Fixed problem with attacks on player and navmesh (will need some Quality of life improvements in the future)
This commit is contained in:
2025-09-04 21:03:43 +02:00
parent c75af0fe39
commit 649603e232
5 changed files with 303 additions and 108 deletions

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 0c4ecdc10844c394b92ccd08ee36d635
guid: 8379cbdc96f21cc47a95cab23068d69a
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 11400000

View File

@@ -79,8 +79,11 @@ MonoBehaviour:
agent: {fileID: -7480623267348950463}
player: {fileID: 7001416999833331379, guid: f0df263e5be65a041848d5a8bab85af1, type: 3}
updatePathInterval: 0.5
attackRange: 2
attackCooldown: 1
roomCheckInterval: 2
attackRange: 3
sightRange: 50
patrolRange: 5
enemyAttack: {fileID: 5415715946912615516}
animator: {fileID: 0}
--- !u!114 &8002523264253901019
MonoBehaviour:
@@ -109,10 +112,13 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 333830e3ba10f2942b70a753c4c281de, type: 3}
m_Name:
m_EditorClassIdentifier:
attackRange: 5
attackRange: 3
attackRate: 2
attackDamage: 10
attackAngle: 45
player: {fileID: 7001416999833331379, guid: f0df263e5be65a041848d5a8bab85af1, type: 3}
animator: {fileID: 0}
agent: {fileID: -7480623267348950463}
--- !u!65 &146755941370531150
BoxCollider:
m_ObjectHideFlags: 0
@@ -128,11 +134,11 @@ BoxCollider:
serializedVersion: 2
m_Bits: 0
m_LayerOverridePriority: 0
m_IsTrigger: 1
m_IsTrigger: 0
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 3
m_Size: {x: 4.4725122, y: 2.472512, z: 4.2375846}
m_Size: {x: 2, y: 1, z: 2}
m_Center: {x: 0, y: 0.6187928, z: 0}
--- !u!195 &-7480623267348950463
NavMeshAgent:

View File

@@ -160,7 +160,8 @@ MonoBehaviour:
CorridorStraight: {fileID: 8047827979703692770, guid: 1a5d554c0c76caf4195cae47e098b79d, type: 3}
CorridorStraightUnlit: {fileID: 2016417306107577256, guid: 92d9025262a022a499862d352c2724ee, type: 3}
DoorCorridor: {fileID: 5603417387143431118, guid: 9eccbf5a500a0d2429e6008a713a49fd, type: 3}
layout: {fileID: 11400000, guid: 0c4ecdc10844c394b92ccd08ee36d635, type: 2}
layout: {fileID: 11400000, guid: 8379cbdc96f21cc47a95cab23068d69a, type: 2}
useGlobalNavMesh: 1
RoomDistance: 40
--- !u!4 &23489964
Transform:

View File

@@ -1,52 +1,193 @@
using System.Collections;
using UnityEngine;
using UnityEngine.AI;
public class EnemyAttack : MonoBehaviour
{
[SerializeField] private float attackRange = 5f;
[Header("Attack Settings")]
[SerializeField] private float attackRange = 2f;
[SerializeField] private float attackRate = 2f;
[SerializeField] private float attackDamage = 10f;
[SerializeField] private float attackAngle = 45f;
private float lastAttackTime = 0f;
[Header("References")]
[SerializeField] private Transform player;
[SerializeField] private Animator animator;
[SerializeField] private NavMeshAgent agent;
private float lastAttackTime = 0f;
private bool canAttack = true;
private bool isAttacking = false;
private float attackCooldownTimer = 0f;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
// Najdi reference
GameObject playerObject = GameObject.FindWithTag("Player");
if (playerObject != null)
{
player = playerObject.transform;
}
if (animator == null) animator = GetComponent<Animator>();
if (agent == null) agent = GetComponent<NavMeshAgent>();
lastAttackTime = -attackRate; // Umo<6D>n<EFBFBD> <20>tok hned na za<7A><61>tku
}
// Update is called once per frame
void Update()
{
}
private void FixedUpdate()
{
}
private void OnTriggerEnter(Collider other)
{
}
private void OnTriggerStay(Collider other)
{
var player = other.GetComponent<PlayerMovement>();
if (player != null && Time.time - lastAttackTime > attackRate)
// Update cooldown timeru
if (!canAttack)
{
var health = other.GetComponent<HealthManager>();
if (health != null)
attackCooldownTimer -= Time.deltaTime;
if (attackCooldownTimer <= 0f)
{
health.ModifyHealth(-attackDamage);
Debug.Log("Enemy attacked! Next attack in: " + (1f / attackRate) + " seconds");
lastAttackTime = Time.time;
canAttack = true;
}
}
}
private void OnTriggerExit(Collider other)
// Metoda pro pokus o <20>tok - vol<6F>na z EnemyMovement
public bool TryAttack()
{
if (player == null || !canAttack || isAttacking)
{
Debug.Log($"Attack failed: player={player != null}, canAttack={canAttack}, isAttacking={isAttacking}");
return false;
}
// Kontrola vzd<7A>lenosti a <20>hlu k hr<68><72>i
float distanceToPlayer = Vector3.Distance(transform.position, player.position);
bool inRange = distanceToPlayer <= attackRange;
bool inAngle = IsPlayerInAttackAngle();
bool cooldownReady = Time.time - lastAttackTime >= attackRate;
Debug.Log($"TryAttack: range={inRange}, angle={inAngle}, cooldown={cooldownReady}, distance={distanceToPlayer}");
if (inRange && cooldownReady)
{
StartCoroutine(PerformAttack());
return true;
}
Debug.Log("Attack conditions not met");
return false;
}
private bool IsPlayerInAttackAngle()
{
if (player == null) return false;
Vector3 directionToPlayer = (player.position - transform.position).normalized;
// Ignoruj Y osu pro v<>po<70>et <20>hlu
directionToPlayer.y = 0;
Vector3 forward = transform.forward;
forward.y = 0;
float angle = Vector3.Angle(forward, directionToPlayer);
// V<>t<EFBFBD><74> tolerance <20>hlu (zv<7A><76>eno z 22.5<EFBFBD> na 60<36>)
return angle <= attackAngle; // Pou<6F><75>v<EFBFBD>me cel<65> attackAngle, ne polovinu
}
public bool IsPlayerInAttackRange()
{
if (player == null) return false;
float distance = Vector3.Distance(transform.position, player.position);
bool inRange = distance <= attackRange * 1.1f;
bool inAngle = IsPlayerInAttackAngle();
Debug.Log($"AttackRange Check - Distance: {distance}/{attackRange}, InRange: {inRange}, Angle: {inAngle}");
return inRange && inAngle;
}
private IEnumerator PerformAttack()
{
isAttacking = true;
canAttack = false;
lastAttackTime = Time.time;
attackCooldownTimer = attackRate;
// Ulo<6C> p<>vodn<64> stav agenta
bool wasStopped = agent.isStopped;
// Zastav pohyb b<>hem <20>toku
agent.isStopped = true;
// Spustit animaci <20>toku
if (animator != null)
{
animator.SetTrigger("Attack");
}
// Po<50>kej chv<68>li p<>ed aplikov<6F>n<EFBFBD>m po<70>kozen<65>
yield return new WaitForSeconds(0.3f);
// Aplikuj po<70>kozen<65>, pokud je hr<68><72> st<73>le v dosahu
if (player != null && Vector3.Distance(transform.position, player.position) <= attackRange * 1.2f)
{
var health = player.GetComponent<HealthManager>();
if (health != null)
{
health.ModifyHealth(-attackDamage);
Debug.Log("Enemy attacked player for " + attackDamage + " damage!");
}
}
// Po<50>kej na dokon<6F>en<65> animace
yield return new WaitForSeconds(0.7f);
// Obnov pohyb pouze pokud nebyl p<>vodn<64> zastaven<65>
if (!wasStopped)
{
agent.isStopped = false;
}
isAttacking = false;
// canAttack se nastav<61> v Update pomoc<6F> timeru
Debug.Log("Attack finished, cooldown started");
}
// Metoda pro vizu<7A>ln<6C> reprezentaci <20>to<74>n<EFBFBD>ho <20>hlu
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, attackRange);
Gizmos.color = Color.yellow;
Vector3 leftDir = Quaternion.Euler(0, -attackAngle / 2, 0) * transform.forward;
Vector3 rightDir = Quaternion.Euler(0, attackAngle / 2, 0) * transform.forward;
Gizmos.DrawRay(transform.position, leftDir * attackRange);
Gizmos.DrawRay(transform.position, rightDir * attackRange);
Gizmos.DrawLine(transform.position + leftDir * attackRange, transform.position + rightDir * attackRange);
}
// Public metody pro komunikaci s EnemyMovement
public bool CanAttack()
{
return canAttack && !isAttacking;
}
public bool IsAttacking()
{
return isAttacking;
}
public float GetCooldownProgress()
{
return Mathf.Clamp01(attackCooldownTimer / attackRate);
}
public void SetAttackState(bool state)
{
canAttack = state;
if (!state) isAttacking = false;
}
}

View File

@@ -12,15 +12,18 @@ public class EnemyMovement : MonoBehaviour
[Header("Combat")]
public float attackRange = 2f;
public float attackCooldown = 1f;
public float sightRange = 20f;
public float patrolRange = 5f;
private bool canAttack = true;
[Header("References")]
public EnemyAttack enemyAttack;
private enum EnemyState { Patrolling, Chasing, Attacking }
private EnemyState currentState = EnemyState.Patrolling;
private Vector3 patrolCenter;
private Vector3 patrolTarget;
private float lastStateChangeTime;
private float minAttackStateDuration = 1.0f;
[Header("Animation")]
public Animator animator;
@@ -34,9 +37,16 @@ public class EnemyMovement : MonoBehaviour
player = playerObject.transform;
}
// Najdi EnemyAttack komponentu
if (enemyAttack == null)
{
enemyAttack = GetComponent<EnemyAttack>();
}
// Nastav v<>choz<6F> pozice
patrolCenter = transform.position;
GenerateNewPatrolTarget();
lastStateChangeTime = Time.time;
// Spustit coroutines
if (agent != null)
@@ -80,58 +90,119 @@ public class EnemyMovement : MonoBehaviour
{
GenerateNewPatrolTarget();
}
// Kontrola, zda hr<68><72> nen<65> v dohledu i b<>hem patrolov<6F>n<EFBFBD>
if (player != null && enemyAttack != null && enemyAttack.IsPlayerInAttackRange())
{
ChangeState(EnemyState.Attacking);
}
}
private void ChaseBehavior()
{
if (player == null)
{
currentState = EnemyState.Patrolling;
ChangeState(EnemyState.Patrolling);
return;
}
float distanceToPlayer = Vector3.Distance(transform.position, player.position);
if (distanceToPlayer <= attackRange)
// P<>epni do attack stavu pouze pokud m<><6D>e <20>to<74>it a je v dosahu
if (enemyAttack != null && enemyAttack.IsPlayerInAttackRange() && enemyAttack.CanAttack())
{
currentState = EnemyState.Attacking;
agent.isStopped = true;
ChangeState(EnemyState.Attacking);
return;
}
else if (distanceToPlayer > sightRange * 1.5f)
if (distanceToPlayer > sightRange * 1.5f)
{
// Hr<48><72> je p<><70>li<6C> daleko, vra<72> se k patrolov<6F>n<EFBFBD>
currentState = EnemyState.Patrolling;
ChangeState(EnemyState.Patrolling);
GenerateNewPatrolTarget();
}
}
private void AttackBehavior()
{
if (player == null)
if (player == null || enemyAttack == null)
{
currentState = EnemyState.Patrolling;
agent.isStopped = false;
ChangeState(EnemyState.Chasing);
return;
}
// RYCHLEJ<45><4A> a P<>ESN<53>J<EFBFBD><4A> ot<6F><74>en<65> k hr<68><72>i
Vector3 directionToPlayer = (player.position - transform.position).normalized;
// Ignoruj Y osu pro rotaci
directionToPlayer.y = 0;
if (directionToPlayer != Vector3.zero)
{
Quaternion targetRotation = Quaternion.LookRotation(directionToPlayer);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, 15f * Time.deltaTime); // Zv<5A><76>en<65> rychlost ot<6F><74>en<65>
}
// Zkus za<7A>to<74>it
bool attackAttempted = enemyAttack.TryAttack();
float distanceToPlayer = Vector3.Distance(transform.position, player.position);
// Oto<EFBFBD> se k hr<68><72>i
Vector3 directionToPlayer = (player.position - transform.position).normalized;
Quaternion targetRotation = Quaternion.LookRotation(new Vector3(directionToPlayer.x, 0, directionToPlayer.z));
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, 5f * Time.deltaTime);
// <20>tok na hr<68><72>e
if (canAttack && distanceToPlayer <= attackRange)
// Z<EFBFBD>sta<EFBFBD> v attack stavu pokud m<><6D>e <20>to<74>it nebo se ot<6F><74><EFBFBD> k hr<68><72>i
if (!attackAttempted && enemyAttack.CanAttack() && enemyAttack.IsPlayerInAttackRange())
{
StartCoroutine(Attack());
return;
}
// Pokud je hr<68><72> p<><70>li<6C> daleko, pokra<72>uj v pron<6F>sledov<6F>n<EFBFBD>
if (distanceToPlayer > attackRange * 1.2f)
if (distanceToPlayer > attackRange * 1.5f && !enemyAttack.IsAttacking())
{
currentState = EnemyState.Chasing;
agent.isStopped = false;
ChangeState(EnemyState.Chasing);
}
}
private IEnumerator CheckPlayerInRange()
{
while (true)
{
if (player != null && !enemyAttack.IsAttacking())
{
float distanceToPlayer = Vector3.Distance(transform.position, player.position);
if (currentState == EnemyState.Patrolling && distanceToPlayer <= sightRange)
{
ChangeState(EnemyState.Chasing);
}
else if (currentState == EnemyState.Chasing && distanceToPlayer > sightRange * 1.5f)
{
ChangeState(EnemyState.Patrolling);
}
else if (currentState == EnemyState.Chasing && distanceToPlayer <= attackRange && enemyAttack.CanAttack())
{
ChangeState(EnemyState.Attacking);
}
}
yield return new WaitForSeconds(0.3f);
}
}
private void ChangeState(EnemyState newState)
{
if (currentState == newState) return;
currentState = newState;
lastStateChangeTime = Time.time;
// Specifick<63> akce p<>i zm<7A>n<EFBFBD> stavu
switch (newState)
{
case EnemyState.Chasing:
agent.isStopped = false;
break;
case EnemyState.Patrolling:
agent.isStopped = false;
GenerateNewPatrolTarget();
break;
}
}
@@ -139,11 +210,11 @@ public class EnemyMovement : MonoBehaviour
{
while (true)
{
if (currentState == EnemyState.Chasing && player != null)
if (currentState == EnemyState.Chasing && player != null && !enemyAttack.IsAttacking())
{
agent.SetDestination(player.position);
}
else if (currentState == EnemyState.Patrolling)
else if (currentState == EnemyState.Patrolling && !enemyAttack.IsAttacking())
{
agent.SetDestination(patrolTarget);
}
@@ -152,37 +223,12 @@ public class EnemyMovement : MonoBehaviour
}
}
private IEnumerator CheckPlayerInRange()
{
while (true)
{
if (player != null && currentState != EnemyState.Attacking)
{
float distanceToPlayer = Vector3.Distance(transform.position, player.position);
if (distanceToPlayer <= sightRange && distanceToPlayer > attackRange)
{
currentState = EnemyState.Chasing;
}
else if (distanceToPlayer <= attackRange)
{
currentState = EnemyState.Attacking;
agent.isStopped = true;
}
}
yield return new WaitForSeconds(0.5f);
}
}
private IEnumerator CheckCurrentRoom()
{
while (true)
{
// Zkontroluj, zda je enemy st<73>le v platn<74> m<>stnosti
if (!agent.isOnNavMesh)
if (!agent.isOnNavMesh && !enemyAttack.IsAttacking())
{
Debug.LogWarning("Enemy is off NavMesh, attempting to warp...");
agent.Warp(transform.position);
}
@@ -192,11 +238,9 @@ public class EnemyMovement : MonoBehaviour
private void GenerateNewPatrolTarget()
{
// Vyber n<>hodn<64> c<>l v okol<6F> v<>choz<6F> pozice
Vector2 randomCircle = Random.insideUnitCircle * patrolRange;
patrolTarget = patrolCenter + new Vector3(randomCircle.x, 0, randomCircle.y);
// Zajisti, <20>e c<>l je na NavMesh
NavMeshHit hit;
if (NavMesh.SamplePosition(patrolTarget, out hit, patrolRange, NavMesh.AllAreas))
{
@@ -204,23 +248,6 @@ public class EnemyMovement : MonoBehaviour
}
}
private IEnumerator Attack()
{
canAttack = false;
// Spustit animaci <20>toku
if (animator != null)
{
animator.SetTrigger("Attack");
}
// Zde m<><6D>e<EFBFBD> p<>idat logiku po<70>kozen<65> hr<68><72>e
Debug.Log("Enemy attacks player!");
yield return new WaitForSeconds(attackCooldown);
canAttack = true;
}
// Vol<6F>no p<>i smrti nep<65><70>tele
public void Die()
{
@@ -231,11 +258,14 @@ public class EnemyMovement : MonoBehaviour
agent.isStopped = true;
}
// Zde m<><6D>e<EFBFBD> p<>idat animaci smrti atd.
if (enemyAttack != null)
{
enemyAttack.SetAttackState(false);
}
Destroy(gameObject, 2f);
}
// Pro vizualizaci v editoru
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
@@ -254,4 +284,21 @@ public class EnemyMovement : MonoBehaviour
Gizmos.DrawLine(transform.position, patrolTarget);
}
}
private void OnGUI()
{
if (Application.isPlaying && enemyAttack != null)
{
GUI.Label(new Rect(10, 30, 300, 20), $"State: {currentState}");
GUI.Label(new Rect(10, 50, 300, 20), $"CanAttack: {enemyAttack.CanAttack()}");
GUI.Label(new Rect(10, 70, 300, 20), $"IsAttacking: {enemyAttack.IsAttacking()}");
GUI.Label(new Rect(10, 90, 300, 20), $"Cooldown: {enemyAttack.GetCooldownProgress():P0}");
if (player != null)
{
float distance = Vector3.Distance(transform.position, player.position);
GUI.Label(new Rect(10, 110, 300, 20), $"Distance: {distance:F2}");
}
}
}
}