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AIStateController.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public enum TunnelRaiderMonClass {closeQuater, midRange, longRange}
public enum TunnelRaiderPoolAction {register, unregister}
public enum TunnelRaiderPoolCat {active, inActive}
public enum TunnelMonFacing {Left, Right}
public enum TargetDirection {Left, Right}
public abstract class AIStateController : MonoBehaviour {
[Header("Required")]
[SerializeField]
private AIState currentState;
[SerializeField]
private AIState remainState;
[Header("Monitoring Purpose")]
[SerializeField]
private TunnelRaiderMonData monData;
[SerializeField]
private float currentHealth;
private Vector3 currentTargetFloatPosition;
private AutoLevelSkillWielder _skillWielder;
public AutoLevelSkillWielder skillWielder {
get {
if (null == _skillWielder)
_skillWielder = GetComponent<AutoLevelSkillWielder> ();
return _skillWielder;
}
}
private Collider2D _col2D;
public Collider2D col2D {
get {
if (null == _col2D)
_col2D = GetComponent<Collider2D> ();
return _col2D;
}
}
private Rigidbody2D _rb2D;
public Rigidbody2D rb2D {
get {
if (null == _rb2D)
_rb2D = GetComponent<Rigidbody2D>();
return _rb2D;
}
}
private Animator _animator;
public Animator animator {
get {
if (null == _animator)
_animator = GetComponent<Animator> ();
return _animator;
}
}
private Transform _groundDetection;
public Transform groundDetection {
get {
if (null == _groundDetection)
LoadAssets ();
return _groundDetection;
}
}
private Transform _aggroDetection;
public Transform aggroDetection {
get {
if (null == _aggroDetection)
LoadAssets ();
return _aggroDetection;
}
}
private ParticleSystem _pS;
public ParticleSystem pS {
get {
if (null == _pS)
_pS = GetComponentInChildren<ParticleSystem> ();
return _pS;
}
}
private AIStateLogger _stateLogger;
private AIStateLogger stateLogger {
get {
if (null == _stateLogger)
_stateLogger = GetComponent<AIStateLogger> ();
return _stateLogger;
}
}
private AutoLevelGameManager gameManager;
private TunnelRaiderVFX _vFX;
private TunnelRaiderVFX vFX {
get {
if (null == _vFX)
_vFX = GetComponent<TunnelRaiderVFX> ();
return _vFX;
}
}
//private TunnelRaiderMonSpawner monSpawner;
private AIStateControllerSpawner mobSpawner;
private TunnelMonFacing currentlyFacing;
public Transform target;
private bool isTransitioning;
public float idleDuration;
[SerializeField]
private bool isGoose;
private SliderAsset _healthBar;
private SliderAsset healthBar {
get {
if (null == _healthBar)
_healthBar = GetComponentInChildren<SliderAsset> ();
return _healthBar;
}
}
private bool isAggro;
private bool isHurt;
private bool isDead;
public float blinkDuration;
//private bool isTakingDamage;
private TunnelRaiderMonClass monClass;
public void Init (AutoLevelGameManager gameManager, TunnelRaiderMonData monData, TunnelRaiderMonClass monClass, bool isGoose) {
this.gameManager = gameManager;
this.monData = monData;
this.currentHealth = monData.health;
this.isGoose = isGoose;
skillWielder.SetCurrentSkill (monData.basicAttack);
healthBar.InitSlider (currentHealth, currentHealth);
isDead = false;
this.monClass = monClass;
int randomDirection = Random.Range (0, 1);
if (randomDirection == 1)
Rotate (TargetDirection.Left);
else
Rotate (TargetDirection.Right);
}
/*
public void SetMonSpawner(TunnelRaiderMonSpawner monSpawner) {
this.monSpawner = monSpawner;
}
*/
public void SetMobSpawner(AIStateControllerSpawner mobSpawner) {
this.mobSpawner = mobSpawner;
}
void FixedUpdate() {
if (!gameManager.GetGameStatus()) {
currentState.CheckTransitions (this);
currentState.DoActions (this);
//currentState.UpdateState (this);
skillWielder.Process ();
}
Animation ();
healthBar.UpdateValue ();
IsTakingDamage ();
OnUpdate ();
}
public virtual void OnUpdate() {}
public void LoadAssets() {
foreach (TunnelRaiderAssetTag asset in GetComponentsInChildren<TunnelRaiderAssetTag>()) {
if (asset.assetTag == AssetTag.groundDetection)
_groundDetection = asset.transform;
if (asset.assetTag == AssetTag.aggroDetection)
_aggroDetection = asset.transform;
}
}
public void LaunchBaseAttack() {
GetMonData ().basicAttack.Skill(skillWielder);
animator.speed = 1f;
}
public TunnelRaiderMonData GetMonData() {
return monData;
}
public TunnelMonFacing GetCurrentlyFacing() {
return currentlyFacing;
}
public void SetCurrentlyFacing(TunnelMonFacing facing) {
currentlyFacing = facing;
}
public void TransitionToState(AIState nextState) {
if (nextState != remainState) {
currentState = nextState;
//Debug.Log(currentState.name);
}
}
public void SetTarget(Transform target) {
if (null != skillWielder) {
skillWielder.SetTarget (target);
//Debug.Log (skillWielder.GetTarget ().name);
}
this.target = target;
}
public Transform GetTarget() {
return target;
}
void OnCollisionEnter2D(Collision2D col) {
if (col.collider.gameObject == this.gameObject)
return;
if (!gameManager.GetGameStatus ()) {
AutoLevelProjectile projectile = col.gameObject.GetComponent<AutoLevelProjectile> ();
if (null != projectile) {
//if (!projectile.GetTunnelRaiderSkill ().isContinousAttack) {
//if (projectile.CheckIfHit (col2D)) {
if (!isGoose) {
if (!skillWielder.GetIsAttacking ()) {
SetIsHurt (true);
animator.SetTrigger ("hurt");
}
DamageMonsterBySkill (projectile.GetDamage (), projectile.GetTunnelRaiderSkill ());
SetIsTakingDamage (true);
SetAggroStatus (true, projectile.GetOwner ());
//Sounds.Play ("Monster_Hit");
Sounds.Play (projectile.GetTunnelRaiderSkill().soundEffects.disperseSFX);
} else if (projectile.GetDamage () >= 4)
DamageMonsterBySkill (projectile.GetDamage (), projectile.GetTunnelRaiderSkill ());
//}
//}
}
OnCustomCollisionEnterAction (col);
}
}
public virtual void OnCustomCollisionEnterAction(Collision2D col) {
}
public virtual void OnCustomCollisionExitAction(Collision2D col) {
}
void OnTriggerEnter2D(Collider2D col) {
if (col.gameObject == this.gameObject)
return;
if (!gameManager.GetGameStatus ()) {
AutoLevelProjectile projectile = col.gameObject.GetComponent<AutoLevelProjectile> ();
if (null != projectile)
Sounds.Play (projectile.GetTunnelRaiderSkill ().soundEffects.disperseSFX);
}
}
void OnTriggerStay2D(Collider2D col) {
if (col.gameObject == this.gameObject)
return;
if (!gameManager.GetGameStatus ()) {
AutoLevelProjectile projectile = col.gameObject.GetComponent<AutoLevelProjectile> ();
if (null != projectile) {
//if (projectile.GetTunnelRaiderSkill ().isContinousAttack) {
//if (projectile.CheckIfHit (col2D)) {
if (!isGoose) {
if (!skillWielder.GetIsAttacking ()) {
SetIsHurt (true);
animator.SetTrigger ("hurt");
}
DamageMonsterBySkill (projectile.GetDamage (), projectile.GetTunnelRaiderSkill ());
SetIsTakingDamage (true);
SetAggroStatus (true, projectile.GetOwner ());
} else if (projectile.GetDamage () >= 4)
DamageMonsterBySkill (projectile.GetDamage (), projectile.GetTunnelRaiderSkill ());
//}
//}
}
}
}
void DamageMonsterBySkill(float damage, TunnelRaiderSkill incomingSkill) {
this.currentHealth -= damage;
healthBar.Damage (damage);
if (null != gameManager.GetSkillHitVFXFactory())
gameManager.GetSkillHitVFXFactory ().SpawnHitVFX (incomingSkill, transform);
if (currentHealth <= 0 && !isDead) {
isDead = true;
if (!isGoose )
Dead ();
if (isGoose) {
rb2D.isKinematic = false;
gameManager.GameOver (true);
}
}
}
public void DamageMonsterByObstacle(EndlessPlatformerObstacleData incomingObstacleData) {
this.currentHealth -= incomingObstacleData.damage;
healthBar.Damage (incomingObstacleData.damage);
if (null != gameManager.GetObstacleHitVFXFactory ())
gameManager.GetObstacleHitVFXFactory ().SpawnHitVFX (incomingObstacleData, transform);
if (currentHealth <= 0 && !isDead) {
isDead = true;
Dead ();
}
}
public void Dead() {
GetMobSpawner().RegisterMonsterToPool (monClass, this, TunnelRaiderPoolAction.unregister);
GetMobSpawner().Despawn (this);
OnDead ();
}
public virtual void OnDead () {}
public Vector3 GetCurrentTargetFloatPosition() {
return currentTargetFloatPosition;
}
public void SetCurrentTargetFloatPosition(Vector3 value) {
currentTargetFloatPosition = value;
}
/*
public TunnelRaiderMonSpawner GetMonSpawner() {
return monSpawner;
}
*/
public AIStateControllerSpawner GetMobSpawner() {
return mobSpawner;
}
public abstract void GhostMode (bool active);
public bool IsTransitioning() {
return isTransitioning;
}
public void SetTransitioning(bool value) {
isTransitioning = value;
}
private void Animation() {
animator.SetFloat ("velocityX", Mathf.Abs(rb2D.velocity.x));
}
public bool AnimatorIsPlaying(){
return animator.GetCurrentAnimatorStateInfo(0).length >
animator.GetCurrentAnimatorStateInfo(0).normalizedTime;
}
public bool GetAggroStatus() {
return isAggro;
}
public void SetAggroStatus(bool value, Transform target) {
if (null != target)
SetTarget (target);
isAggro = value;
}
public TunnelRaiderVFX GetVFX() {
return vFX;
}
public bool GetIsHurt() {
return isHurt;
}
public void SetIsHurt(bool value) {
isHurt = value;
}
public SliderAsset GetHealthBar() {
return healthBar;
}
public void Rotate(TargetDirection dir) {
if (dir == TargetDirection.Left) {
GetHealthBar ().transform.localEulerAngles = new Vector3 (0, -180, 0);
transform.eulerAngles = new Vector3 (0, -180, 0);
SetCurrentlyFacing (TunnelMonFacing.Left);
} else if (dir == TargetDirection.Right) {
GetHealthBar ().transform.localEulerAngles = new Vector3 (0, 0, 0);
transform.eulerAngles = new Vector3 (0, 0, 0);
SetCurrentlyFacing (TunnelMonFacing.Right);
}
}
public AutoLevelGameManager GetGameManager() {
return gameManager;
}
public abstract void IsTakingDamage ();
public void SetIsTakingDamage(bool value) {
//isTakingDamage = value;
if (value)
blinkDuration = 0.1F;
}
public float GetCurrentHealth() {
return currentHealth;
}
public int GetDefaultHealth() {
return monData.health;
}
public AIStateLogger GetStateLogger() {
return stateLogger;
}
}