From 173566d6a5e6010ba0eb4b81347541b9e14040f1 Mon Sep 17 00:00:00 2001 From: DimitriStamatiou <48745953+DimitriStamatiou@users.noreply.github.com> Date: Mon, 7 Feb 2022 19:56:22 +1000 Subject: [PATCH] Add files via upload --- Prefabs/Characters.meta | 8 + Prefabs/Characters/Civilian.prefab | 174 ++++ Prefabs/Characters/Civilian.prefab.meta | 7 + Prefabs/Characters/Guard.prefab | 172 ++++ Prefabs/Characters/Guard.prefab.meta | 7 + Prefabs/Characters/Player.prefab | 735 +++++++++++++++ Prefabs/Characters/Player.prefab.meta | 7 + Prefabs/Environment.meta | 8 + Prefabs/Environment/Man-Made.meta | 8 + Prefabs/Environment/Man-Made/Door.prefab | 145 +++ Prefabs/Environment/Man-Made/Door.prefab.meta | 7 + Prefabs/Other.meta | 8 + Prefabs/Other/Key.prefab | 130 +++ Prefabs/Other/Key.prefab.meta | 7 + Scenes/Testing Scene.meta | 8 + Scenes/Testing Scene.unity | 845 ++++++++++++++++++ Scenes/Testing Scene.unity.meta | 7 + Scenes/Testing Scene/NavMesh.asset | Bin 0 -> 6700 bytes Scenes/Testing 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Scene/NavMesh.asset.meta b/Scenes/Testing Scene/NavMesh.asset.meta new file mode 100644 index 0000000..7105231 --- /dev/null +++ b/Scenes/Testing Scene/NavMesh.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e73d4dcfe163455a2be82c58e672d428 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 23800000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Characters.meta b/Scripts/Characters.meta new file mode 100644 index 0000000..550415a --- /dev/null +++ b/Scripts/Characters.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 56a4bc8278ea06eecb5812458c2dbeb3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Characters/Civilian.meta b/Scripts/Characters/Civilian.meta new file mode 100644 index 0000000..7fa4aa3 --- /dev/null +++ b/Scripts/Characters/Civilian.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5982d32740b33e291b4d4d590665f48d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Characters/Civilian/CivilianAI.cs b/Scripts/Characters/Civilian/CivilianAI.cs new file mode 100644 index 0000000..d51ad13 --- /dev/null +++ b/Scripts/Characters/Civilian/CivilianAI.cs @@ -0,0 +1,122 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.AI; + +public class CivilianAI : MonoBehaviour +{ + //declaring the Finite State Machine + public enum FSMState + { + None, + Wandering, + Alert, + Spooked, + } + + //declaring some other essential variables + public FSMState curState; + + GameObject Guards; + + protected Transform playerTransform; + [SerializeField] Transform LKP; + + public GameObject[] waypointList; + private NavMeshAgent nav; + + public int waypointNext = 0; + public int stopping = 5; + public int seeingRad = 10; + + float timer = 7; + + // Start is called before the first frame update + void Start() + { + // Setting the starting state + curState = FSMState.Wandering; + + // Initializing the navmesh agent and setting the waypoint + nav = GetComponent(); + nav.SetDestination(waypointList[waypointNext].transform.position); + + // Defining the player + GameObject objPlayer = GameObject.FindGameObjectWithTag("Player"); + playerTransform = objPlayer.transform; + if (!playerTransform) + { + print("Player not found, add one with Tag Player"); + } + + // initializing the guards to make them effect the player's health + Guards = GameObject.FindWithTag("Guard"); + } + + // Update is called once per frame + void Update() + { + //this is the Finite State Machine + switch (curState) + { + case FSMState.Wandering: UpdateWanderingState(); break; + case FSMState.Alert: UpdateAlertState(); break; + case FSMState.Spooked: UpdateSpookedState(); break; + } + } + + // Wandering Code + protected void UpdateWanderingState(){ + nav.isStopped = false; + + // If the Civilian has reached the destination incriment waypointNext by 1 + if(Vector3.Distance(transform.position, waypointList[waypointNext].transform.position) <= stopping){ + waypointNext += 1; + // If waypointNext is greater than the length of the waypointlist reset waypointNext to 0 + if(waypointNext >= waypointList.Length){ + waypointNext = 0; + } + // Go to the next waypoint + nav.SetDestination(waypointList[waypointNext].transform.position); + } + + if((Vector3.Distance(Guards.transform.position, playerTransform.position) <= seeingRad) && (Vector3.Distance(transform.position, playerTransform.position) <= seeingRad)){ + curState = FSMState.Alert; + }else if((Vector3.Distance(Guards.transform.position, playerTransform.position) <= seeingRad) && (Vector3.Distance(transform.position, playerTransform.position) > seeingRad)){ + curState = FSMState.Alert; + } + } + // Alert Code + protected void UpdateAlertState(){ + nav.isStopped = true; + + if(Vector3.Distance(transform.position, playerTransform.position) <= seeingRad){ + timer = 7; + LKP.position = playerTransform.position; + }else if(Vector3.Distance(transform.position, playerTransform.position) > seeingRad){ + timer -= Time.deltaTime; + if(timer <= 0){ + timer = 5; + curState = FSMState.Spooked; + } + } + } + //Spooked Code + protected void UpdateSpookedState(){ + timer -= Time.deltaTime; + if(timer <= 0){ + curState = FSMState.Wandering; + } + if(Vector3.Distance(transform.position, playerTransform.position) <= seeingRad){ + curState = FSMState.Alert; + } + } + + //some quality of life things for the editor + void OnDrawGizmos (){ + Gizmos.color = Color.cyan; + Gizmos.DrawWireSphere(transform.position, stopping); + Gizmos.color = Color.blue; + Gizmos.DrawWireSphere(transform.position, seeingRad); + } +} diff --git a/Scripts/Characters/Civilian/CivilianAI.cs.meta b/Scripts/Characters/Civilian/CivilianAI.cs.meta new file mode 100644 index 0000000..ec2f416 --- /dev/null +++ b/Scripts/Characters/Civilian/CivilianAI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ee071f09f335336a39a88768f55dcf25 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Characters/Guard.meta b/Scripts/Characters/Guard.meta new file mode 100644 index 0000000..b9367b1 --- /dev/null +++ b/Scripts/Characters/Guard.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1ee35929d151ab9b18a52afc04b34e15 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Characters/Guard/GuardAI.cs b/Scripts/Characters/Guard/GuardAI.cs new file mode 100644 index 0000000..261066f --- /dev/null +++ b/Scripts/Characters/Guard/GuardAI.cs @@ -0,0 +1,156 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.AI; + +public class GuardAI : MonoBehaviour +{ + //declaring the Finite State Machine + public enum FSMState + { + None, + Patrol, + Attack, + Suspicious, + Investigating, + } + + //declaring some other essential variables + public FSMState curState; + + protected Transform playerTransform; + // Last known position (of the player) + [SerializeField] Transform LKP; + + public GameObject[] waypointList; + private NavMeshAgent nav; + + public int waypointNext = 0; + public int stopping = 5; + public int seeingRad = 10; + public float timer = 5; + bool Investigated = false; + public bool Attacking; + + void Start() + { + Attacking = false; + //starting the navmesh agent + nav = GetComponent(); + + nav.SetDestination(waypointList[waypointNext].transform.position); + + curState = FSMState.Patrol; + + //searching for the player + GameObject objPlayer = GameObject.FindGameObjectWithTag("Player"); + playerTransform = objPlayer.transform; + + if (!playerTransform) + { + print("Player not found, add one with Tag Player"); + } + } + + void Update() + { + //this is the Finite State Machine + switch (curState) + { + case FSMState.Patrol: UpdatePatrolState(); break; + case FSMState.Attack: UpdateAttackState(); break; + case FSMState.Suspicious: UpdateSusState(); break; + case FSMState.Investigating: UpdateInvState(); break; + } + } + + // Patrol code + protected void UpdatePatrolState(){ + nav.isStopped = false; + + // If the guard just investigated an area + if(Investigated == true){ + // Resetting investigation check and return to patroling + Investigated = false; + nav.SetDestination(waypointList[waypointNext].transform.position); + } + + // making the guard move from waypoint to waypoint periodically + if(timer > 0){ + // if the distance between the guard and the waypoint is closer than the stopping distance, make it stop for 5 seconds + if(Vector3.Distance(transform.position, waypointList[waypointNext].transform.position) <= stopping){ + nav.isStopped = true; + timer -= Time.deltaTime; + } + // if the time is up, get the guard to move to the next waypoint + }else if(timer <= 0){ + waypointNext += 1; + nav.isStopped = false; + timer = 5; + if(waypointNext >= waypointList.Length){ + waypointNext = 0; + } + // set the destination to the next waypoint + nav.SetDestination(waypointList[waypointNext].transform.position); + } + // if the player enters the seeing radius of the guard, the guard will become suspicious + if(Vector3.Distance(transform.position, playerTransform.position) <= seeingRad){ + curState = FSMState.Suspicious; + } + } + // Attack code + protected void UpdateAttackState(){ + // if the guard can't see the player anymore + if(Vector3.Distance(transform.position, playerTransform.position) >= seeingRad){ + //set the last known position and investigate it + LKP.position = playerTransform.position; + Attacking = false; + curState = FSMState.Investigating; + }else{ + Attacking = true; + nav.SetDestination(playerTransform.position); + } + } + //Suspicious code + protected void UpdateSusState(){ + // Stop the guard dead in their tracks and start the timer + nav.isStopped = true; + timer -= Time.deltaTime; + // If the guard is within the seeing radius of the player and the timer is 0, go investigate + if(Vector3.Distance(transform.position, playerTransform.position) <= seeingRad){ + if(timer <= 0){ + LKP.position = playerTransform.position; + // Reset the timer + timer = 3; + curState = FSMState.Investigating; + } + } + if(Vector3.Distance(transform.position, playerTransform.position) > seeingRad){ + curState = FSMState.Patrol; + } + } + //Investigating code + protected void UpdateInvState(){ + // Restart the navmesh & go to the last known position of the player + nav.isStopped = false; + nav.SetDestination(LKP.position); + // If the player is within the stopping distance, attack the player + if(Vector3.Distance(transform.position, playerTransform.position) <= stopping){ + curState = FSMState.Attack; + }else if(Vector3.Distance(transform.position, LKP.position) <= stopping){// if the guard doesn't see the player within 3 seconds + timer -= Time.deltaTime; + if(timer <= 0){// Reset the timer and go back to patroling the area + timer = 5; + Investigated = true; + curState = FSMState.Patrol; + } + } + } + //some quality of life things for the editor + void OnDrawGizmos (){ + Gizmos.color = Color.green; + Gizmos.DrawWireSphere(transform.position, stopping); + Gizmos.color = Color.red; + Gizmos.DrawWireSphere(transform.position, seeingRad); + } +} diff --git a/Scripts/Characters/Guard/GuardAI.cs.meta b/Scripts/Characters/Guard/GuardAI.cs.meta new file mode 100644 index 0000000..0aca072 --- /dev/null +++ b/Scripts/Characters/Guard/GuardAI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 79b8925cf5ecf754f8d9b78b6d9f57db +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Characters/Player.meta b/Scripts/Characters/Player.meta new file mode 100644 index 0000000..0dfc6e9 --- /dev/null +++ b/Scripts/Characters/Player.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6fa6956fc9f48970fb9ae2d1ce8748e2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Characters/Player/MouseLook.cs b/Scripts/Characters/Player/MouseLook.cs new file mode 100644 index 0000000..285fc5b --- /dev/null +++ b/Scripts/Characters/Player/MouseLook.cs @@ -0,0 +1,33 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class MouseLook : MonoBehaviour +{ + public float mouseSensitivity = 300f; + public Transform playerBody; + float xRotation = 0f; + + // Start is called before the first frame update + void Start() + { + //lock the cursor to the screen + Cursor.lockState = CursorLockMode.Locked; + } + + // Update is called once per frame + void Update() + { + //look controlls + float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime; + float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime; + + xRotation -= mouseY; + xRotation = Mathf.Clamp(xRotation, -90f, 90f);//set up/down range of view + + transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f); + playerBody.Rotate(Vector3.up * mouseX); + + + } +} diff --git a/Scripts/Characters/Player/MouseLook.cs.meta b/Scripts/Characters/Player/MouseLook.cs.meta new file mode 100644 index 0000000..5e9598a --- /dev/null +++ b/Scripts/Characters/Player/MouseLook.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 019a7b31550e696d9aacf9ebe0681d3b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Characters/Player/PlayerScript.cs b/Scripts/Characters/Player/PlayerScript.cs new file mode 100644 index 0000000..88e9de0 --- /dev/null +++ b/Scripts/Characters/Player/PlayerScript.cs @@ -0,0 +1,88 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; +using TMPro; + +public class PlayerScript : MonoBehaviour{ + // controller variables + [SerializeField] int speed = 10; + [SerializeField] int Sspeed = 20; + [SerializeField] int cspeed = 5; + Vector3 velocity; + [SerializeField] float gravity = 9.81f; + + public CharacterController controller; + private float health = 100.0f; + + float timer = 3; + + bool attacking; + GuardAI guard; + GameObject Guards; + [SerializeField] GameObject cam; + + // UI variables + [SerializeField] TextMeshProUGUI heal; + + void Start(){ + // initializing the guards to make them effect the player's health + Guards = GameObject.FindWithTag("Guard"); + guard = Guards.GetComponent(); + } + + void FixedUpdate(){ + Move(); + Grav(); + UI(); + Health(); + } + + void Move(){ + // getting the input + float x = Input.GetAxis("Horizontal"); + float z = Input.GetAxis("Vertical"); + + // move variable + Vector3 move = transform.right * x + transform.forward * z; + + // making the player to sprint + if(Input.GetKey(KeyCode.LeftShift)){ + controller.Move(move * Sspeed * Time.deltaTime); + }else if(Input.GetKey(KeyCode.LeftControl)){// get the player to crouch + controller.Move(move * cspeed * Time.deltaTime); + cam.transform.position = new Vector3(transform.position.x, 1.5f, transform.position.z); + }else{// making the player walk + controller.Move(move * speed * Time.deltaTime); + cam.transform.position = new Vector3(transform.position.x, 2.24f, transform.position.z); + } + } + + void Grav(){ + velocity.y -= gravity * Time.deltaTime; + controller.Move(velocity * Time.deltaTime); + } + + void UI(){ + heal.text = health.ToString(); + } + + void Health(){ + attacking = guard.Attacking; + if(attacking == true){ + timer -= Time.deltaTime; + if(timer <= 0){ + health -= 10; + timer = 3; + } + }else{ + timer -= Time.deltaTime; + if(timer <= 0 && health < 100){ + health += 1.3f * Time.deltaTime; + }else if(health > 100){ + health = 100; + } + } + } +} diff --git a/Scripts/Characters/Player/PlayerScript.cs.meta b/Scripts/Characters/Player/PlayerScript.cs.meta new file mode 100644 index 0000000..8be3012 --- /dev/null +++ b/Scripts/Characters/Player/PlayerScript.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5a6588c1d4672ecc6a0bd2e2b5f10730 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Characters/Player/raycast.cs b/Scripts/Characters/Player/raycast.cs new file mode 100644 index 0000000..e58d878 --- /dev/null +++ b/Scripts/Characters/Player/raycast.cs @@ -0,0 +1,64 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class raycast : MonoBehaviour +{ + private GameObject raycastedObj; + + //initialising variables + [SerializeField] private float rayLength = 10f; + [SerializeField] private LayerMask layerMaskInteract; + [SerializeField] private Image uiCrosshair; + [SerializeField] private Image grabCrosshair; + + public bool gotKey; + [SerializeField] GameObject Door; + + + // Update is called once per frame + void Update() + { + RaycastHit hit; + Vector3 fwd = transform.TransformDirection(Vector3.forward); + + if(Physics.Raycast(transform.position, fwd, out hit, rayLength, layerMaskInteract.value)){ + //The objective book needs to be taged with Key + if(hit.collider.CompareTag("Key")){ + raycastedObj = hit.collider.gameObject; + CrosshairActive(); + if(Input.GetKeyDown("e")){ + //resetting the state of the raycast + raycastedObj.SetActive(false); + gotKey = true; + } + }if(hit.collider.CompareTag("Door") && gotKey == true){ + raycastedObj = hit.collider.gameObject; + CrosshairActive(); + if(Input.GetKeyDown("e")){ + //resetting the state of the raycast + Door.transform.Rotate(Vector3.up, -90); + gotKey = false; + } + } + }else{ + CrosshairNormal(); + } + } + + //When the crosshair goes over an objective book + void CrosshairActive() + { + uiCrosshair.enabled = false; + grabCrosshair.enabled = true; + } + + //When the crosshair goes away from the objective book + void CrosshairNormal() + { + uiCrosshair.enabled = true; + grabCrosshair.enabled = false; + } + +} diff --git a/Scripts/Characters/Player/raycast.cs.meta b/Scripts/Characters/Player/raycast.cs.meta new file mode 100644 index 0000000..69e4847 --- /dev/null +++ b/Scripts/Characters/Player/raycast.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 304188d2658bd0e1e8ee87d0144ea7a2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Environment.meta b/Scripts/Environment.meta new file mode 100644 index 0000000..99e843d --- /dev/null +++ b/Scripts/Environment.meta @@ -0,0 +1,8 @@ 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