Separated walk AI from demon/patron reactions.
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parent
0a866b7574
commit
1be47add34
11 changed files with 464 additions and 886 deletions
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@ -19,7 +19,7 @@ Material:
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second:
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m_Texture: {fileID: 0}
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m_Scale: {x: .5, y: .5}
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m_Offset: {x: 0, y: .5}
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m_Offset: {x: .5, y: 0}
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m_Floats: {}
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m_Colors:
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data:
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19
Assets/Scripts/Demon.cs
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19
Assets/Scripts/Demon.cs
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@ -0,0 +1,19 @@
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using UnityEngine;
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using System.Collections;
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public class Demon : MonoBehaviour {
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void OnTriggerEnter(Collider other) {
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//Instantiate(explosion, transform.position, transform.rotation);
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if (other.tag == "Shank")
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{
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//Instantiate (playerExplosion, other.transform.position, other.transform.rotation);
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Destroy(gameObject);
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}
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if (other.tag == "VVAura") {
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renderer.material.color = Color.red;
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}
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}
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}
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8
Assets/Scripts/Demon.cs.meta
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8
Assets/Scripts/Demon.cs.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 40684efec06376d45b9c87a038a40253
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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@ -3,7 +3,7 @@ using System.Collections;
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public class NavPoint : MonoBehaviour {
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void OnTriggerEnter(Collider other) {
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Patron p = other.gameObject.GetComponent<Patron>();
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WalkAI p = other.gameObject.GetComponent<WalkAI>();
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if(p != null)
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p.NextDest();
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}
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@ -3,28 +3,6 @@ using System.Collections;
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public class Patron : MonoBehaviour {
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public GameObject[] destinations;
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public int currentDestIndex = 0;
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public Material evilMat;
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public Material neutralMat;
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private NavMeshAgent nva;
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void Awake() {
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nva = GetComponent<NavMeshAgent>();
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nva.updateRotation = false;
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nva.SetDestination(destinations[currentDestIndex].transform.position);
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}
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public void NextDest() {
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if(currentDestIndex + 1 < destinations.Length)
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++currentDestIndex;
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else
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currentDestIndex = 0;
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nva.SetDestination(destinations[currentDestIndex].transform.position);
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}
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void OnTriggerEnter(Collider other) {
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//Instantiate(explosion, transform.position, transform.rotation);
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@ -33,14 +11,5 @@ public class Patron : MonoBehaviour {
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//Instantiate (playerExplosion, other.transform.position, other.transform.rotation);
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Destroy(gameObject);
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}
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if (other.tag == "VVAura") {
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renderer.material = evilMat;
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}
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// gameController.AddScore (scoreValue);
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//
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// Destroy (other.gameObject);
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// Destroy (gameObject);
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}
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}
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@ -58,8 +58,10 @@ public class PlayerController : MonoBehaviour {
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animator.SetBool("isWalking", true);
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}
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if (moveHorizontal < 0)
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if (moveHorizontal < 0) {
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playerAngle.eulerAngles = new Vector3(0f, -180f, 0f);
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}
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if (moveHorizontal > 0)
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playerAngle.eulerAngles = new Vector3(0f, 0f, 0f);
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if (moveVertical < 0)
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@ -70,8 +72,8 @@ public class PlayerController : MonoBehaviour {
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Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
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rigidbody.MovePosition (rigidbody.position + movement * speed * Time.deltaTime);
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rigidbody.position.Normalize ();
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rigidbody.freezeRotation = true;
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rigidbody.position.Normalize ();
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}
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}
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27
Assets/Scripts/WalkAI.cs
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27
Assets/Scripts/WalkAI.cs
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@ -0,0 +1,27 @@
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using UnityEngine;
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using System.Collections;
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public class WalkAI : MonoBehaviour {
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public GameObject[] destinations;
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public int currentDestIndex = 0;
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public Material evilMat;
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public Material neutralMat;
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private NavMeshAgent nva;
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void Awake() {
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nva = GetComponent<NavMeshAgent>();
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nva.updateRotation = false;
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nva.SetDestination(destinations[currentDestIndex].transform.position);
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}
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public void NextDest() {
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if(currentDestIndex + 1 < destinations.Length)
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++currentDestIndex;
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else
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currentDestIndex = 0;
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nva.SetDestination(destinations[currentDestIndex].transform.position);
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}
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}
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8
Assets/Scripts/WalkAI.cs.meta
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8
Assets/Scripts/WalkAI.cs.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: fc3037736f75b53479f5da8bd507b6eb
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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@ -19,7 +19,7 @@ Material:
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second:
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m_Texture: {fileID: 2800000, guid: 26c9dff0fed396341b045e42e3a0b500, type: 3}
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m_Scale: {x: 1, y: .5}
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m_Offset: {x: 0, y: .5}
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m_Offset: {x: 0, y: 0}
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m_Floats: {}
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m_Colors:
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data:
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@ -20,10 +20,10 @@ TextureImporter:
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grayScaleToAlpha: 0
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generateCubemap: 0
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seamlessCubemap: 0
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textureFormat: -1
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textureFormat: -3
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maxTextureSize: 1024
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textureSettings:
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filterMode: -1
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filterMode: 0
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aniso: 1
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mipBias: -1
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wrapMode: 1
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