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Initial Plant Critter behaviour - Idle - Alert - Attack

/main
treivize 4 年前
当前提交
e5c1ed4b
共有 56 个文件被更改,包括 943 次插入3 次删除
  1. 204
      UOP1_Project/Assets/Prefabs/Characters/PlantCritter.prefab
  2. 2
      UOP1_Project/Assets/Scripts/SpawnSystem.cs
  3. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies.meta
  4. 23
      UOP1_Project/Assets/Scripts/Characters/Critter.cs
  5. 11
      UOP1_Project/Assets/Scripts/Characters/Critter.cs.meta
  6. 39
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/FaceProtagonistSO.cs
  7. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/FaceProtagonistSO.cs.meta
  8. 37
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/HasReceivedEventSO.cs
  9. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/HasReceivedEventSO.cs.meta
  10. 48
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/PlayerIsInZoneSO.cs
  11. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/PlayerIsInZoneSO.cs.meta
  12. 31
      UOP1_Project/Assets/Scripts/Characters/ZoneTriggerController.cs
  13. 11
      UOP1_Project/Assets/Scripts/Characters/ZoneTriggerController.cs.meta
  14. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter.meta
  15. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Actions.meta
  16. 15
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Actions/FaceProtagonist.asset
  17. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Actions/FaceProtagonist.asset.meta
  18. 20
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Actions/SetFalseAnimatorUnderAlert.asset
  19. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Actions/SetFalseAnimatorUnderAlert.asset.meta
  20. 20
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Actions/SetTrueAnimatorUnderAlert.asset
  21. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Actions/SetTrueAnimatorUnderAlert.asset.meta
  22. 20
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Actions/TriggerAnimatorAttack.asset
  23. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Actions/TriggerAnimatorAttack.asset.meta
  24. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Conditions.meta
  25. 16
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Conditions/ProtagonistInAlertZone.asset
  26. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Conditions/ProtagonistInAlertZone.asset.meta
  27. 16
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Conditions/ProtagonistInAttackZone.asset
  28. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Conditions/ProtagonistInAttackZone.asset.meta
  29. 16
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Conditions/Time_AttackDuration.asset
  30. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Conditions/Time_AttackDuration.asset.meta
  31. 16
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Conditions/Time_PlantAttackReload.asset
  32. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Conditions/Time_PlantAttackReload.asset.meta
  33. 16
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Conditions/Time_PlantSpawning.asset
  34. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Conditions/Time_PlantSpawning.asset.meta
  35. 66
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/PlantCritter_TransitionTable.asset
  36. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/PlantCritter_TransitionTable.asset.meta
  37. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/States.meta
  38. 17
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/States/Alert.asset
  39. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/States/Alert.asset.meta
  40. 16
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/States/Attack.asset
  41. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/States/Attack.asset.meta
  42. 15
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/States/Dying.asset
  43. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/States/Dying.asset.meta
  44. 16
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/States/Fighting.asset
  45. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/States/Fighting.asset.meta
  46. 15
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/States/GettingHit.asset
  47. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/States/GettingHit.asset.meta
  48. 16
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/States/Idle.asset
  49. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/States/Idle.asset.meta
  50. 15
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/States/Spawning.asset
  51. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/States/Spawning.asset.meta

204
UOP1_Project/Assets/Prefabs/Characters/PlantCritter.prefab


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2
UOP1_Project/Assets/Scripts/SpawnSystem.cs


[Header("Asset References")]
[SerializeField] private Protagonist _playerPrefab = default;
[SerializeField] private TransformAnchor _playerTransformAnchor = default;
[SerializeField] private TransformEventChannelSO _playerInstantiatedChannel = default;
[Header("Scene References")]

Protagonist playerInstance = InstantiatePlayer(_playerPrefab, spawnLocation);
_playerInstantiatedChannel.RaiseEvent(playerInstance.transform); // The CameraSystem will pick this up to frame the player
_playerTransformAnchor.Transform = playerInstance.transform;
}
private Transform GetSpawnLocation(int index, Transform[] spawnLocations)

8
UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies.meta


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23
UOP1_Project/Assets/Scripts/Characters/Critter.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Critter : MonoBehaviour
{
private bool _playerInAlertZone = default;
public bool IsPlayerInAlertZone
{
get => _playerInAlertZone;
set => _playerInAlertZone = value;
}
private bool _isPlayerInAttackZone = default;
public bool IsPlayerInAttackZone
{
get => _isPlayerInAttackZone;
set => _isPlayerInAttackZone = value;
}
}

11
UOP1_Project/Assets/Scripts/Characters/Critter.cs.meta


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39
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/FaceProtagonistSO.cs


using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(fileName = "FaceProtagonist", menuName = "State Machines/Actions/Face Protagonist")]
public class FaceProtagonistSO : StateActionSO
{
public TransformAnchor playerAnchor;
protected override StateAction CreateAction() => new FaceProtagonist();
}
public class FaceProtagonist : StateAction
{
TransformAnchor _protagonist;
Transform _actor;
public override void Awake(StateMachine stateMachine)
{
_actor = stateMachine.transform;
_protagonist = ((FaceProtagonistSO)OriginSO).playerAnchor;
}
public override void OnUpdate()
{
if (_protagonist.isSet)
{
Vector3 relativePos = _protagonist.Transform.position - _actor.position;
relativePos.y = 0f; // Force rotation to be only on Y axis.
Quaternion rotation = Quaternion.LookRotation(relativePos);
_actor.rotation = rotation;
}
}
public override void OnStateEnter()
{
}
}

11
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/FaceProtagonistSO.cs.meta


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37
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/HasReceivedEventSO.cs


using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(menuName = "State Machines/Conditions/Has Received Event")]
public class HasReceivedEventSO : StateConditionSO<HasReceivedEventCondition>
{
public VoidEventChannelSO voidEvent;
}
public class HasReceivedEventCondition : Condition
{
private HasReceivedEventSO _originSO => (HasReceivedEventSO)base.OriginSO; // The SO this Condition spawned from
private bool _eventTriggered;
public override void Awake(StateMachine stateMachine)
{
_eventTriggered = false;
_originSO.voidEvent.OnEventRaised += EventReceived;
}
protected override bool Statement()
{
return _eventTriggered;
}
private void EventReceived()
{
_eventTriggered = true;
}
public override void OnStateExit()
{
_eventTriggered = false;
}
}

11
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/HasReceivedEventSO.cs.meta


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48
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/PlayerIsInZoneSO.cs


using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
public enum ZoneType
{
Alert,
Attack
}
[CreateAssetMenu(fileName = "PlayerIsInZone", menuName = "State Machines/Conditions/Player Is In Zone")]
public class PlayerIsInZoneSO : StateConditionSO
{
public ZoneType zone;
protected override Condition CreateCondition() => new PlayerIsInZone();
}
public class PlayerIsInZone : Condition
{
private Critter _critter;
public override void Awake(StateMachine stateMachine)
{
_critter = stateMachine.GetComponent<Critter>();
}
protected override bool Statement()
{
bool result = false;
if (_critter != null) {
switch (((PlayerIsInZoneSO)OriginSO).zone)
{
case ZoneType.Alert:
result = _critter.IsPlayerInAlertZone;
break;
case ZoneType.Attack:
result = _critter.IsPlayerInAttackZone;
break;
default:
break;
}
}
return result;
}
}

11
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/PlayerIsInZoneSO.cs.meta


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31
UOP1_Project/Assets/Scripts/Characters/ZoneTriggerController.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
[System.Serializable]
public class BoolEvent : UnityEvent<bool> {
}
public class ZoneTriggerController : MonoBehaviour
{
[SerializeField] private BoolEvent _enterZone = default;
[SerializeField] private LayerMask _layers = default;
private void OnTriggerEnter(Collider other)
{
if ((1 << other.gameObject.layer & _layers) != 0)
{
_enterZone.Invoke(true);
}
}
private void OnTriggerExit(Collider other)
{
if ((1 << other.gameObject.layer & _layers) != 0)
{
_enterZone.Invoke(false);
}
}
}

11
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UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter.meta


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UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Actions.meta


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UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Actions/FaceProtagonist.asset


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UOP1_Project/Assets/ScriptableObjects/StateMachine/Enemies/PlantCritter/Actions/SetFalseAnimatorUnderAlert.asset


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