Collisions, AI tweaks

This commit is contained in:
2025-09-06 00:44:27 +02:00
parent a11c5a8dd7
commit e397d13f41
5 changed files with 78 additions and 107 deletions

View File

@@ -52,6 +52,8 @@ public class EnemyAttack : MonoBehaviour
}
}
public float GetAttackRange() => attackRange;
// Metoda pro pokus o <20>tok - vol<6F>na z EnemyMovement
public bool TryAttack()
{
@@ -63,19 +65,17 @@ public class EnemyAttack : MonoBehaviour
// 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 inRange = IsPlayerInAttackRange();
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");
Debug.Log("Attack conditions not met. Conditions: range: " + inRange + "angle: " + inAngle + "cooldown: " + cooldownReady);
return false;
}
@@ -100,10 +100,9 @@ public class EnemyAttack : MonoBehaviour
if (player == null) return false;
float distance = Vector3.Distance(transform.position, player.position);
bool inRange = distance <= attackRange * 1.1f;
bool inAngle = IsPlayerInAttackAngle();
bool inRange = distance <= attackRange * 1.2f;
return inRange && inAngle;
return inRange;
}
private IEnumerator PerformAttack()
@@ -126,7 +125,7 @@ public class EnemyAttack : MonoBehaviour
}
// Po<50>kej chv<68>li p<>ed aplikov<6F>n<EFBFBD>m po<70>kozen<65>
yield return new WaitForSeconds(0.3f);
yield return new WaitForSeconds(0.1f);
bool playerDashing = skillHandler.IsDashing();
// Aplikuj po<70>kozen<65>, pokud je hr<68><72> st<73>le v dosahu
@@ -141,7 +140,7 @@ public class EnemyAttack : MonoBehaviour
}
// Po<50>kej na dokon<6F>en<65> animace
yield return new WaitForSeconds(0.7f);
yield return new WaitForSeconds(0.3f);
// Obnov pohyb pouze pokud nebyl p<>vodn<64> zastaven<65>
if (!wasStopped)
@@ -173,7 +172,7 @@ public class EnemyAttack : MonoBehaviour
// Public metody pro komunikaci s EnemyMovement
public bool CanAttack()
{
return canAttack && !isAttacking;
return canAttack && !isAttacking && IsPlayerInAttackRange();
}

View File

@@ -11,7 +11,6 @@ public class EnemyMovement : MonoBehaviour
public float roomCheckInterval = 2f;
[Header("Combat")]
public float attackRange = 2f;
public float sightRange = 20f;
public float patrolRange = 5f;
@@ -24,6 +23,7 @@ public class EnemyMovement : MonoBehaviour
private Vector3 patrolTarget;
private float lastStateChangeTime;
private float minAttackStateDuration = 1.0f;
private float attackRange;
[Header("Animation")]
public Animator animator;
@@ -32,6 +32,8 @@ public class EnemyMovement : MonoBehaviour
{
// Najdi hr<68><72>e
GameObject playerObject = GameObject.FindWithTag("Player");
attackRange = enemyAttack.GetAttackRange();
if (playerObject != null)
{
player = playerObject.transform;
@@ -148,13 +150,13 @@ public class EnemyMovement : MonoBehaviour
float distanceToPlayer = Vector3.Distance(transform.position, player.position);
// Z<>sta<74> 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())
if (attackAttempted && enemyAttack.CanAttack())
{
return;
}
// Pokud je hr<68><72> p<><70>li<6C> daleko, pokra<72>uj v pron<6F>sledov<6F>n<EFBFBD>
if (distanceToPlayer > attackRange * 1.5f && !enemyAttack.IsAttacking())
if (distanceToPlayer > attackRange && !enemyAttack.IsAttacking())
{
ChangeState(EnemyState.Chasing);
}
@@ -182,7 +184,7 @@ public class EnemyMovement : MonoBehaviour
}
}
yield return new WaitForSeconds(0.3f);
yield return new WaitForSeconds(0.1f);
}
}
@@ -269,39 +271,39 @@ public class EnemyMovement : MonoBehaviour
/*====== FOR DEBUGGING PURPOSES ONLY ========== */
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, attackRange);
//private void OnDrawGizmosSelected()
//{
// Gizmos.color = Color.red;
// Gizmos.DrawWireSphere(transform.position, attackRange);
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, sightRange);
// Gizmos.color = Color.yellow;
// Gizmos.DrawWireSphere(transform.position, sightRange);
Gizmos.color = Color.blue;
Gizmos.DrawWireSphere(patrolCenter, patrolRange);
// Gizmos.color = Color.blue;
// Gizmos.DrawWireSphere(patrolCenter, patrolRange);
if (Application.isPlaying)
{
Gizmos.color = Color.green;
Gizmos.DrawSphere(patrolTarget, 0.3f);
Gizmos.DrawLine(transform.position, patrolTarget);
}
}
// if (Application.isPlaying)
// {
// Gizmos.color = Color.green;
// Gizmos.DrawSphere(patrolTarget, 0.3f);
// 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}");
//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}");
}
}
}
// if (player != null)
// {
// float distance = Vector3.Distance(transform.position, player.position);
// GUI.Label(new Rect(10, 110, 300, 20), $"Distance: {distance:F2}");
// }
// }
//}
}