108 lines
3.1 KiB
C#
108 lines
3.1 KiB
C#
using SHADE;
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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.Text;
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using System.Threading.Tasks;
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namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
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{
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public class AILineOfSight:Script
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{
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public GameObject player;
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public float range = 2.0f;
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[Tooltip("Angle between player and forward to be within sight")]
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public float angle = 30.0f;
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[Tooltip("For debug")]
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public float angleBetween = 0.0f;
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[Tooltip("For debug")]
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public float distance = 0.0f;
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public float heightLimit = 1.0f;
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public Vector3 rayOffset;
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public bool withinRange;
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public bool withinSight;
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public Vector3 lastFoundPos;
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public float lastFoundTimer = 0.0f;
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protected override void update()
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{
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if (player == GameObject.Null)
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return;
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Transform transform = GetComponent<Transform>();
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Transform playerTransform = player.GetComponent<Transform>();
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Collider playerCollider = player.GetComponent<Collider>();
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withinRange = false;
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withinSight = false;
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if(transform && playerTransform && playerCollider)
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{
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Vector3 pos = transform.GlobalPosition + rayOffset;
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Vector3 playerPos = playerTransform.GlobalPosition ;
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Vector3 d = playerPos - pos;
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distance = d.GetMagnitude();
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if(distance < range)
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{
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Vector3 fwdHorizontal = transform.Forward;
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fwdHorizontal.y = 0;
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fwdHorizontal.Normalise();
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Vector3 dHorizontal = d;
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dHorizontal.y = 0;
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float dot = Vector3.Dot(fwdHorizontal, dHorizontal);
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angleBetween = SHADE.Math.Rad2Deg * MathF.Acos(dot / (dHorizontal.GetMagnitude()));
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if (angleBetween < angle && playerPos.y < pos.y + heightLimit)
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{
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withinRange = true;
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withinSight = true;
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Ray sightRay = new Ray(pos, d.GetNormalised());
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List<RaycastHit> hitResults = Physics.Raycast(sightRay, distance,false, (ushort)65535);
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foreach(RaycastHit hit in hitResults)
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{
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if (hit.Hit && hit.Other != player)
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{
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Debug.Log("AI LOS: HIT OTHER");
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withinSight = false;
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break;
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}
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}
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}
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}
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if (withinSight == true)
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{
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lastFoundPos = playerTransform.GlobalPosition;
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lastFoundTimer = 0.0f;
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}
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else
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{
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lastFoundTimer += Time.DeltaTimeF;
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}
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}
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}
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}
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}
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