diff --git a/Assets/PermResources/Animations/Dinosauria - Die.anim b/Assets/PermResources/Animations/Dinosauria - Die.anim
new file mode 100644
index 00000000..60034ac8
--- /dev/null
+++ b/Assets/PermResources/Animations/Dinosauria - Die.anim
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index e6984be6..8287cbd9 100644
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+oid sha256:ca879951f1cbb0b0ff8305a40a134d9aae2c28cf4c8e5a7988c620d50e9b8a60
+size 1287503
diff --git a/Assets/Scenes/BaseQuest/Fog Profile.asset b/Assets/Scenes/BaseQuest/Fog Profile.asset
index e18da296..f1a553f6 100644
--- a/Assets/Scenes/BaseQuest/Fog Profile.asset
+++ b/Assets/Scenes/BaseQuest/Fog Profile.asset
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:c11e4b0e7a0dcf596ef94f7fac6fde696e2be675e74d2214c5f116e1dab38f6a
-size 3054
+oid sha256:caf35a4c37dc3c4c6a56cb02d5b73fef268bb5f97b2adaf9150615db8d1b0198
+size 3056
diff --git a/Assets/Scenes/BaseQuest/NavMesh.asset b/Assets/Scenes/BaseQuest/NavMesh.asset
deleted file mode 100644
index 68fb3ba9..00000000
--- a/Assets/Scenes/BaseQuest/NavMesh.asset
+++ /dev/null
@@ -1,3 +0,0 @@
-version 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