Added enemy, fixed spawn logic
This commit is contained in:
@@ -734,7 +734,8 @@ MonoBehaviour:
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@@ -25,6 +25,7 @@ public class RoomHandler : MonoBehaviour
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[Header("Spawn Points")]
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[SerializeField] private List<GameObject> spawnPoints;
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[SerializeField] private GameObject test;
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[SerializeField] private bool allowSpawn = false;
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private readonly Dictionary<Side, DoorAnimation> doors = new();
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@@ -64,23 +65,32 @@ public class RoomHandler : MonoBehaviour
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public void SpawnEnemies(List<GameObject> enemyPrefabs)
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{
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int i = 0;
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List<GameObject> enemyPrefabsLocal = new List<GameObject>(enemyPrefabs);
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while (enemyPrefabsLocal.Count > 0)
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if (!allowSpawn)
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{
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// Spawns enemy and removes it from the list
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GameObject enemyPrefab = enemyPrefabsLocal[0];
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enemyPrefabsLocal.RemoveAt(0);
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// Select a spawn point with round-robin
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Debug.Log("Ammount of spawn points: " + spawnPoints.Count);
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GameObject spawnPoint = spawnPoints[i % spawnPoints.Count];
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Instantiate(enemyPrefab, spawnPoint.transform.position + new Vector3(0, 1, 0), Quaternion.identity);
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Debug.Log("Spawned enemy: " + enemyPrefab.name + " at " + spawnPoint.transform.position);
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i++;
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Debug.LogWarning("Enemy spawning is not allowed in this room.");
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return;
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}
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else
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{
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int i = 0;
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List<GameObject> enemyPrefabsLocal = new List<GameObject>(enemyPrefabs);
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while (enemyPrefabsLocal.Count > 0)
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{
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// Spawns enemy and removes it from the list
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GameObject enemyPrefab = enemyPrefabsLocal[0];
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enemyPrefabsLocal.RemoveAt(0);
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// Select a spawn point with round-robin
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Debug.Log("Ammount of spawn points: " + spawnPoints.Count);
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GameObject spawnPoint = spawnPoints[i % spawnPoints.Count];
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Instantiate(enemyPrefab, spawnPoint.transform.position + new Vector3(0, 1, 0), Quaternion.identity);
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Debug.Log("Spawned enemy: " + enemyPrefab.name + " at " + spawnPoint.transform.position);
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i++;
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}
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}
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}
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void Start()
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{
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8
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3D blobici/Assets/Prefabs/enemy/Blob.prefab
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183
3D blobici/Assets/Prefabs/enemy/Blob.prefab
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91
3D blobici/Assets/Scripts/Enemy/EnemyMovement.cs
Normal file
91
3D blobici/Assets/Scripts/Enemy/EnemyMovement.cs
Normal file
@@ -0,0 +1,91 @@
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using System.Collections;
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class EnemyMovement : MonoBehaviour
|
||||
{
|
||||
public CharacterController charControl;
|
||||
|
||||
public float speed = 12f;
|
||||
public float gravity = -9.81f;
|
||||
public float jumpHeight = 3f;
|
||||
|
||||
|
||||
|
||||
public Transform groundCheck;
|
||||
public float groundDistance = 0.4f;
|
||||
public LayerMask groundMask;
|
||||
public LayerMask obstacleMask;
|
||||
public float detectionOffset = 0.5f;
|
||||
|
||||
public Transform player;
|
||||
public float obstacleDetectionDistance = 1f;
|
||||
public float rotationSpeed = 5f;
|
||||
|
||||
private Vector3 velocity;
|
||||
private bool isGrounded;
|
||||
|
||||
void Start()
|
||||
{
|
||||
GameObject playerObject = GameObject.FindWithTag("Player");
|
||||
if (playerObject != null)
|
||||
{
|
||||
player = playerObject.transform;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Player not found in the scene! Ensure the player GameObject is tagged as 'Player'.");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
if(player == null) return;
|
||||
|
||||
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
|
||||
|
||||
if(isGrounded && velocity.y < 0)
|
||||
{
|
||||
velocity.y = -2f;
|
||||
}
|
||||
Vector3 directionToPlayer = (player.position - transform.position).normalized;
|
||||
Vector3 move = new Vector3(directionToPlayer.x, 0, directionToPlayer.z);
|
||||
|
||||
Vector3 rayOrigin = transform.position + Vector3.down * detectionOffset;
|
||||
|
||||
bool isBlocked = Physics.Raycast(rayOrigin, move, obstacleDetectionDistance, obstacleMask);
|
||||
|
||||
if (isBlocked && isGrounded)
|
||||
{
|
||||
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
|
||||
}
|
||||
|
||||
charControl.Move(move * speed * Time.deltaTime);
|
||||
|
||||
velocity.y += gravity * Time.deltaTime;
|
||||
|
||||
charControl.Move(velocity * Time.deltaTime);
|
||||
|
||||
RotateTowardsPlayer(directionToPlayer);
|
||||
}
|
||||
|
||||
private void RotateTowardsPlayer(Vector3 directionToPlayer)
|
||||
{
|
||||
Quaternion targetRotation = Quaternion.LookRotation(new Vector3(directionToPlayer.x, 0, directionToPlayer.z));
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
|
||||
}
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
if (player != null)
|
||||
{
|
||||
Vector3 directionToPlayer = (player.position - transform.position).normalized;
|
||||
Vector3 moveDirection = new Vector3(directionToPlayer.x, 0, directionToPlayer.z);
|
||||
Vector3 rayOrigin = transform.position + Vector3.down * detectionOffset;
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawRay(rayOrigin, moveDirection * obstacleDetectionDistance);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
11
3D blobici/Assets/Scripts/Enemy/EnemyMovement.cs.meta
Normal file
11
3D blobici/Assets/Scripts/Enemy/EnemyMovement.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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||||
guid: 28c50bdf17c68be46a472d2e1959909c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user