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https://git-lfs.github.com/spec/v1 -oid sha256:0b72654d4ed0790a3db65f8f479ffa145c55c499b7a3d1f0cab5ccf88346853f -size 19508816 diff --git a/Assets/Scenes/Sample.unity b/Assets/Scenes/Sample.unity index a95b09b5..ac6a9374 100644 --- a/Assets/Scenes/Sample.unity +++ b/Assets/Scenes/Sample.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f928277bc8c0a16cf0654969756de1a65141030a124c3df5aeadd786465f9868 -size 6913086 +oid sha256:9bf8f88df7edce1d1b2bf56ceb48e87c573255669a9e03472ff1eb347ea7d174 +size 8101720 diff --git a/Assets/Scenes/SmallCity.unity b/Assets/Scenes/SmallCity.unity index 13e90562..257b82fa 100644 --- a/Assets/Scenes/SmallCity.unity +++ b/Assets/Scenes/SmallCity.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:8b93d8a0ba2ea8d3191b985a24401f81c072a0420bcc65a65db8de14f4a43aa5 -size 1345262 +oid sha256:0931d3b30f0c0580e7b26001a204b76a07b9867ad324281c75c4c02e02382922 +size 1640702 diff --git a/Assets/Scenes/SmallCity/NavMesh.asset b/Assets/Scenes/SmallCity/NavMesh.asset deleted file mode 100644 index 5ad2ce1b..00000000 --- a/Assets/Scenes/SmallCity/NavMesh.asset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:b1648888ee727bbfccf56541b4e66e8b85e73bcaba16abee11583f242be66ea1 -size 8977992 diff --git a/Assets/Scripts/AI/AutoDetectEnemy.cs b/Assets/Scripts/AI/AutoDetectEnemy.cs new file mode 100644 index 00000000..68849eb7 --- /dev/null +++ b/Assets/Scripts/AI/AutoDetectEnemy.cs @@ -0,0 +1,193 @@ +using System.Collections; +using System.Collections.Generic; +using Gameplay; +using Gameplay.Units; +using JetBrains.Annotations; +using ScriptableObjects.AI; +using UnityEngine; +using UnityEngine.Events; + +namespace AI +{ + /// + /// This node will check if the AI can see any object of the given faction + /// + /// It requires the blackboard to have the following keys: + /// - transform: The transform of the AI + /// - agentSO: The agent scriptable object of the AI + /// + /// It will set the following keys: + /// - closestTarget: The closest target the AI can see + /// + public class AutoDetectEnemy : MonoBehaviour + { + [Tooltip("The tag the AI will try to search for"), SerializeField] + private Faction enemyFaction; + + [SerializeField] private LayerMask layerMask; + [CanBeNull] public Unit _closestTarget; + public UnityEvent onTargetSpotted; + + public float fieldOfViewAngle = 150f; + public float viewDistance = 50f; + + [CanBeNull] + private Unit ClosestTarget + { + get => _closestTarget; + set + { + _closestTarget = value; + onTargetSpotted.Invoke(_closestTarget); + } + } + + private bool _isSet = false; + + private bool _isDone; + private bool _canSeeTarget; + private bool _sharingPosition; + + private List _targets; + + private List _spottedTargets = new List(); + private IEnumerator _canSeeTargetEnumerator; + + private void Start() + { + _targets = Factions.GetMembers(enemyFaction); + _isSet = true; + StartCoroutine(CanSeeTarget()); + } + + private float _minDistance = Mathf.Infinity; + /// + /// We are using an IENumerator to check if we can see the target without too much performance loss + /// We can't use a coroutine because we are in a class that doesn't inherit from MonoBehaviour + /// but we know that the Node class ticks every frame so we can use this to our advantage + /// + private IEnumerator CanSeeTarget() + { + while (true) + { + _spottedTargets.Clear(); + _minDistance = Mathf.Infinity; + if (ClosestTarget != null && CanSeeTargetAux(ClosestTarget)) + { + yield return new WaitForSeconds(2f); + continue; + } + + ClosestTarget = null; + + Debug.Log("Start seeing " + _targets.Count); + foreach (var target in new List(_targets)) + { + Debug.Log("see has target"); + if (!target) + continue; + Debug.Log("try see: " + target.gameObject.name); + if (CanSeeTargetAux(target)) + { + Debug.Log("see: " + target.gameObject.name); + break; + } + + yield return new WaitForSeconds(0.3f); + } + + yield return new WaitForSeconds(1.5f); + + } + } + + private bool CanSeeTargetAux(Unit target) + { + var direction = target.transform.position - transform.position; + var angle = Vector3.Angle(direction, transform.forward); + + Debug.Log("angle: " + angle + " " + fieldOfViewAngle * 0.5f); + + if (angle < fieldOfViewAngle * 0.5f) + { + Debug.DrawLine(transform.position, target.transform.position, Color.blue); + if (PerformRaycast(direction, target) && (_minDistance > direction.magnitude || + (ClosestTarget && ClosestTarget.Priority > + target.Priority))) + { + _minDistance = direction.magnitude; + ClosestTarget = target; + return true; + } + } + return false; + } + + private bool CanSeeSingleTarget(Unit target) + { + var direction = target.transform.position - transform.position; + var angle = Vector3.Angle(direction, transform.forward); + + Debug.DrawLine(transform.position, target.transform.position, Color.red); + if (angle < fieldOfViewAngle * 0.5f) + { + Debug.DrawLine(transform.position, target.transform.position, Color.blue); + return PerformRaycast(direction, target); + + } + return false; + } + + public static bool CanSeeSingleTarget(Transform transform, AgentSO agentSo, GameObject target) + { + var direction = target.transform.position - transform.position; + var angle = Vector3.Angle(direction, transform.forward); + + Debug.DrawLine(transform.position, target.transform.position, Color.red); + if (angle < agentSo.fieldOfViewAngle * 0.5f) + { + Debug.DrawLine(transform.position, target.transform.position, Color.blue); + return PerformRaycast(transform, agentSo, direction, target); + + } + return false; + } + + private static bool PerformRaycast(Transform transform, AgentSO agentSo, Vector3 direction, GameObject target) + { + RaycastHit hit; + Debug.DrawRay(transform.position, direction.normalized * agentSo.viewDistance, Color.yellow); + if (Physics.Raycast(transform.position, direction.normalized, out hit, agentSo.viewDistance)) + { + if (hit.collider.gameObject == target) + { + Debug.DrawLine(transform.position, target.transform.position, Color.green); + return true; + } + } + + return false; + + } + + private bool PerformRaycast(Vector3 direction, Unit target) + { + RaycastHit hit; + Debug.DrawRay(transform.position, direction.normalized * viewDistance, Color.yellow, 2); + if (Physics.Raycast(transform.position, direction.normalized, out hit, viewDistance, layerMask)) + { + Debug.Log("hit: " + hit.collider.gameObject.name); + if (hit.collider.gameObject == target.gameObject) + { + Debug.DrawLine(transform.position, target.transform.position, Color.green); + _canSeeTarget = true; + _spottedTargets.Add(target); + return true; + } + } + + return false; + + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/AI/AutoDetectEnemy.cs.meta b/Assets/Scripts/AI/AutoDetectEnemy.cs.meta new file mode 100644 index 00000000..757d5270 --- /dev/null +++ b/Assets/Scripts/AI/AutoDetectEnemy.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 8a2def8ee3cf43eb8c4c046848923349 +timeCreated: 1730629386 \ No newline at end of file diff --git a/Assets/Scripts/AI/BehaviourTree/BasicNodes/AttackEnemy.cs b/Assets/Scripts/AI/BehaviourTree/BasicNodes/AttackEnemy.cs index 54525e21..867f8776 100644 --- a/Assets/Scripts/AI/BehaviourTree/BasicNodes/AttackEnemy.cs +++ b/Assets/Scripts/AI/BehaviourTree/BasicNodes/AttackEnemy.cs @@ -41,7 +41,7 @@ protected override void OnStart() } // closest target is set in CanSeeObject and can change - if (_coroutines[0] is not null) + if (_coroutines.Length > 0 && _coroutines[0] is not null) for (int i = 0; i < _weaponModules.Length; i++) { _weaponModules[i].StopCoroutine(_coroutines[i]); @@ -76,12 +76,12 @@ private Coroutine ShootAtEnemy(WeaponModule weaponModule) return weaponModule.StartShootDuringTime(timeBeforeSpotExpired, EnemyInRange); } - public bool EnemyInRange() + public bool EnemyInRange(Transform turret) { if (_aiAgent.Target?.Visibility != TargetInfo.VisibilityStatus.Visible) return false; - var direction = _aiAgent.Target.Position - _transform.position; - var angle = Vector3.Angle(direction, _transform.forward); + var direction = _aiAgent.Target.Position - turret.position; + var angle = Vector3.Angle(direction, turret.forward); return angle < angleToShoot * 0.5f; } diff --git a/Assets/Scripts/AI/BehaviourTree/BasicNodes/CanSeeObject.cs b/Assets/Scripts/AI/BehaviourTree/BasicNodes/CanSeeObject.cs index 648bafa5..0c7d2a51 100644 --- a/Assets/Scripts/AI/BehaviourTree/BasicNodes/CanSeeObject.cs +++ b/Assets/Scripts/AI/BehaviourTree/BasicNodes/CanSeeObject.cs @@ -67,12 +67,11 @@ protected override void OnStart() if (_aiAgent.Target is not null) { - if (_aiAgent.Target.Visibility == TargetInfo.VisibilityStatus.Visible && !CanSeeSingleTarget(_aiAgent.Target.Unit)) + if (_aiAgent.Target.Visibility == TargetInfo.VisibilityStatus.Visible && CanSeeSingleTarget(_aiAgent.Target.Unit)) { - ClosestTarget = null; - _aiAgent.Target = null; + ClosestTarget = _aiAgent.Target.Unit; _isDone = true; - _canSeeTarget = false; + _canSeeTarget = true; return; } if (_aiAgent.Target.Visibility == TargetInfo.VisibilityStatus.Network) @@ -80,8 +79,9 @@ protected override void OnStart() ClosestTarget = _aiAgent.Target.Unit; if (CanSeeSingleTarget(ClosestTarget)) _aiAgent.Target.Visibility = TargetInfo.VisibilityStatus.Visible; - _isDone = true; _canSeeTarget = true; + _isDone = false; + _canSeeTargetEnumerator = CanSeeTarget(); return; } ClosestTarget = null; @@ -157,7 +157,7 @@ private IEnumerator CanSeeTarget() if (canSharePosition) _sharePositionEnumerator = ShareTargetPosition(ClosestTarget); } - else + else if (_aiAgent.Target is null || _aiAgent.Target.Visibility == TargetInfo.VisibilityStatus.Visible) _aiAgent.Target = null; } @@ -193,14 +193,16 @@ private IEnumerator ShareTargetPosition(Unit target) private void SharePosition(Unit target, Unit ally) { - if (ally is AIAgent aiAgent) + if (ally is AIAgent allyAgent) { - if (aiAgent.Target is null || aiAgent.orderPriority < _aiAgent.orderPriority) + if (allyAgent.Target is null || allyAgent.orderPriority < _aiAgent.orderPriority) { Debug.Log("[CanSeeObject] " + ally.name + " already has a target or has a higher priority"); TargetInfo targetInfo = new TargetInfo(target, TargetInfo.VisibilityStatus.Network, sharePositionSpotTime); - aiAgent.Target = targetInfo; + allyAgent.Target = targetInfo; } + else + Debug.Log("[CanSeeObject] " + ally.name + " already has a target or has a higher priority"); } } diff --git a/Assets/Scripts/AI/BehaviourTree/BehaviourTreeRunner.cs b/Assets/Scripts/AI/BehaviourTree/BehaviourTreeRunner.cs index ae615379..8f3cab60 100644 --- a/Assets/Scripts/AI/BehaviourTree/BehaviourTreeRunner.cs +++ b/Assets/Scripts/AI/BehaviourTree/BehaviourTreeRunner.cs @@ -21,7 +21,7 @@ private IEnumerator AIUpdate() { if (!GameManager.GameIsPaused) tree.Update(); - yield return new WaitForSeconds(0.2f); + yield return new WaitForSeconds(0.5f); } } diff --git a/Assets/Scripts/Gameplay/Bullet.cs b/Assets/Scripts/Gameplay/Bullet.cs index 7315bfca..c5eaa7cf 100644 --- a/Assets/Scripts/Gameplay/Bullet.cs +++ b/Assets/Scripts/Gameplay/Bullet.cs @@ -1,4 +1,5 @@ using System; +using Cinemachine; using ScriptableObjects; using UnityEngine; @@ -9,21 +10,23 @@ public class Bullet : MonoBehaviour private Vector3 _origin; private Faction _factionOrigin; // To avoid killing each other public AmmoSO Ammo { get; set; } - - private float Damage => Ammo.damageCurve.Evaluate(_lifeTime); + + private float Damage => Ammo.damageCurve.Evaluate((_origin - transform.position).magnitude); private DamagePackage _damagePackage; private float _lifeTime; + private CinemachineImpulseSource _impulseSource; #region Unity Callbacks private void Start() { _origin = transform.position; + _impulseSource = GetComponent(); var layer = LayerMask.NameToLayer("Projectiles"); Physics.IgnoreLayerCollision(layer, layer, true); } - + public void Init(AmmoSO ammoSo, Faction factionOrigin) { Ammo = ammoSo; @@ -34,6 +37,27 @@ public void InitLifeTime(float lifeTime) { Invoke(nameof(Expire), lifeTime); } + + private void ApplyCameraShake() + { + if (_impulseSource == null) return; + _impulseSource.GenerateImpulse(Ammo.explosionForce); + } + + private void ApplyExplosionQuake(Vector3 origin) + { + Collider[] results = new Collider[20]; + var size = Physics.OverlapSphereNonAlloc(origin, Ammo.explosionRadiusQuake, results); + for (int i = 0; i < size; i++) + { + var col = results[i]; + if (col.TryGetComponent(out Rigidbody rb)) + { + rb.AddExplosionForce(Ammo.explosionForce, origin, Ammo.explosionRadiusQuake); + } + } + } + private void OnCollisionEnter(Collision other) { @@ -46,25 +70,47 @@ private void OnCollisionEnter(Collision other) BulletSize = Ammo.bulletSize, IsBullet = true }; - + ApplyCameraShake(); + //Debug.Log("bullet hit " + other.gameObject.name + other.collider.name); // commented to avoid damaging twice - if (other.gameObject.TryGetComponent(out IHealth health) && Ammo.explosionRadius == 0) + bool isHealthComponent = other.collider.CompareTag("HealthComponent"); + IHealth health; + if (((isHealthComponent && other.collider.TryGetComponent(out health)) || + other.gameObject.TryGetComponent(out health)) && Ammo.explosionRadius == 0) { + // If the bullet hit a non-hitbox, don't damage it and play a special effect + // like the bullet ricocheting off the armor if (other.collider.CompareTag("NonHitbox")) - return; - health.TakeDamage(_damagePackage); + { + DeflectBullet(other); + return; + } + + Debug.Log("Bullet hit " + other.collider.name + " on " + other.gameObject.name + " for " + + _damagePackage.DamageAmount + " damage"); + DamageResponse response = health.TakeDamage(_damagePackage); + if (response.Status == DamageResponse.DamageStatus.Deflected) + { + DeflectBullet(other); + return; + } + + // implement on it effect + Destroy(gameObject); return; } else { if (Ammo.missEffect != null) { + GameObject missEffect; if (Ammo.missEffectLookTop) - Instantiate(Ammo.missEffect, transform.position, Quaternion.Euler(-90, 0, 0)); + missEffect = Instantiate(Ammo.missEffect, transform.position, Quaternion.Euler(-90, 0, 0)); else - Instantiate(Ammo.missEffect, transform.position, - Quaternion.LookRotation(transform.position - _origin)); + missEffect = Instantiate(Ammo.missEffect, transform.position, + Quaternion.LookRotation(transform.position - _origin)); + missEffect.transform.localScale *= Ammo.missEffectSizeMult; } } @@ -73,11 +119,12 @@ private void OnCollisionEnter(Collision other) Destroy(gameObject); return; } + var colliders = new Collider[5]; var position = other.contacts[0].point; var size = Physics.OverlapSphereNonAlloc(position, Ammo.explosionRadius, colliders, Ammo.explosionLayerMask); Debug.DrawLine(position, position + Vector3.up * 10, Color.red, 10f); - for(int i = 0; i < size; i++) + for (int i = 0; i < size; i++) { var col = colliders[i]; if (col.TryGetComponent(out IHealth health2)) @@ -86,7 +133,23 @@ private void OnCollisionEnter(Collision other) } } - Instantiate(Ammo.explosionPrefab, position, Quaternion.LookRotation(position - _origin)); + Instantiate(Ammo.explosionPrefab, position, Quaternion.LookRotation(position - _origin)); + Destroy(gameObject); + } + + private void DeflectBullet(Collision other) + { + if (Ammo.armorMissEffect != null) + { + Vector3 reflectedAngle = Vector3.Reflect(transform.forward, other.contacts[0].normal); + var effect = Instantiate(Ammo.armorMissEffect, other.contacts[0].point, + Quaternion.LookRotation(reflectedAngle)); + effect.transform.localScale *= Ammo.armorMissEffectSizeMult; + Debug.Log("Armor Miss Effect"); + } + + Debug.Log("Armor Hit" + other.collider.name + " on " + other.gameObject.name + " for " + + _damagePackage.DamageAmount + " damage"); Destroy(gameObject); } diff --git a/Assets/Scripts/Gameplay/IHealth.cs b/Assets/Scripts/Gameplay/IHealth.cs index 5e264b1d..1db836ae 100644 --- a/Assets/Scripts/Gameplay/IHealth.cs +++ b/Assets/Scripts/Gameplay/IHealth.cs @@ -12,6 +12,20 @@ public struct DamagePackage public bool IsBullet; public float BulletSize; } + + public struct DamageResponse + { + public enum DamageStatus + { + Taken, + Deflected, + } + + public DamageStatus Status; + public float DamageReceived; + public float RemainingHealth; + + } public interface IHealth { public float Health { get; set; } @@ -22,15 +36,17 @@ public interface IHealth public void OnTakeDamage(DamagePackage damagePackage); - public void TakeDamage(DamagePackage damagePackage) + public DamageResponse TakeDamage(DamagePackage damagePackage) { - if (damagePackage.IsBullet && damagePackage.BulletSize < Armor) - return; + if (damagePackage.IsBullet && damagePackage.DamageAmount < Armor) + return new DamageResponse() { Status = DamageResponse.DamageStatus.Deflected, DamageReceived = 0}; Health = Mathf.Clamp(Health - damagePackage.DamageAmount, 0, MaxHealth); + Debug.Log($"{Faction} took {damagePackage.DamageAmount} damage. Health: {Health}"); OnTakeDamage(damagePackage); if (!Alive) Die(); + return new DamageResponse() { Status = DamageResponse.DamageStatus.Taken, DamageReceived = damagePackage.DamageAmount, RemainingHealth = Health}; } public void Die(); diff --git a/Assets/Scripts/Gameplay/Mecha/AutoWeaponModule.cs b/Assets/Scripts/Gameplay/Mecha/AutoWeaponModule.cs new file mode 100644 index 00000000..d99e31f9 --- /dev/null +++ b/Assets/Scripts/Gameplay/Mecha/AutoWeaponModule.cs @@ -0,0 +1,53 @@ +using System; +using System.Collections; +using Gameplay.Units; +using UnityEngine; + +namespace Gameplay.Mecha +{ + public class AutoWeaponModule : WeaponModule + { + [Header("Auto Weapon Module")] + [SerializeField] private float minAngleToShoot = 15f; + [SerializeField] private Unit target; + [SerializeField] private float holdFireTime = 2f; + private void Start() + { + StartCoroutine(ShootIfEnemyInSight()); + } + + public bool EnemyInRange(Transform turret) + { + if (target == null) + return false; + var direction = target.transform.position - turret.position; + var angle = Vector3.Angle(direction, turret.forward); + + return angle < minAngleToShoot * 0.5f; + } + + private IEnumerator ShootIfEnemyInSight() + { + while (true) + { + if (target != null) + { + if (HoldFire) + StartCoroutine(ShootHoldDuringTime(holdFireTime, EnemyInRange)); + else + StartCoroutine(ShootDuringTime(holdFireTime, EnemyInRange)); + yield return new WaitForSeconds(holdFireTime); + } + else + { + yield return new WaitForSeconds(0.3f); + } + } + } + + public void SetTarget(Unit newTarget) + { + target = newTarget; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Mecha/AutoWeaponModule.cs.meta b/Assets/Scripts/Gameplay/Mecha/AutoWeaponModule.cs.meta new file mode 100644 index 00000000..18522b7e --- /dev/null +++ b/Assets/Scripts/Gameplay/Mecha/AutoWeaponModule.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 65b732b4d26042f8be7a00ddeba34f8a +timeCreated: 1730634790 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Mecha/MechaController.cs b/Assets/Scripts/Gameplay/Mecha/MechaController.cs index b04312dc..2633d774 100644 --- a/Assets/Scripts/Gameplay/Mecha/MechaController.cs +++ b/Assets/Scripts/Gameplay/Mecha/MechaController.cs @@ -241,16 +241,16 @@ private void MoveJuggernaut() var move = _rigidbody.transform.forward * (_lastMovement.y) + _rigidbody.transform.right * (_lastMovement.x); //_rigidbody.MovePosition(_rigidbody.position + move * Time.fixedDeltaTime); - _rigidbody.AddForce(move.normalized * (MovementSpeed * 1000f), ForceMode.Force); + _rigidbody.AddForce(move.normalized * (MovementSpeed * 1000), ForceMode.Force); } private void ApplyGravity() { - _yVelocity += gravity * Time.fixedDeltaTime; + _yVelocity += - gravity * gravity * Time.fixedDeltaTime; //Debug.Log(_yVelocity); if (_isGrounded) - _yVelocity = gravity / 4; - _rigidbody.AddForce(Vector3.up * (_yVelocity), ForceMode.Force); + _yVelocity = gravity * 4; + _rigidbody.AddForce(Vector3.up * (_yVelocity), ForceMode.Acceleration); } private void RotateJuggernaut() @@ -266,6 +266,7 @@ private void RotateJuggernaut() private void LimitSpeed() { var flatVel = new Vector3(_rigidbody.velocity.x, 0f, _rigidbody.velocity.z); + Debug.Log("speed in km/h: " + flatVel.magnitude * 3.6f); if (flatVel.magnitude > MovementSpeed) { var limitedVel = flatVel.normalized * MovementSpeed; diff --git a/Assets/Scripts/Gameplay/Mecha/RotatingTurretDinosauria.cs b/Assets/Scripts/Gameplay/Mecha/RotatingTurretDinosauria.cs new file mode 100644 index 00000000..0cbbfacf --- /dev/null +++ b/Assets/Scripts/Gameplay/Mecha/RotatingTurretDinosauria.cs @@ -0,0 +1,115 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Gameplay.Mecha +{ + public class RotatingTurretDinosauria : MonoBehaviour + { + [Header("Rotating Weapon Settings")] [SerializeField] + private Transform target; + + [SerializeField] private Transform turret; + [SerializeField] private Transform turretBase; + [SerializeField] private float rotationSpeed = 10; + + [Header("Rotation Limits Y")] + // relative to the initial rotation + [SerializeField] + Vector2 rotationLimitsY = new Vector2(-90, 90); + + [SerializeField] private bool reverseRotationY; + + [Header("Rotation Limits X")] [SerializeField] + Vector2 rotationLimitsX = new Vector2(-45, 45); + + [SerializeField] private bool reverseRotationX; + + + private Vector3 _initialRotation; + + private void Awake() + { + _initialRotation = turret.localEulerAngles; + Debug.Log("Initial Rotation: " + _initialRotation); + StartCoroutine(RotateToTarget()); + } + + private static float ReverseClamp(float val, float low, float high) + { + if (val > low && val < high) + { + float mid = (high - low) / 2 + low; + return val < mid ? low : high; + } + + return val; + } + + private delegate float ClampFunction(float val, float low, float high); + + private static (float lower, float upper) GetBoundsAngle(Vector2 limits, float initialRotationAxis) + { + float lower = (initialRotationAxis + limits.x + 360) % 360; + float upper = (initialRotationAxis + limits.y + 360) % 360; + if (lower > upper) + (lower, upper) = (upper, lower); + return (lower, upper); + } + + /// + /// Constantly rotates the turret to the target + /// Go back to initial position if there is no target + /// Takes into account the rotation limits + /// + /// + private IEnumerator RotateToTarget() + { + var initialRotation = Quaternion.Euler(_initialRotation); + // we need to work with angle between 0 and 360 + (float lowerEulerY, float upperEulerY) = GetBoundsAngle(rotationLimitsY, _initialRotation.y); + (float lowerEulerX, float upperEulerX) = GetBoundsAngle(rotationLimitsX, _initialRotation.x); + + // Perhaps we want the outer angle and not the inner + ClampFunction clampFunctionY = reverseRotationY ? ReverseClamp : Mathf.Clamp; + ClampFunction clampFunctionX = reverseRotationX ? ReverseClamp : Mathf.Clamp; + + while (true) + { + if (target) + { + var targetDirection = target.position - turret.position; + var rotation = Quaternion.LookRotation(targetDirection); + + var stepRotation = + Quaternion.Slerp(turret.rotation, rotation, Time.deltaTime * rotationSpeed); + stepRotation = stepRotation * Quaternion.Inverse(turretBase.rotation); + var dir = stepRotation * Vector3.forward; + var rot = Quaternion.LookRotation(dir.normalized); + var euler = rot.eulerAngles; + euler.y = _initialRotation.y; //clampFunctionY(euler.y, lowerEulerY, upperEulerY); + euler.z = _initialRotation.z; // clampFunctionX(euler.x, lowerEulerX, upperEulerX); + turret.localRotation = Quaternion.Euler(euler); + } + else + { + turret.localRotation = Quaternion.Slerp(turret.localRotation, initialRotation, + Time.deltaTime * rotationSpeed); + } + + yield return null; + } + } + + [SerializeField] private Vector3 angle; + + private Vector3 _angle; + + + private void Update() + { + transform.localRotation = Quaternion.Euler(_angle + angle); + } + + } +} \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Mecha/RotatingTurretDinosauria.cs.meta b/Assets/Scripts/Gameplay/Mecha/RotatingTurretDinosauria.cs.meta new file mode 100644 index 00000000..91329eee --- /dev/null +++ b/Assets/Scripts/Gameplay/Mecha/RotatingTurretDinosauria.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 9016dcea2450413182cc46ffbfa39810 +timeCreated: 1708625340 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Mecha/WeaponModule.cs b/Assets/Scripts/Gameplay/Mecha/WeaponModule.cs index 326bd688..0887854a 100644 --- a/Assets/Scripts/Gameplay/Mecha/WeaponModule.cs +++ b/Assets/Scripts/Gameplay/Mecha/WeaponModule.cs @@ -24,6 +24,8 @@ public enum WeaponType [SerializeField] private bool holdFire = false; [SerializeField] private AmmoSO ammo; [SerializeField] private LayerMask fireBulletLayerMask = 1; + [SerializeField] private float maxRaycastDistance = 500; + public bool aiIgnore = false; [Header("References")] [SerializeField] private Transform gunTransform; @@ -42,6 +44,7 @@ public enum WeaponType "Specify the side of the weapon, it will be used to update the right ammo counter. Only works with Secondary Weapons"), SerializeField] private string ammoLeftOrRight = "Left"; + [SerializeField] private Transform gunCheckCanShoot; public bool canFire = true; private Collider _gunTransformCollider; @@ -70,14 +73,16 @@ public int CurrentAmmoRemaining #region Unity Callbacks - private void Awake() + protected virtual void Awake() { + if (gunCheckCanShoot == null) + gunCheckCanShoot = transform; _gunTransformCollider = gunTransform.parent.GetComponent(); CurrentAmmoRemaining = ammo.maxAmmo; //gunAudioSource.loop = holdFire; } - private void OnEnable() + protected virtual void OnEnable() { EventManager.AddListener("OnPause", OnPause); EventManager.AddListener("OnResume", OnResume); @@ -89,7 +94,7 @@ private void OnEnable() - private void OnDisable() + protected virtual void OnDisable() { EventManager.RemoveListener("OnPause", OnPause); EventManager.RemoveListener("OnResume", OnResume); @@ -169,7 +174,7 @@ private IEnumerator FireOnHeld() } - public Coroutine StartShootDuringTime(float time, Func canShoot) + public Coroutine StartShootDuringTime(float time, Func canShoot) { _shootCoroutine = StartCoroutine(ShootDuringTime(time, canShoot)); return _shootCoroutine; @@ -182,14 +187,14 @@ public Coroutine StartShootDuringTime(float time, Func canShoot) /// /// /// - public IEnumerator ShootDuringTime(float time, Func canShoot) + public IEnumerator ShootDuringTime(float time, Func canShoot) { var startTime = Time.time; float fireRate = 1/ammo.fireRate; yield return new WaitForSeconds(fireRate - (startTime - _lastShotTime)); while (Time.time - startTime < time) { - if (!canShoot()) + if (!canShoot(gunCheckCanShoot)) { yield return new WaitForSeconds(1f); continue; @@ -213,28 +218,29 @@ public IEnumerator ShootDuringTime(float time, Func canShoot) /// /// /// - public IEnumerator ShootHoldDuringTime(float time, Func canShoot) + public IEnumerator ShootHoldDuringTime(float time, Func canShoot) { var startTime = Time.time; - - float fireRate = 1/ammo.fireRate; + + float fireRate = 1 / ammo.fireRate; yield return new WaitForSeconds(fireRate - (startTime - _lastShotTime)); while (Time.time - startTime < time) { - if (!canShoot()) + if (!canShoot(gunCheckCanShoot)) { + Debug.Log(transform.name + " can't shoot"); yield return new WaitForSeconds(1f); continue; } + _lastShotTime = Time.time; Shoot(cameraTransform); PlayBulletSound(); yield return new WaitForSeconds(fireRate); } - + yield return new WaitForSeconds(0.1f); - } @@ -294,15 +300,15 @@ private IEnumerator MuzzleFlash() private void FireBullet(Transform origin) { var bulletDirection = origin.forward; - if (Physics.Raycast(origin.position, origin.forward, out var hit, 500f, fireBulletLayerMask)) + if (Physics.Raycast(origin.position, origin.forward, out var hit, maxRaycastDistance, fireBulletLayerMask)) { //Debug.Log("hit " + hit.transform.name); bulletDirection = (hit.point - gunTransform.position).normalized; - //Debug.DrawRay(gunTransform.position, bulletDirection * 100, Color.red, 1f); + Debug.DrawRay(gunTransform.position, bulletDirection * 100, Color.red, 1f); } else { - //Debug.DrawRay(gunTransform.position, bulletDirection * 100, Color.green, 1f); + Debug.DrawRay(gunTransform.position, bulletDirection * 100, Color.green, 1f); } if (muzzleFlash) @@ -342,6 +348,7 @@ private void PlayReloadSound() private void PlayBulletSound(bool oneShot = true) { + Debug.Log($"{name}: {ammo.GetRandomFireSound().name}"); if (oneShot) gunAudioSource.PlayOneShot(ammo.GetRandomFireSound()); else diff --git a/Assets/Scripts/Gameplay/NLegProceduralAnimation.cs b/Assets/Scripts/Gameplay/NLegProceduralAnimation.cs index 170346c8..8d7316c7 100644 --- a/Assets/Scripts/Gameplay/NLegProceduralAnimation.cs +++ b/Assets/Scripts/Gameplay/NLegProceduralAnimation.cs @@ -22,6 +22,7 @@ public class NLegProceduralAnimation : MonoBehaviour [SerializeField] private Rigidbody rb; [SerializeField] private NavMeshAgent agent; [SerializeField] private Vector3 legOffset = new Vector3(0, 0.0f, 0); + [SerializeField] private float groundedRaycastRange = 0.3f; [Header("Audio")] [SerializeField] private AudioSource audioSource; @@ -52,7 +53,7 @@ private static Vector3[] MatchToSurfaceFromAbove(Vector3 point, float halfRange, Vector3[] res = new Vector3[2]; RaycastHit hit; Ray ray = new Ray(point + halfRange * up, -up); - if (Physics.Raycast(ray, out hit, 3 * halfRange, layerMask)) + if (Physics.Raycast(ray, out hit, 3 * halfRange, layerMask) && !hit.collider.CompareTag("NonHitbox")) { res[0] = hit.point; res[1] = hit.normal; @@ -78,7 +79,7 @@ private void Start() { for (int j = 0; j < 2; j++) { - _defaultLegPositions[i, j] = legTargets[i * 2 + j].localPosition; + _defaultLegPositions[i, j] = transform.InverseTransformPoint(legTargets[i * 2 + j].position); _lastLegPositions[i, j] = legTargets[i * 2 + j].position; } } @@ -225,7 +226,7 @@ private void CheckGround() _groundedCount = 0; for (int i = 0; i < legTargets.Length; i++) { - bool grounded = Physics.CheckSphere(legTargets[i].position, 0.3f, groundLayer); + bool grounded = Physics.CheckSphere(legTargets[i].position - legOffset, groundedRaycastRange, groundLayer); if (grounded) _groundedCount++; } @@ -249,6 +250,7 @@ private void OnDrawGizmos() Gizmos.DrawSphere(_desiredLegPositions[i, j], 0.5f); Gizmos.color = Color.blue; Gizmos.DrawSphere(_lastLegPositions[i, j], 0.5f); + Gizmos.DrawWireSphere(legTargets[i * 2 + j].position - legOffset, groundedRaycastRange); } } } diff --git a/Assets/Scripts/Gameplay/TurretRotator.cs b/Assets/Scripts/Gameplay/TurretRotator.cs new file mode 100644 index 00000000..45d14e02 --- /dev/null +++ b/Assets/Scripts/Gameplay/TurretRotator.cs @@ -0,0 +1,159 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using Gameplay.Units; +using UnityEditor; +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.Serialization; + +public class CannonController : MonoBehaviour +{ + // A struct to pair each turret with its target + [System.Serializable] + public class Angle + { + public float min; + public float max; + + public Angle(float _min, float _max) + { + min = _min; + max = _max; + } + + } + + [System.Serializable] + public class TurretData + { + public Transform turret; + public Transform target; + public float rotationSpeed = 5f; + [FormerlySerializedAs("xAngle")] public Angle yAngle = new Angle(-360, 360); + [FormerlySerializedAs("yAngle")] public Angle xAngle = new Angle(-90, 90); + public bool invert = false; + + [NonSerialized] public Quaternion defaultRotation; + + public Vector3 Position => turret.position; + + public Quaternion Rotation + { + get => turret.rotation; + set => turret.rotation = value; + } + + } + + // A list of all turrets and their respective targets + public List turrets; + + private void Start() + { + foreach (var turretData in turrets) + { + turretData.defaultRotation = turretData.turret.localRotation; + } + } + + void Update() + { + // Rotate each turret towards its respective target individually + foreach (var turretData in turrets) + { + if (turretData.target != null) + { + AimTurretAtTarget(turretData, turretData.target); + } + } + } + + private void AimTurretAtTarget(TurretData turret, Transform target) + { + // Calculate the direction to the target + Vector3 directionToTarget = target.position - turret.Position; + + // Calculate the desired rotation towards the target + Quaternion targetRotation = target == null ? transform.parent.rotation * turret.defaultRotation : Quaternion.LookRotation(directionToTarget); + + // Interpolate smoothly towards the target rotation + turret.Rotation = + Quaternion.RotateTowards(turret.Rotation, targetRotation, turret.rotationSpeed * Time.deltaTime); + Vector3 clampedEulerAngle = turret.turret.localEulerAngles; + if (turret.invert) + { + clampedEulerAngle.y = ClampAngle(clampedEulerAngle.y, turret.yAngle.min, turret.yAngle.max); + clampedEulerAngle.x = ClampAngle(clampedEulerAngle.x, turret.xAngle.min, turret.xAngle.max); + } + else + { + clampedEulerAngle.y = ClampAngleOuter(clampedEulerAngle.y, turret.yAngle.min, turret.yAngle.max); + clampedEulerAngle.x = ClampAngle(clampedEulerAngle.x, turret.xAngle.min, turret.xAngle.max); + } + + turret.turret.localEulerAngles = clampedEulerAngle; + } + + // inner angle arc + private float ClampAngle(float angle, float min, float max) + { + angle = angle % 360; + if (angle < min) + return angle; + else if (angle > max) + return angle; + else if ((min + max) / 2 > angle) + return min; + else + return max; + } + + // outer angle + private float ClampAngleOuter(float angle, float min, float max) + { + angle = angle % 360; + return Mathf.Clamp(angle, min, max); + } + + private void OnDrawGizmosSelected() + { +#if UNITY_EDITOR + foreach (var turretData in turrets) + { + Handles.color = Color.green; + Handles.DrawWireArc(turretData.Position, Vector3.up, + Quaternion.Euler(0, turretData.xAngle.min, 0) * Vector3.forward, + turretData.xAngle.max - turretData.xAngle.min, 1, 2); + Handles.color = Color.blue; + Handles.DrawWireArc(turretData.Position, Vector3.forward, + Quaternion.Euler(turretData.yAngle.min, 0, 0) * Vector3.forward, + turretData.yAngle.max - turretData.yAngle.min, 1, 2); + } +#endif + } + + public void SetTurretTarget(Transform target, int index) + { + turrets[index].target = target; + } + + public void SetTurret0Target(Unit target) + { + turrets[0].target = target.transform; + } + public void SetTurret0Target(TargetInfo target) + { + turrets[0].target = target?.Unit.transform; + } + + public void SetTurret1Target(Unit target) + { + turrets[1].target = target == null ? null : target.transform; + } + + public void SetTurret2Target(Unit target) + { + turrets[2].target = target == null ? null : target.transform; + } +} \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/TurretRotator.cs.meta b/Assets/Scripts/Gameplay/TurretRotator.cs.meta new file mode 100644 index 00000000..4e12db5d --- /dev/null +++ b/Assets/Scripts/Gameplay/TurretRotator.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 75e744ad229548d9922575f8bc2bdc08 +timeCreated: 1730027920 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Units/AIAgent.cs b/Assets/Scripts/Gameplay/Units/AIAgent.cs index 71b10975..eddaa415 100644 --- a/Assets/Scripts/Gameplay/Units/AIAgent.cs +++ b/Assets/Scripts/Gameplay/Units/AIAgent.cs @@ -1,6 +1,7 @@ using System; using System.Collections; using System.Collections.Generic; +using System.Linq; using AI.BehaviourTree; using Gameplay.Mecha; using JetBrains.Annotations; @@ -70,11 +71,14 @@ public class AIAgent : Unit [SerializeField] private DebugAgent debugAgent; [SerializeField] [CanBeNull] private List patrolWaypoints = null; + [SerializeField] private bool rotateMainBodyTowardsEnemy = true; private WeaponModule[] _weaponModules; public BehaviourTree Tree => _behaviourTreeRunner.tree; public DemoParameters demoParameters; private Coroutine _rotateCoroutine; + + [SerializeField] protected UnityEvent onTargetChanged; [CanBeNull] private TargetInfo _target; [CanBeNull] @@ -84,6 +88,7 @@ public TargetInfo Target set { _target = value; + onTargetChanged?.Invoke(_target); _target?.Unit.onUnitDeath.AddListener((_) => Target = null); } } @@ -92,15 +97,21 @@ public override void Awake() base.Awake(); _agent = GetComponent(); _behaviourTreeRunner = GetComponent(); - _weaponModules = GetComponentsInChildren(); + _weaponModules = GetComponentsInChildren().ToList().FindAll(module => !module.aiIgnore).ToArray(); _audioSource = GetComponent(); - _firstChild = transform.GetChild(0); + if (_firstChild == null) + _firstChild = transform.GetChild(0); if (name.Contains("Lowe")) { Health = demoParameters.loweHealth; MaxHealth = demoParameters.loweHealth; } + else if (name.Contains("Dinosauria")) + { + Health = demoParameters.dinosauriaHealth; + MaxHealth = demoParameters.dinosauriaHealth; + } else { Health = demoParameters.ameiseHealth; @@ -120,7 +131,8 @@ protected override void Start() Tree.blackBoard.SetValue("waypoints", patrolWaypoints); if (isAutonomous) _behaviourTreeRunner.StartAI(); - RotateTowardsEnemy(); + if (rotateMainBodyTowardsEnemy) + RotateTowardsEnemy(); } public void AddDestinationGoal(Vector3 destination) @@ -164,7 +176,7 @@ public void StopRotating() isRotating = false; } - private Transform _firstChild; + [SerializeField] private Transform _firstChild; private Vector3 _lastPosition; IEnumerator RotateTowardsEnemyCoroutine() { @@ -250,6 +262,7 @@ public override void Die() base.Die(); if (agentSo.deadPrefab != null) { + // TODO: use rotation of the rotating object (first child) var dead = Instantiate(agentSo.deadPrefab, transform.position, transform.rotation); dead.transform.GetChild(0).rotation = transform.GetChild(0).rotation; } diff --git a/Assets/Scripts/Gameplay/Units/HealthComponent.cs b/Assets/Scripts/Gameplay/Units/HealthComponent.cs new file mode 100644 index 00000000..948dc23f --- /dev/null +++ b/Assets/Scripts/Gameplay/Units/HealthComponent.cs @@ -0,0 +1,51 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; + +namespace Gameplay.Units +{ + public class HealthComponent : MonoBehaviour, IHealth + { + [SerializeField] private float health = 100; + [SerializeField] private float armor = 10; + [SerializeField] private Faction faction = Faction.Legion; + [SerializeField] private GameObject deathEffect; + + [SerializeField] private List componentsToDisableOnDeath; + + [Header("Events")] + public UnityEvent OnDeath; + public UnityEvent OnHealthChange; + + public float Health { get; set; } + public float MaxHealth { get; set; } + public float Armor { get; set; } + public Faction Faction { get; set; } + public virtual void OnTakeDamage(DamagePackage damagePackage) + { + OnHealthChange.Invoke(this, damagePackage); + } + + public virtual void Die() + { + var effect = Instantiate(deathEffect, transform.parent); + effect.transform.rotation = Quaternion.LookRotation(Vector3.up); + OnDeath.Invoke(this); + + foreach (var script in componentsToDisableOnDeath) + { + Destroy(script); + } + Destroy(this); + } + + protected virtual void Start() + { + Health = health; + MaxHealth = health; + Faction = faction; + Armor = armor; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Units/HealthComponent.cs.meta b/Assets/Scripts/Gameplay/Units/HealthComponent.cs.meta new file mode 100644 index 00000000..65a1c767 --- /dev/null +++ b/Assets/Scripts/Gameplay/Units/HealthComponent.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 4a217dc66f374f58b656bdd45a4421dd +timeCreated: 1731613308 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Units/UnitType.cs b/Assets/Scripts/Gameplay/Units/UnitType.cs index e1a87a7d..f4059f0e 100644 --- a/Assets/Scripts/Gameplay/Units/UnitType.cs +++ b/Assets/Scripts/Gameplay/Units/UnitType.cs @@ -10,9 +10,10 @@ public enum UnitType Lowe = 2, Juggernaut = 4, Scavenger = 8, + Dinosauria = 16, - Legion = Ameise | Lowe, + Legion = Ameise | Lowe | Dinosauria, Republic = Juggernaut | Scavenger, } } \ No newline at end of file diff --git a/Assets/Scripts/LegionSpawner.cs b/Assets/Scripts/LegionSpawner.cs index 27b4c8f1..01a7936a 100644 --- a/Assets/Scripts/LegionSpawner.cs +++ b/Assets/Scripts/LegionSpawner.cs @@ -37,6 +37,11 @@ public void SpawnLegions() SpawnLegion(demoParameters.spawnCount); } + public void SpawnOneDinosauria() + { + SpawnLegion(demoParameters.dinosauriaPrefab); + } + private void KillAllLegions() { foreach (var legion in new List(Factions.GetMembers(Faction.Legion))) diff --git a/Assets/Scripts/SceneHandler.cs b/Assets/Scripts/SceneHandler.cs index 91918410..1b222a24 100644 --- a/Assets/Scripts/SceneHandler.cs +++ b/Assets/Scripts/SceneHandler.cs @@ -65,6 +65,8 @@ private static IEnumerator LoadSceneAsync(SceneData sceneData, object dataOnComp Cursor.lockState = sceneData.cursorLockMode; if (sceneData.inputActionMap != "") InputManager.SwitchCurrentActionMap(sceneData.inputActionMap); + // this line was added to fix an issue where somehow loaded settings were reset to default after a scene change + DataHandler.LoadGameData(); _loadingAsyncOperation = null; EventManager.TriggerEvent(Constants.TypedEvents.OnSceneLoadingCompleted, dataOnComplete); diff --git a/Assets/Scripts/ScriptableObjects/GameParameters/DemoParameters.cs b/Assets/Scripts/ScriptableObjects/GameParameters/DemoParameters.cs index 34755534..3b9ff660 100644 --- a/Assets/Scripts/ScriptableObjects/GameParameters/DemoParameters.cs +++ b/Assets/Scripts/ScriptableObjects/GameParameters/DemoParameters.cs @@ -9,9 +9,11 @@ public class DemoParameters : GameParameters [DefaultValue(100f), Range(20, 1000)] public float spawnRadius = 100f; [DefaultValue(300), Range(100, 1000)] public int ameiseHealth = 300; [DefaultValue(1000), Range(100, 1500)] public int loweHealth = 1000; + [Range(100, 1500)] public int dinosauriaHealth = 5000; [DefaultValue(66), Range(0, 100)] public int ameiseLoweRatio = 66; public GameObject ameisePrefab; public GameObject lowePrefab; + public GameObject dinosauriaPrefab; public override string GetParametersName => "Demo Settings"; } } \ No newline at end of file diff --git a/Assets/Scripts/ScriptableObjects/Gameplay/AmmoSO.cs b/Assets/Scripts/ScriptableObjects/Gameplay/AmmoSO.cs index 38119e46..508650e8 100644 --- a/Assets/Scripts/ScriptableObjects/Gameplay/AmmoSO.cs +++ b/Assets/Scripts/ScriptableObjects/Gameplay/AmmoSO.cs @@ -30,8 +30,16 @@ public class AmmoSO : ScriptableObject public AudioClip onHitSound; public GameObject missEffect; + public float missEffectSizeMult = 1f; // if the miss effect should always look upward or the player public bool missEffectLookTop = false; + + [Header("Armor Miss Effect")] + public GameObject armorMissEffect; + public float armorMissEffectSizeMult = 1f; + + [Header("Explosion quake")] public float explosionForce = 0; + public float explosionRadiusQuake = 0; public AudioClip GetRandomFireSound() { diff --git a/Assets/Scripts/UI/Utility/ExtractTreeCollidersFromTerrain.cs b/Assets/Scripts/UI/Utility/ExtractTreeCollidersFromTerrain.cs new file mode 100644 index 00000000..2e4466f8 --- /dev/null +++ b/Assets/Scripts/UI/Utility/ExtractTreeCollidersFromTerrain.cs @@ -0,0 +1,67 @@ +using System.Linq; +using UnityEngine; + +namespace UI.Utility +{ + [RequireComponent(typeof(Terrain))] + public class ExtractTreeCollidersFromTerrain : MonoBehaviour + { + [ContextMenu("Extract")] + public void Extract() + { + Terrain terrain = GetComponent(); + Transform[] transforms = terrain.GetComponentsInChildren(); + + //Skip the first, since its the Terrain Collider + ClearCache(); + + Debug.Log("terrain.terrainData.treePrototypes.Length: " + terrain.terrainData.treePrototypes.Length); + for (int i = 0; i < terrain.terrainData.treePrototypes.Length; i++) + { + TreePrototype tree = terrain.terrainData.treePrototypes[i]; + + //Get all instances matching the prefab index + TreeInstance[] instances = terrain.terrainData.treeInstances.Where(x => x.prototypeIndex == i).ToArray(); + + Debug.Log("instances.Length: " + instances.Length); + for (int j = 0; j < instances.Length; j++) + { + //Un-normalize positions so they're in world-space + instances[j].position = Vector3.Scale(instances[j].position, terrain.terrainData.size); + instances[j].position += terrain.GetPosition(); + + //Fetch the collider from the prefab object parent + BoxCollider prefabCollider = tree.prefab.GetComponent(); + if(!prefabCollider) continue; + Debug.Log("prefabCollider: " + prefabCollider); + + GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Cube); + obj.name = tree.prefab.name + j; + + if (terrain.preserveTreePrototypeLayers) obj.layer = tree.prefab.layer; + else obj.layer = terrain.gameObject.layer; + + obj.transform.localScale = prefabCollider.size * prefabCollider.transform.localScale.magnitude; + obj.transform.position = instances[j].position; + obj.transform.position += prefabCollider.size.y * Vector3.up; + obj.transform.parent = terrain.transform; + obj.isStatic = true; + } + } + Debug.Log("Tree colliders extracted from terrain"); + } + + [ContextMenu("Clear Cache")] + public void ClearCache() + { + Terrain terrain = GetComponent(); + Transform[] transforms = terrain.GetComponentsInChildren(); + for (int i = 1; i < transforms.Length; i++) + { + //Delete all previously created colliders first + DestroyImmediate(transforms[i].gameObject); + } + + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/Utility/ExtractTreeCollidersFromTerrain.cs.meta b/Assets/Scripts/UI/Utility/ExtractTreeCollidersFromTerrain.cs.meta new file mode 100644 index 00000000..7d4e9928 --- /dev/null +++ b/Assets/Scripts/UI/Utility/ExtractTreeCollidersFromTerrain.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: e687c514570d41409e7b961edb5491e0 +timeCreated: 1731517499 \ No newline at end of file diff --git a/Assets/Scripts/WaveLegionSpawner.cs b/Assets/Scripts/WaveLegionSpawner.cs index 2d97fb14..e486bfad 100644 --- a/Assets/Scripts/WaveLegionSpawner.cs +++ b/Assets/Scripts/WaveLegionSpawner.cs @@ -75,6 +75,9 @@ public void SpawnLegionType(UnitType type) case UnitType.Scavenger: SpawnLegion(prefab); break; + case UnitType.Dinosauria: + SpawnLegion(demoParameters.dinosauriaPrefab); + break; case UnitType.Legion: break; case UnitType.Republic: diff --git a/ProjectSettings/NavMeshAreas.asset b/ProjectSettings/NavMeshAreas.asset index ed7e5ffd..854ee905 100644 --- a/ProjectSettings/NavMeshAreas.asset +++ b/ProjectSettings/NavMeshAreas.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:a90786c31c76dcf95fa7bf295b8f6d0efc0fb448c8f2de32b20c461ab900bcce -size 1770 +oid sha256:0ec63b8c5f937ece84c73f07ece2eeb169e98b32b8948012ad3f52ad2f4fb723 +size 1766 diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 2b2094dd..344e4d90 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:cf63cf49eb1ca754cdb7204707822eeaf85114e475103e0d65fb3399ed32df3f -size 467 +oid sha256:39873149b78dbead2fec1cd2a588fed0783beed71eaacf356ebd7a80a4838a4e +size 487