|
{
|
||||||
|
hold = false;
|
||||||
|
seq = true;
|
||||||
|
animator.PlayOneShot(ai.atkSeqAnim);
|
||||||
|
timer = seqTime;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if(seq)
|
||||||
|
{
|
||||||
|
if(timer <= 0.0f)
|
||||||
|
{
|
||||||
|
seq = false;
|
||||||
|
|
||||||
|
AILineOfSight los = ai.GetScript<AILineOfSight>();
|
||||||
|
if(los && los.withinSight)
|
||||||
|
{
|
||||||
|
machine.SetState(typeof(ChaseState));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
machine.SetState(typeof(TimeoutState));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void fixedUpdate()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,3 @@
|
||||||
|
Name: AttackState
|
||||||
|
ID: 156854236
|
||||||
|
Type: 9
|
|
@ -1,4 +1,5 @@
|
||||||
using SHADE;
|
using SHADE;
|
||||||
|
using SHADE.Test;
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
|
@ -12,6 +13,10 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
|
||||||
|
|
||||||
float giveUpDuration = 10.0f;
|
float giveUpDuration = 10.0f;
|
||||||
float giveUpTimer = 0.0f;
|
float giveUpTimer = 0.0f;
|
||||||
|
float atkDistance = 2.0f;
|
||||||
|
|
||||||
|
|
||||||
|
bool run = true;
|
||||||
|
|
||||||
|
|
||||||
public ChaseState(StateMachine machine): base(machine)
|
public ChaseState(StateMachine machine): base(machine)
|
||||||
|
@ -22,13 +27,37 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
|
||||||
public override void OnEnter()
|
public override void OnEnter()
|
||||||
{
|
{
|
||||||
giveUpTimer = giveUpDuration;
|
giveUpTimer = giveUpDuration;
|
||||||
|
|
||||||
|
animator.Play(ai.alertRunAnim);
|
||||||
|
run = true;
|
||||||
|
RotateToVelocity r = machine.GetScript<RotateToVelocity>();
|
||||||
|
if (r)
|
||||||
|
{
|
||||||
|
r.rotateToPlayerLastKnown = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnExit()
|
||||||
|
{
|
||||||
|
animator.Stop();
|
||||||
|
RotateToVelocity r = machine.GetScript<RotateToVelocity>();
|
||||||
|
if (r)
|
||||||
|
{
|
||||||
|
r.rotateToPlayerLastKnown = false;
|
||||||
|
}
|
||||||
|
RotateToVelocity rotate = ai.GetScript<RotateToVelocity>();
|
||||||
|
if (rotate)
|
||||||
|
{
|
||||||
|
rotate.lookAround = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void update()
|
public override void update()
|
||||||
{
|
{
|
||||||
Navigation nav = machine.GetComponent<Navigation>();
|
Navigation nav = machine.GetComponent<Navigation>();
|
||||||
AILineOfSight los = ai.GetScript<AILineOfSight>();
|
AILineOfSight los = ai.GetScript<AILineOfSight>();
|
||||||
if(los && nav)
|
RigidBody rigid = machine.GetComponent<RigidBody>();
|
||||||
|
if (los && nav)
|
||||||
{
|
{
|
||||||
Transform playerTransform = los.player.GetComponent<Transform>();
|
Transform playerTransform = los.player.GetComponent<Transform>();
|
||||||
if (los.withinSight)
|
if (los.withinSight)
|
||||||
|
@ -45,13 +74,18 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
|
||||||
machine.SetState(typeof(TimeoutState));
|
machine.SetState(typeof(TimeoutState));
|
||||||
}
|
}
|
||||||
|
|
||||||
RigidBody rigid = machine.GetComponent<RigidBody>();
|
if(los.distance < atkDistance)
|
||||||
|
{
|
||||||
|
machine.SetState(typeof(AttackState));
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
if(rigid)
|
if(rigid)
|
||||||
{
|
{
|
||||||
if (los.withinSight)
|
if (los.withinSight)
|
||||||
rigid.LinearVelocity = nav.GetForward() * ai.chaseSpeed;
|
rigid.LinearVelocity = nav.GetForward() * ai.chaseSpeed;
|
||||||
else
|
else
|
||||||
rigid.LinearVelocity = nav.GetForward() * ai.patrolSpeed;
|
rigid.LinearVelocity = nav.GetForward() * ai.chaseSpeed;
|
||||||
}
|
}
|
||||||
|
|
||||||
if(nav.ReachedTarget())
|
if(nav.ReachedTarget())
|
||||||
|
@ -59,7 +93,34 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
|
||||||
giveUpTimer -= Time.DeltaTimeF;
|
giveUpTimer -= Time.DeltaTimeF;
|
||||||
|
|
||||||
ai.RotateToPlayer();
|
ai.RotateToPlayer();
|
||||||
|
RotateToVelocity rotate = ai.GetScript<RotateToVelocity>();
|
||||||
|
if(rotate)
|
||||||
|
{
|
||||||
|
rotate.lookAround = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
if (animator && rigid)
|
||||||
|
{
|
||||||
|
if (rigid.LinearVelocity.GetMagnitude() < 0.001f)
|
||||||
|
{
|
||||||
|
if(run)
|
||||||
|
{
|
||||||
|
animator.Play(ai.idleAnim);
|
||||||
|
run = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if(!run)
|
||||||
|
{
|
||||||
|
animator.Play(ai.alertRunAnim);
|
||||||
|
run = true;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -23,6 +23,22 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
|
||||||
public override void OnEnter()
|
public override void OnEnter()
|
||||||
{
|
{
|
||||||
timer = 0.0f;
|
timer = 0.0f;
|
||||||
|
animator.Play(ai.idleAnim);
|
||||||
|
RotateToVelocity rotate = ai.GetScript<RotateToVelocity>();
|
||||||
|
if (rotate)
|
||||||
|
{
|
||||||
|
rotate.lookAround = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnExit()
|
||||||
|
{
|
||||||
|
animator.Stop();
|
||||||
|
RotateToVelocity rotate = ai.GetScript<RotateToVelocity>();
|
||||||
|
if (rotate)
|
||||||
|
{
|
||||||
|
rotate.lookAround = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void update()
|
public override void update()
|
||||||
|
|
|
@ -14,7 +14,7 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
|
||||||
Vector3 lastFramePos;
|
Vector3 lastFramePos;
|
||||||
|
|
||||||
float stuckTimer ;
|
float stuckTimer ;
|
||||||
|
bool run = true;
|
||||||
|
|
||||||
public PatrolState(StateMachine machine) : base(machine)
|
public PatrolState(StateMachine machine) : base(machine)
|
||||||
{
|
{
|
||||||
|
@ -34,7 +34,7 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
|
||||||
if (dest)
|
if (dest)
|
||||||
{
|
{
|
||||||
nav.MoveTo(dest.GlobalPosition);
|
nav.MoveTo(dest.GlobalPosition);
|
||||||
Debug.Log("Moving to" + dest.GlobalPosition.ToString());
|
|
||||||
}
|
}
|
||||||
|
|
||||||
lastFramePos = transform.GlobalPosition;
|
lastFramePos = transform.GlobalPosition;
|
||||||
|
@ -42,6 +42,21 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
|
||||||
stuckTimer = 0.0f;
|
stuckTimer = 0.0f;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
animator.Play(ai.walkingAnim);
|
||||||
|
|
||||||
|
RotateToVelocity r = machine.GetScript<RotateToVelocity>();
|
||||||
|
if(r)
|
||||||
|
{
|
||||||
|
r.rotateToPlayerLastKnown = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnExit()
|
||||||
|
{
|
||||||
|
animator.Stop();
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void update()
|
public override void update()
|
||||||
|
@ -55,7 +70,7 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
|
||||||
Vector3 d = lastFramePos - transform.GlobalPosition;
|
Vector3 d = lastFramePos - transform.GlobalPosition;
|
||||||
if (d.GetSqrMagnitude() < 0.001f)
|
if (d.GetSqrMagnitude() < 0.001f)
|
||||||
{
|
{
|
||||||
stuckTimer += Time.DeltaTimeF;
|
//stuckTimer += Time.DeltaTimeF;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -10,7 +10,7 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
|
||||||
public class TimeoutState : AIBaseState
|
public class TimeoutState : AIBaseState
|
||||||
{
|
{
|
||||||
float timer = 0.0f;
|
float timer = 0.0f;
|
||||||
float alertCooldown = 10.0f;
|
float alertCooldown = 1.0f;
|
||||||
|
|
||||||
public TimeoutState(StateMachine machine) : base(machine)
|
public TimeoutState(StateMachine machine) : base(machine)
|
||||||
{
|
{
|
||||||
|
@ -21,6 +21,8 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
|
||||||
public override void OnEnter()
|
public override void OnEnter()
|
||||||
{
|
{
|
||||||
timer = 0.0f;
|
timer = 0.0f;
|
||||||
|
animator.Play(ai.idleAnim);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void update()
|
public override void update()
|
||||||
|
|
|
@ -262,7 +262,8 @@ namespace SHADE
|
||||||
{
|
{
|
||||||
playOnce = false;
|
playOnce = false;
|
||||||
isPlaying = false;
|
isPlaying = false;
|
||||||
currPlaybackTime = currClip->GetStartTimeStamp() + currClip->GetTotalDuration();
|
const float SINGLE_FRAME_TIME = 1.0f / static_cast<float>(currClip->GetRawAnimation()->GetTicksPerSecond());
|
||||||
|
currPlaybackTime = currClip->GetStartTimeStamp() + currClip->GetTotalDuration() - SINGLE_FRAME_TIME;
|
||||||
raiseFinishEvent();
|
raiseFinishEvent();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|
|
@ -27,8 +27,8 @@ namespace SHADE
|
||||||
SHComponentManager::CreateComponentSparseSet<SHNavigationComponent>();
|
SHComponentManager::CreateComponentSparseSet<SHNavigationComponent>();
|
||||||
SystemID i = SystemFamily::GetID<SHNavigationSystem>();
|
SystemID i = SystemFamily::GetID<SHNavigationSystem>();
|
||||||
|
|
||||||
drawNavigationArea = true;
|
//drawNavigationArea = true;
|
||||||
drawNavigationData = true;
|
//drawNavigationData = true;
|
||||||
drawPath = true;
|
drawPath = true;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -259,7 +259,7 @@ namespace SHADE
|
||||||
topleft += SHVec3{ c * system->GetGridSize().x, 0.0f, r * system->GetGridSize().y } + SHVec3{ halfGridSize.x,0.0f,halfGridSize.y };
|
topleft += SHVec3{ c * system->GetGridSize().x, 0.0f, r * system->GetGridSize().y } + SHVec3{ halfGridSize.x,0.0f,halfGridSize.y };
|
||||||
SHTransform t;
|
SHTransform t;
|
||||||
t.position = system->GetGridWorldPos({ r,c });
|
t.position = system->GetGridWorldPos({ r,c });
|
||||||
t.scale = SHVec3{ halfGridSize.x * 2.0f, 1.0f, halfGridSize.y * 2.0f };
|
t.scale = SHVec3{ halfGridSize.x * 1.9f, 0.1f, halfGridSize.y * 1.9f };
|
||||||
t.ComputeTRS();
|
t.ComputeTRS();
|
||||||
debugDrawSystem->DrawCube(t.trs, SHColour::RED, true);
|
debugDrawSystem->DrawCube(t.trs, SHColour::RED, true);
|
||||||
|
|
||||||
|
@ -273,7 +273,7 @@ namespace SHADE
|
||||||
topleft += SHVec3{ c * system->GetGridSize().x, 0.0f, r * system->GetGridSize().y } + SHVec3{ halfGridSize.x,0.0f,halfGridSize.y };
|
topleft += SHVec3{ c * system->GetGridSize().x, 0.0f, r * system->GetGridSize().y } + SHVec3{ halfGridSize.x,0.0f,halfGridSize.y };
|
||||||
SHTransform t;
|
SHTransform t;
|
||||||
t.position = system->GetGridWorldPos({ r,c });
|
t.position = system->GetGridWorldPos({ r,c });
|
||||||
t.scale = SHVec3{ halfGridSize.x * 2.0f, 1.0f, halfGridSize.y * 2.0f };
|
t.scale = SHVec3{ halfGridSize.x * 1.9f, 0.1f, halfGridSize.y * 1.9f };
|
||||||
t.ComputeTRS();
|
t.ComputeTRS();
|
||||||
debugDrawSystem->DrawCube(t.trs, SHColour::WHITE, true);
|
debugDrawSystem->DrawCube(t.trs, SHColour::WHITE, true);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue