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Add basic AI

This commit is contained in:
Steffo 2018-08-13 02:58:16 +02:00
parent 1987498444
commit 7e2278dc7c
11 changed files with 483 additions and 47 deletions

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View file

@ -19,7 +19,9 @@ public class Cannon : MonoBehaviour {
{ {
hullSpriteRenderer = hull.GetComponent<SpriteRenderer>(); hullSpriteRenderer = hull.GetComponent<SpriteRenderer>();
spriteRenderer = GetComponent<SpriteRenderer>(); spriteRenderer = GetComponent<SpriteRenderer>();
//Disable enemy and player collisions
Physics2D.IgnoreLayerCollision(8, 8); Physics2D.IgnoreLayerCollision(8, 8);
Physics2D.IgnoreLayerCollision(9, 9);
} }
private void Update () private void Update ()
@ -41,6 +43,7 @@ public class Cannon : MonoBehaviour {
harpoonInstance.transform.rotation = transform.rotation; harpoonInstance.transform.rotation = transform.rotation;
harpoonInstance.GetComponent<Rigidbody2D>().AddForce(direction * force); harpoonInstance.GetComponent<Rigidbody2D>().AddForce(direction * force);
harpoonInstance.GetComponent<SpriteRenderer>().flipX = spriteRenderer.flipX; harpoonInstance.GetComponent<SpriteRenderer>().flipX = spriteRenderer.flipX;
harpoonInstance.layer = 8;
Linker linker = harpoonInstance.GetComponentInChildren<Linker>(); Linker linker = harpoonInstance.GetComponentInChildren<Linker>();
linker.firstObject = gameObject; linker.firstObject = gameObject;
linker.secondObject = harpoonInstance; linker.secondObject = harpoonInstance;

View file

@ -0,0 +1,129 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyShipAi : MonoBehaviour {
public float maximumDistanceFromFish = 2f;
public float timeBeforeChangingTarget = 10f;
public float horizontalSpeed = 5f;
public float verticalSpeed = 30f;
public float shootForce = 5f;
public GameObject harpoon;
public bool harpoonAvailable = true;
public float maxJetFuel = 2f;
public float jetFuelRechargeSpeed = 0.1f;
private GameObject target = null;
private Rigidbody2D rb;
private SpriteRenderer spriteRenderer;
private float timeSinceLastTarget = 0f;
private float jetFuel;
private bool usingJet;
void Start () {
rb = GetComponent<Rigidbody2D>();
spriteRenderer = GetComponent<SpriteRenderer>();
jetFuel = maxJetFuel;
}
void Update () {
timeBeforeChangingTarget += Time.deltaTime;
//Find a target fish
if(target == null || timeSinceLastTarget > timeBeforeChangingTarget)
{
if(target != null)
{
target.GetComponent<FishAi>().targetedBy = null;
}
target = FindClosestFish(GameObject.FindGameObjectsWithTag("Fish"));
if (target != null)
{
target.GetComponent<FishAi>().targetedBy = gameObject;
}
timeBeforeChangingTarget = 0f;
}
}
void FixedUpdate()
{
//If the bot has a target
if(target != null)
{
//Slow down when near the fish
float power = Mathf.Clamp((Mathf.Abs(transform.position.x - target.transform.position.x) / maximumDistanceFromFish) - 1f, 0f, 1f);
//Shoot an harpoon if it's close enough and it's available
if (power == 0f && harpoonAvailable)
{
//Disable the jetpack
usingJet = false;
//Find the direction between the fish and the ship
Vector3 direction = (target.transform.position - transform.position).normalized;
//Shoot the harpoon
GameObject harpoonInstance = Instantiate(harpoon);
harpoonInstance.transform.position = transform.position + direction;
harpoonInstance.transform.rotation = transform.rotation;
harpoonInstance.GetComponent<Rigidbody2D>().AddForce(direction * shootForce);
harpoonInstance.GetComponent<SpriteRenderer>().flipX = spriteRenderer.flipX;
harpoonInstance.layer = 9;
Linker linker = harpoonInstance.GetComponentInChildren<Linker>();
linker.firstObject = gameObject;
linker.secondObject = harpoonInstance;
harpoonAvailable = false;
}
//Apply a force towards that direction if too far away
else
{
//Right
if (transform.position.x - target.transform.position.x < 0f)
{
rb.AddForce(Vector2.right * horizontalSpeed * power);
spriteRenderer.flipX = true;
}
//Left
else
{
rb.AddForce(Vector2.right * -horizontalSpeed * power);
spriteRenderer.flipX = false;
}
//Enable the jetpack
if(jetFuel == maxJetFuel)
{
usingJet = true;
}
//Use the jetpack
if(usingJet)
{
jetFuel -= Time.fixedDeltaTime;
rb.AddForce(Vector2.up * verticalSpeed);
if(jetFuel <= 0)
{
usingJet = false;
}
}
else
{
jetFuel = Mathf.Clamp(jetFuel + Time.fixedDeltaTime * jetFuelRechargeSpeed, 0f, maxJetFuel);
}
}
}
}
GameObject FindClosestFish(GameObject[] fish)
{
GameObject result = null;
float minimumDistance = Mathf.Infinity;
foreach (GameObject fishInstance in fish)
{
if (fishInstance.GetComponent<FishAi>().targetedBy != null) continue;
float distance = Vector3.Distance(fishInstance.transform.position, transform.position);
if (distance < minimumDistance)
{
minimumDistance = distance;
result = fishInstance;
}
}
return result;
}
}

11
Assets/Scripts/EnemyShipAi.cs.meta generated Normal file
View file

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View file

@ -8,6 +8,7 @@ public class FishAi : MonoBehaviour {
public float speed = 2f; public float speed = 2f;
public GameObject hook = null; public GameObject hook = null;
public GameObject sea; public GameObject sea;
public GameObject targetedBy;
private Vector3 direction; private Vector3 direction;
private Rigidbody2D rb; private Rigidbody2D rb;

View file

@ -27,18 +27,25 @@ public class Harpoon : MonoBehaviour {
{ {
if (transform.position.y > linker.firstObject.transform.position.y) if (transform.position.y > linker.firstObject.transform.position.y)
{ {
rb.MoveRotation(Vector2.Angle(transform.position - linker.firstObject.transform.position, Vector2.right) - 90f); rb.MoveRotation(Vector2.Angle(transform.position - linker.firstObject.transform.position, Vector2.right) - 90f);
} }
else else
{ {
rb.MoveRotation(-Vector2.Angle(transform.position - linker.firstObject.transform.position, Vector2.right) - 90f); rb.MoveRotation(-Vector2.Angle(transform.position - linker.firstObject.transform.position, Vector2.right) - 90f);
} }
rb.MovePosition(Vector3.MoveTowards(transform.position, linker.firstObject.transform.position, returnSpeed * Time.deltaTime)); rb.MovePosition(Vector3.MoveTowards(transform.position, linker.firstObject.transform.position, returnSpeed * Time.deltaTime));
if(Vector3.Distance(transform.position, linker.firstObject.transform.position) < 0.2f) if(Vector3.Distance(transform.position, linker.firstObject.transform.position) < 0.2f)
{ {
linker.firstObject.GetComponent<Cannon>().harpoonAvailable = true; Cannon cannon = linker.firstObject.GetComponent<Cannon>();
if(cannon != null)
{
cannon.harpoonAvailable = true;
}
else
{
EnemyShipAi enemyShipAi = linker.firstObject.GetComponent<EnemyShipAi>();
enemyShipAi.harpoonAvailable = true;
}
Destroy(gameObject); Destroy(gameObject);
} }
} }

View file

@ -6,10 +6,10 @@ public class PlayerMovement : MonoBehaviour {
private Rigidbody2D rb; private Rigidbody2D rb;
public GameObject hull; public GameObject hull;
public float horizontalShipSpeed = 50; public float horizontalShipSpeed = 5f;
public float verticalShipSpeed = 20; public float verticalShipSpeed = 30;
public float maxJetFuel = 2f; public float maxJetFuel = 2f;
public float jetFuelRechargeSpeed = 0.5f; public float jetFuelRechargeSpeed = 0.1f;
private float jetFuel; private float jetFuel;
void Start () { void Start () {