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

@@ -103,11 +103,7 @@ public class RoomHandler : MonoBehaviour
agent.Warp(spawnPosition); agent.Warp(spawnPosition);
} }
if (agent.isOnNavMesh) if (!agent.isOnNavMesh)
{
Debug.Log("Enemy successfully placed on NavMesh");
}
else
{ {
Debug.LogWarning("Enemy could not be placed on NavMesh"); Debug.LogWarning("Enemy could not be placed on NavMesh");
} }

View File

@@ -9,15 +9,14 @@ GameObject:
serializedVersion: 6 serializedVersion: 6
m_Component: m_Component:
- component: {fileID: 1593526044607189551} - component: {fileID: 1593526044607189551}
- component: {fileID: 4260072969707999758}
- component: {fileID: 8136388527997030937} - component: {fileID: 8136388527997030937}
- component: {fileID: 8002523264253901019} - component: {fileID: 8002523264253901019}
- component: {fileID: 5415715946912615516} - component: {fileID: 5415715946912615516}
- component: {fileID: 146755941370531150}
- component: {fileID: -7480623267348950463} - component: {fileID: -7480623267348950463}
- component: {fileID: 7186747264596157612}
m_Layer: 7 m_Layer: 7
m_Name: Blob m_Name: Blob
m_TagString: Enemy m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
m_StaticEditorFlags: 0 m_StaticEditorFlags: 0
@@ -39,31 +38,6 @@ Transform:
- {fileID: 4728640573077846392} - {fileID: 4728640573077846392}
m_Father: {fileID: 0} m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!143 &4260072969707999758
CharacterController:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2103289545128957355}
m_Material: {fileID: 0}
m_IncludeLayers:
serializedVersion: 2
m_Bits: 0
m_ExcludeLayers:
serializedVersion: 2
m_Bits: 0
m_LayerOverridePriority: 0
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 3
m_Height: 1
m_Radius: 1
m_SlopeLimit: 5
m_StepOffset: 0.3
m_SkinWidth: 0.08
m_MinMoveDistance: 0.001
m_Center: {x: 0, y: 0.5, z: 0}
--- !u!114 &8136388527997030937 --- !u!114 &8136388527997030937
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -80,7 +54,6 @@ MonoBehaviour:
player: {fileID: 7001416999833331379, guid: f0df263e5be65a041848d5a8bab85af1, type: 3} player: {fileID: 7001416999833331379, guid: f0df263e5be65a041848d5a8bab85af1, type: 3}
updatePathInterval: 0.5 updatePathInterval: 0.5
roomCheckInterval: 2 roomCheckInterval: 2
attackRange: 3
sightRange: 50 sightRange: 50
patrolRange: 5 patrolRange: 5
enemyAttack: {fileID: 5415715946912615516} enemyAttack: {fileID: 5415715946912615516}
@@ -112,15 +85,37 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 333830e3ba10f2942b70a753c4c281de, type: 3} m_Script: {fileID: 11500000, guid: 333830e3ba10f2942b70a753c4c281de, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
attackRange: 3 attackRange: 2.75
attackRate: 2 attackRate: 2
attackDamage: 10 attackDamage: 10
attackAngle: 45 attackAngle: 45
player: {fileID: 7001416999833331379, guid: f0df263e5be65a041848d5a8bab85af1, type: 3} player: {fileID: 7001416999833331379, guid: f0df263e5be65a041848d5a8bab85af1, type: 3}
animator: {fileID: 0} animator: {fileID: 0}
agent: {fileID: -7480623267348950463} agent: {fileID: -7480623267348950463}
--- !u!65 &146755941370531150 --- !u!195 &-7480623267348950463
BoxCollider: NavMeshAgent:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2103289545128957355}
m_Enabled: 1
m_AgentTypeID: 0
m_Radius: 1
m_Speed: 7
m_Acceleration: 50
avoidancePriority: 50
m_AngularSpeed: 120
m_StoppingDistance: 0
m_AutoTraverseOffMeshLink: 1
m_AutoBraking: 0
m_AutoRepath: 1
m_Height: 2
m_BaseOffset: 0
m_WalkableMask: 4294967295
m_ObstacleAvoidanceType: 4
--- !u!136 &7186747264596157612
CapsuleCollider:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0} m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
@@ -137,31 +132,11 @@ BoxCollider:
m_IsTrigger: 0 m_IsTrigger: 0
m_ProvidesContacts: 0 m_ProvidesContacts: 0
m_Enabled: 1 m_Enabled: 1
serializedVersion: 3 serializedVersion: 2
m_Size: {x: 2, y: 1, z: 2} m_Radius: 1
m_Center: {x: 0, y: 0.6187928, z: 0} m_Height: 1
--- !u!195 &-7480623267348950463 m_Direction: 1
NavMeshAgent: m_Center: {x: 0, y: 0, z: 0}
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2103289545128957355}
m_Enabled: 1
m_AgentTypeID: 0
m_Radius: 0.5
m_Speed: 3.5
m_Acceleration: 8
avoidancePriority: 50
m_AngularSpeed: 120
m_StoppingDistance: 0
m_AutoTraverseOffMeshLink: 1
m_AutoBraking: 1
m_AutoRepath: 1
m_Height: 2
m_BaseOffset: 0
m_WalkableMask: 4294967295
m_ObstacleAvoidanceType: 4
--- !u!1 &2485118932734020551 --- !u!1 &2485118932734020551
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

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 // Metoda pro pokus o <20>tok - vol<6F>na z EnemyMovement
public bool TryAttack() public bool TryAttack()
{ {
@@ -63,19 +65,17 @@ public class EnemyAttack : MonoBehaviour
// Kontrola vzd<7A>lenosti a <20>hlu k hr<68><72>i // Kontrola vzd<7A>lenosti a <20>hlu k hr<68><72>i
float distanceToPlayer = Vector3.Distance(transform.position, player.position); float distanceToPlayer = Vector3.Distance(transform.position, player.position);
bool inRange = distanceToPlayer <= attackRange; bool inRange = IsPlayerInAttackRange();
bool inAngle = IsPlayerInAttackAngle(); bool inAngle = IsPlayerInAttackAngle();
bool cooldownReady = Time.time - lastAttackTime >= attackRate; bool cooldownReady = Time.time - lastAttackTime >= attackRate;
Debug.Log($"TryAttack: range={inRange}, angle={inAngle}, cooldown={cooldownReady}, distance={distanceToPlayer}");
if (inRange && cooldownReady) if (inRange && cooldownReady)
{ {
StartCoroutine(PerformAttack()); StartCoroutine(PerformAttack());
return true; return true;
} }
Debug.Log("Attack conditions not met"); Debug.Log("Attack conditions not met. Conditions: range: " + inRange + "angle: " + inAngle + "cooldown: " + cooldownReady);
return false; return false;
} }
@@ -100,10 +100,9 @@ public class EnemyAttack : MonoBehaviour
if (player == null) return false; if (player == null) return false;
float distance = Vector3.Distance(transform.position, player.position); float distance = Vector3.Distance(transform.position, player.position);
bool inRange = distance <= attackRange * 1.1f; bool inRange = distance <= attackRange * 1.2f;
bool inAngle = IsPlayerInAttackAngle();
return inRange && inAngle; return inRange;
} }
private IEnumerator PerformAttack() 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> // 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(); bool playerDashing = skillHandler.IsDashing();
// Aplikuj po<70>kozen<65>, pokud je hr<68><72> st<73>le v dosahu // 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 // 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> // Obnov pohyb pouze pokud nebyl p<>vodn<64> zastaven<65>
if (!wasStopped) if (!wasStopped)
@@ -173,7 +172,7 @@ public class EnemyAttack : MonoBehaviour
// Public metody pro komunikaci s EnemyMovement // Public metody pro komunikaci s EnemyMovement
public bool CanAttack() public bool CanAttack()
{ {
return canAttack && !isAttacking; return canAttack && !isAttacking && IsPlayerInAttackRange();
} }

View File

@@ -11,7 +11,6 @@ public class EnemyMovement : MonoBehaviour
public float roomCheckInterval = 2f; public float roomCheckInterval = 2f;
[Header("Combat")] [Header("Combat")]
public float attackRange = 2f;
public float sightRange = 20f; public float sightRange = 20f;
public float patrolRange = 5f; public float patrolRange = 5f;
@@ -24,6 +23,7 @@ public class EnemyMovement : MonoBehaviour
private Vector3 patrolTarget; private Vector3 patrolTarget;
private float lastStateChangeTime; private float lastStateChangeTime;
private float minAttackStateDuration = 1.0f; private float minAttackStateDuration = 1.0f;
private float attackRange;
[Header("Animation")] [Header("Animation")]
public Animator animator; public Animator animator;
@@ -32,6 +32,8 @@ public class EnemyMovement : MonoBehaviour
{ {
// Najdi hr<68><72>e // Najdi hr<68><72>e
GameObject playerObject = GameObject.FindWithTag("Player"); GameObject playerObject = GameObject.FindWithTag("Player");
attackRange = enemyAttack.GetAttackRange();
if (playerObject != null) if (playerObject != null)
{ {
player = playerObject.transform; player = playerObject.transform;
@@ -148,13 +150,13 @@ public class EnemyMovement : MonoBehaviour
float distanceToPlayer = Vector3.Distance(transform.position, player.position); 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 // 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; return;
} }
// Pokud je hr<68><72> p<><70>li<6C> daleko, pokra<72>uj v pron<6F>sledov<6F>n<EFBFBD> // 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); 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 ========== */ /*====== FOR DEBUGGING PURPOSES ONLY ========== */
private void OnDrawGizmosSelected() //private void OnDrawGizmosSelected()
{ //{
Gizmos.color = Color.red; // Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, attackRange); // Gizmos.DrawWireSphere(transform.position, attackRange);
Gizmos.color = Color.yellow; // Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, sightRange); // Gizmos.DrawWireSphere(transform.position, sightRange);
Gizmos.color = Color.blue; // Gizmos.color = Color.blue;
Gizmos.DrawWireSphere(patrolCenter, patrolRange); // Gizmos.DrawWireSphere(patrolCenter, patrolRange);
if (Application.isPlaying) // if (Application.isPlaying)
{ // {
Gizmos.color = Color.green; // Gizmos.color = Color.green;
Gizmos.DrawSphere(patrolTarget, 0.3f); // Gizmos.DrawSphere(patrolTarget, 0.3f);
Gizmos.DrawLine(transform.position, patrolTarget); // Gizmos.DrawLine(transform.position, patrolTarget);
} // }
} //}
private void OnGUI() //private void OnGUI()
{ //{
if (Application.isPlaying && enemyAttack != null) // if (Application.isPlaying && enemyAttack != null)
{ // {
GUI.Label(new Rect(10, 30, 300, 20), $"State: {currentState}"); // 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, 50, 300, 20), $"CanAttack: {enemyAttack.CanAttack()}");
GUI.Label(new Rect(10, 70, 300, 20), $"IsAttacking: {enemyAttack.IsAttacking()}"); // GUI.Label(new Rect(10, 70, 300, 20), $"IsAttacking: {enemyAttack.IsAttacking()}");
GUI.Label(new Rect(10, 90, 300, 20), $"Cooldown: {enemyAttack.GetCooldownProgress():P0}"); // GUI.Label(new Rect(10, 90, 300, 20), $"Cooldown: {enemyAttack.GetCooldownProgress():P0}");
if (player != null) // if (player != null)
{ // {
float distance = Vector3.Distance(transform.position, player.position); // float distance = Vector3.Distance(transform.position, player.position);
GUI.Label(new Rect(10, 110, 300, 20), $"Distance: {distance:F2}"); // GUI.Label(new Rect(10, 110, 300, 20), $"Distance: {distance:F2}");
} // }
} // }
} //}
} }

View File

@@ -276,7 +276,6 @@ public class MapGenManager : MonoBehaviour
// Bake globální NavMesh // Bake globální NavMesh
globalNavMeshSurface.BuildNavMesh(); globalNavMeshSurface.BuildNavMesh();
Debug.Log("Global NavMesh baked");
} }
/* ============================================================ */ /* ============================================================ */