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

@@ -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}");
// }
// }
//}
}