From 4fe5fb18e8dadfda1c180cebaef3606d7b2724a3 Mon Sep 17 00:00:00 2001 From: Nico Date: Wed, 9 Jul 2025 02:04:27 -0700 Subject: [PATCH] Recreate enemy management Remove separate states Will contain all states in one type of enemy management script Will use enemy manager to update states of each enemy and spawning --- .../Prefabs/Characters/Enemies/Gobler.prefab | 49 +- Assets/Scenes/HomeTown.unity | 1714 +++++++++++------ .../Scripts/Runtime/AI/Base/StateManager.cs | 40 - .../{StateMachines.meta => EnemyManager.meta} | 0 .../AI/EnemyManager/EnemyStateManager.cs | 25 + .../EnemyStateManager.cs.meta} | 0 .../AI/EnemyManager/GoblerStateManager.cs | 179 ++ .../GoblerStateManager.cs.meta} | 0 .../AI/StateMachines/EnemyAttackState.cs | 10 - .../AI/StateMachines/EnemyAttackState.cs.meta | 2 - .../AI/StateMachines/EnemyChaseState.cs | 33 - .../AI/StateMachines/EnemyChaseState.cs.meta | 2 - .../AI/StateMachines/EnemyDamagedState.cs | 10 - .../StateMachines/EnemyDamagedState.cs.meta | 2 - .../AI/StateMachines/EnemyStateManager.cs | 71 - .../AI/StateMachines/EnemyWalkState.cs | 12 - .../AI/StateMachines/EnemyWalkState.cs.meta | 2 - .../Characters/Player/PlayerMainController.cs | 5 +- .../GameManagement/EnemySpawnerManager.cs | 48 + ...er.cs.meta => EnemySpawnerManager.cs.meta} | 0 .../Runtime/GameManagement/SpawnManager.cs | 23 - 21 files changed, 1401 insertions(+), 826 deletions(-) delete mode 100644 Assets/Scripts/Runtime/AI/Base/StateManager.cs rename Assets/Scripts/Runtime/AI/{StateMachines.meta => EnemyManager.meta} (100%) create mode 100644 Assets/Scripts/Runtime/AI/EnemyManager/EnemyStateManager.cs rename Assets/Scripts/Runtime/AI/{Base/StateManager.cs.meta => EnemyManager/EnemyStateManager.cs.meta} (100%) create mode 100644 Assets/Scripts/Runtime/AI/EnemyManager/GoblerStateManager.cs rename Assets/Scripts/Runtime/AI/{StateMachines/EnemyStateManager.cs.meta => EnemyManager/GoblerStateManager.cs.meta} (100%) delete mode 100644 Assets/Scripts/Runtime/AI/StateMachines/EnemyAttackState.cs delete mode 100644 Assets/Scripts/Runtime/AI/StateMachines/EnemyAttackState.cs.meta delete mode 100644 Assets/Scripts/Runtime/AI/StateMachines/EnemyChaseState.cs delete mode 100644 Assets/Scripts/Runtime/AI/StateMachines/EnemyChaseState.cs.meta delete mode 100644 Assets/Scripts/Runtime/AI/StateMachines/EnemyDamagedState.cs delete mode 100644 Assets/Scripts/Runtime/AI/StateMachines/EnemyDamagedState.cs.meta delete mode 100644 Assets/Scripts/Runtime/AI/StateMachines/EnemyStateManager.cs delete mode 100644 Assets/Scripts/Runtime/AI/StateMachines/EnemyWalkState.cs delete mode 100644 Assets/Scripts/Runtime/AI/StateMachines/EnemyWalkState.cs.meta create mode 100644 Assets/Scripts/Runtime/GameManagement/EnemySpawnerManager.cs rename Assets/Scripts/Runtime/GameManagement/{SpawnManager.cs.meta => EnemySpawnerManager.cs.meta} (100%) delete mode 100644 Assets/Scripts/Runtime/GameManagement/SpawnManager.cs diff --git a/Assets/Prefabs/Characters/Enemies/Gobler.prefab b/Assets/Prefabs/Characters/Enemies/Gobler.prefab index 4942333..1e80ae8 100644 --- a/Assets/Prefabs/Characters/Enemies/Gobler.prefab +++ b/Assets/Prefabs/Characters/Enemies/Gobler.prefab @@ -184,8 +184,7 @@ GameObject: m_Component: - 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protected Transform Owner; - - virtual public void Initialize(Transform ownerTransform) { - Owner = ownerTransform; - } - - virtual public StateNode InitializeCopy(Transform ownerTransform) { - Owner = ownerTransform; - return ScriptableObject.CreateInstance(this.GetType()) as StateNode; - } - - virtual public void Start() {} - virtual public void Stop() {} - virtual public void Tick() {} - - virtual public IState GetNextState() => this; - } -} diff --git a/Assets/Scripts/Runtime/AI/StateMachines.meta b/Assets/Scripts/Runtime/AI/EnemyManager.meta similarity index 100% rename from Assets/Scripts/Runtime/AI/StateMachines.meta rename to Assets/Scripts/Runtime/AI/EnemyManager.meta diff --git a/Assets/Scripts/Runtime/AI/EnemyManager/EnemyStateManager.cs b/Assets/Scripts/Runtime/AI/EnemyManager/EnemyStateManager.cs new file mode 100644 index 0000000..c13945e --- /dev/null +++ b/Assets/Scripts/Runtime/AI/EnemyManager/EnemyStateManager.cs @@ -0,0 +1,25 @@ +using System; +using System.Collections.Generic; +using Unity.IO.LowLevel.Unsafe; +using UnityEngine; + +namespace AI.Base { + public class EnemyStateManager : MonoBehaviour { + public static EnemyStateManager Instance; + public static List Goblers = new List(); + public static Action UpdateTick; + public static Action GizmoTick; + + public void Awake() { + Instance = this; + } + + public void Update() { + UpdateTick?.Invoke(); + } + + public static void OnDrawGizmos() { + GizmoTick?.Invoke(); + } + } +} diff --git a/Assets/Scripts/Runtime/AI/Base/StateManager.cs.meta b/Assets/Scripts/Runtime/AI/EnemyManager/EnemyStateManager.cs.meta similarity index 100% rename from Assets/Scripts/Runtime/AI/Base/StateManager.cs.meta rename to Assets/Scripts/Runtime/AI/EnemyManager/EnemyStateManager.cs.meta diff --git a/Assets/Scripts/Runtime/AI/EnemyManager/GoblerStateManager.cs b/Assets/Scripts/Runtime/AI/EnemyManager/GoblerStateManager.cs new file mode 100644 index 0000000..e6b063a --- /dev/null +++ b/Assets/Scripts/Runtime/AI/EnemyManager/GoblerStateManager.cs @@ -0,0 +1,179 @@ +using AI.Base; +using NUnit.Framework.Internal.Execution; +using System; +using System.Collections.Generic; +using System.Xml.Linq; +using UnityEngine; + +public class GoblerStateManager { + [Header("Mechanics Attributes")] + [SerializeField] public float ChaseDistance = 10f; + [SerializeField] public float ChaseDistanceBuffer = 1f; + [SerializeField] public float AttackDistance = 1f; + [SerializeField] public float AttackMaskDiameter = 1f; + + + [Header("Enemy Attributes")] + [SerializeField] public float Attack = 10f; + [SerializeField] public float Speed = 10f; + [SerializeField] public float Health = 10f; + [SerializeField] public float Energy = 10f; + + + + private Player Player { get { return Player.Instance; } } + private Transform PlayerTransform { get { return Player.transform; } } + private Vector2 PlayerPos { get { return PlayerTransform.position; } } + + private GameObject Owner; + private Transform MyTransform { get { return Owner.transform; } } + private Vector2 MyPos { get { return MyTransform.position; } set { MyTransform.position = value; } } + + + public GoblerStateManager(GameObject owner) { + Owner = owner; + EnemySpawnerManager.UpdateTick += Update; + EnemySpawnerManager.GizmoTick += OnDrawGizmos; + } + + public float DistFromPlayer { get; private set; } + public float DistFromCrystal { get; private set; } + + + public State CurrentState; + public enum State { + None, + GoToCrystal, + AttackCrystal, + ChasePlayer, + AttackPlayer, + Damaged, + Die + } + + + protected void SetPriorityState() { + if (CurrentState == State.ChasePlayer) return; + if (CurrentState == State.Damaged) return; + if (CurrentState == State.Die) return; + if (DistFromPlayer > ChaseDistance) return; + SetState(State.ChasePlayer); + } + + private bool IsUpdating; + protected void Update() { + if (Owner == null) return; + if (IsUpdating) return; + IsUpdating = true; + + DistFromPlayer = Vector2.Distance(MyPos, PlayerPos); + SetPriorityState(); + + switch (CurrentState) { + case State.None: + break; + + + case State.GoToCrystal: + break; + + + case State.AttackCrystal: + break; + + + case State.ChasePlayer: + MyPos += (PlayerPos - MyPos).normalized * Speed * Time.deltaTime; + + if (DistFromPlayer >= ChaseDistance + ChaseDistanceBuffer) + SetState(State.AttackCrystal); + else if (DistFromPlayer < 1) + SetState(State.Die); + break; + + + case State.AttackPlayer: + break; + + case State.Damaged: + break; + + + case State.Die: + EnemySpawnerManager.RemoveGobler(this); + SetState(State.None); + break; + + + } + + IsUpdating = false; + } + + + protected void SetState(State newState) { + CurrentState = newState; + switch (CurrentState) { + case State.None: + break; + + + case State.GoToCrystal: + break; + + + case State.AttackCrystal: + break; + + + case State.ChasePlayer: + break; + + + case State.AttackPlayer: + break; + + + case State.Damaged: + break; + + + case State.Die: + break; + + + } + } + + + + + protected void OnDrawGizmos() { + if (Owner == null) return; + + DrawChaseDistance(); + DrawAttackDistance(); + DrawAttackReach(); + } + + private void DrawChaseDistance() { + Gizmos.color = Color.green; + Vector2 center = MyPos; + Gizmos.DrawWireSphere(center, ChaseDistance); + } + + private void DrawAttackDistance() { + //Gizmos.color = CurrentState == (IState)AttackState ? Color.red : Color.green; + //Vector2 center = this.transform.position; + //Gizmos.DrawWireSphere(center, AttackDistance); + } + + private void DrawAttackReach() { + //if (CurrentState != (IState)AttackState) return; + Gizmos.color = Color.red; + + Vector2 direction2D = (PlayerPos - MyPos).normalized; + Vector2 point2D = MyPos + direction2D * AttackDistance; + Gizmos.DrawWireSphere(point2D, AttackMaskDiameter); + } +} diff --git a/Assets/Scripts/Runtime/AI/StateMachines/EnemyStateManager.cs.meta b/Assets/Scripts/Runtime/AI/EnemyManager/GoblerStateManager.cs.meta similarity index 100% rename from Assets/Scripts/Runtime/AI/StateMachines/EnemyStateManager.cs.meta rename to Assets/Scripts/Runtime/AI/EnemyManager/GoblerStateManager.cs.meta diff --git a/Assets/Scripts/Runtime/AI/StateMachines/EnemyAttackState.cs b/Assets/Scripts/Runtime/AI/StateMachines/EnemyAttackState.cs deleted file mode 100644 index 38efc1e..0000000 --- a/Assets/Scripts/Runtime/AI/StateMachines/EnemyAttackState.cs +++ /dev/null @@ -1,10 +0,0 @@ -using AI.Base; -using System; -using UnityEngine; - - [CreateAssetMenu(menuName = "AI/Enemy/EnemyAttackState")] - public class EnemyAttackState : StateNode { - override public void Start() { Debug.Log("Entering Idle"); } - override public void Tick() { } - override public void Stop() { Debug.Log("Exiting Idle"); } - } diff --git a/Assets/Scripts/Runtime/AI/StateMachines/EnemyAttackState.cs.meta b/Assets/Scripts/Runtime/AI/StateMachines/EnemyAttackState.cs.meta deleted file mode 100644 index ee6d6c4..0000000 --- a/Assets/Scripts/Runtime/AI/StateMachines/EnemyAttackState.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 8dc550eabcee2e84e94ae0bc898d72b4 \ No newline at end of file diff --git a/Assets/Scripts/Runtime/AI/StateMachines/EnemyChaseState.cs b/Assets/Scripts/Runtime/AI/StateMachines/EnemyChaseState.cs deleted file mode 100644 index caafef3..0000000 --- a/Assets/Scripts/Runtime/AI/StateMachines/EnemyChaseState.cs +++ /dev/null @@ -1,33 +0,0 @@ -using AI.Base; -using System; -using UnityEngine; - -[CreateAssetMenu(menuName = "AI/Enemy/EnemyChaseState")] -public class EnemyChaseState : StateNode { - public float Speed = 3f; - - private Transform Player; - - override public StateNode InitializeCopy(Transform ownerTransform) { - var copy = ScriptableObject.CreateInstance(this.GetType()) as EnemyChaseState; - copy.Owner = ownerTransform; - copy.Speed = Speed; - return copy; - } - - override public void Start() { - Player = GameObject.FindGameObjectWithTag("Player").transform; - Debug.Log("Entering Chase"); - } - - override public void Tick() { - if (Owner != null && Player != null) { - Vector2 dir = (Player.position - Owner.position).normalized; - Owner.position += (Vector3)dir * Speed * Time.deltaTime; - } - } - - override public void Stop() { - Debug.Log("Exiting Chase"); - } -} diff --git a/Assets/Scripts/Runtime/AI/StateMachines/EnemyChaseState.cs.meta b/Assets/Scripts/Runtime/AI/StateMachines/EnemyChaseState.cs.meta deleted file mode 100644 index 36997a9..0000000 --- a/Assets/Scripts/Runtime/AI/StateMachines/EnemyChaseState.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 5f2962a1dddd6484e913c62893d7e512 \ No newline at end of file diff --git a/Assets/Scripts/Runtime/AI/StateMachines/EnemyDamagedState.cs b/Assets/Scripts/Runtime/AI/StateMachines/EnemyDamagedState.cs deleted file mode 100644 index fa4f9c7..0000000 --- a/Assets/Scripts/Runtime/AI/StateMachines/EnemyDamagedState.cs +++ /dev/null @@ -1,10 +0,0 @@ -using AI.Base; -using System; -using UnityEngine; - - [CreateAssetMenu(menuName = "AI/Enemy/EnemyDamagedState")] - public class EnemyDamagedState : StateNode { - override public void Start() { Debug.Log("Entering Idle"); } - override public void Tick() { } - override public void Stop() { Debug.Log("Exiting Idle"); } - } diff --git a/Assets/Scripts/Runtime/AI/StateMachines/EnemyDamagedState.cs.meta b/Assets/Scripts/Runtime/AI/StateMachines/EnemyDamagedState.cs.meta deleted file mode 100644 index 1ab4b7e..0000000 --- a/Assets/Scripts/Runtime/AI/StateMachines/EnemyDamagedState.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 7457688d54e7e8342b034cc3b7fd589e \ No newline at end of file diff --git a/Assets/Scripts/Runtime/AI/StateMachines/EnemyStateManager.cs b/Assets/Scripts/Runtime/AI/StateMachines/EnemyStateManager.cs deleted file mode 100644 index 9bdce5b..0000000 --- a/Assets/Scripts/Runtime/AI/StateMachines/EnemyStateManager.cs +++ /dev/null @@ -1,71 +0,0 @@ -using AI.Base; -using UnityEngine; - -public class EnemyStateManager : StateManager { - [Header("States")] - [SerializeField] public StateNode WalkState; - [SerializeField] public StateNode ChaseState; - [SerializeField] public StateNode AttackState; - [SerializeField] public StateNode DamagedState; - - [Header("Attributes")] - [SerializeField] private float ChaseDistance = 10f; - [SerializeField] private float AttackDistance = 1f; - - private Transform Player; - - - protected void Start() { - Player = GameObject.FindGameObjectWithTag("Player")?.transform; - WalkState = ScriptableObject.CreateInstance(WalkState.GetType()) as StateNode; - - WalkState = WalkState.InitializeCopy(this.transform); - ChaseState = ChaseState.InitializeCopy(this.transform); - //DamagedState = DamagedState.InitializeCopy(this.transform); - AttackState = AttackState.InitializeCopy(this.transform); - - AttackState.Initialize(this.transform); - - CurrentState = WalkState; - CurrentState.Start(); - } - - protected void InitializeStateNode(StateNode node){ - node = ScriptableObject.CreateInstance(node.GetType()) as StateNode; - node.Initialize(this.transform); - } - - override protected IState GetNextState() { - if (Player == null) - return CurrentState; - - float dist = Vector2.Distance(transform.position, Player.position); - if (dist < AttackDistance) - return AttackState.GetNextState(); - else if (dist < ChaseDistance) - return ChaseState.GetNextState(); - else - return WalkState.GetNextState(); - } - - - - - - - - private void OnDrawGizmos() { - DrawChaseDistance(); - DrawAttackDistance(); - } - private void DrawChaseDistance() { - Gizmos.color = CurrentState == (IState)ChaseState ? Color.yellow : Color.green; - Vector2 center = this.transform.position; - Gizmos.DrawWireSphere(center, ChaseDistance); - } - private void DrawAttackDistance() { - Gizmos.color = CurrentState == (IState)AttackState ? Color.red : Color.green; - Vector2 center = this.transform.position; - Gizmos.DrawWireSphere(center, AttackDistance); - } -} diff --git a/Assets/Scripts/Runtime/AI/StateMachines/EnemyWalkState.cs b/Assets/Scripts/Runtime/AI/StateMachines/EnemyWalkState.cs deleted file mode 100644 index c8d7fe0..0000000 --- a/Assets/Scripts/Runtime/AI/StateMachines/EnemyWalkState.cs +++ /dev/null @@ -1,12 +0,0 @@ -using AI.Base; -using System; -using UnityEngine; - - [CreateAssetMenu(menuName = "AI/Enemy/EnemyWalkState")] - public class EnemyWalkState : StateNode { - - override public void Start() { Debug.Log("Entering Idle"); } - override public void Tick() { } - override public void Stop() { Debug.Log("Exiting Idle"); } - - } diff --git a/Assets/Scripts/Runtime/AI/StateMachines/EnemyWalkState.cs.meta b/Assets/Scripts/Runtime/AI/StateMachines/EnemyWalkState.cs.meta deleted file mode 100644 index 6a10cae..0000000 --- a/Assets/Scripts/Runtime/AI/StateMachines/EnemyWalkState.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: e82366a8b141d1c4587e07f13e902f29 \ No newline at end of file diff --git a/Assets/Scripts/Runtime/Characters/Player/PlayerMainController.cs b/Assets/Scripts/Runtime/Characters/Player/PlayerMainController.cs index bcf2de8..dd0b6f0 100644 --- a/Assets/Scripts/Runtime/Characters/Player/PlayerMainController.cs +++ b/Assets/Scripts/Runtime/Characters/Player/PlayerMainController.cs @@ -8,6 +8,8 @@ using UnityEngine.UI; [SelectionBase] public class Player : MonoBehaviour { + public static Player Instance { get; private set; } + [Header("Asset/Prefab")] [SerializeField] public BuilderManager Builder; @@ -62,7 +64,7 @@ public class Player : MonoBehaviour { public float LastJumpTime { get; private set; } public bool ActionAfterJumpReady { - get { + get { return (!IsJumping || (Time.time - LastJumpTime > 0.03f)); } } @@ -74,6 +76,7 @@ public class Player : MonoBehaviour { private enum Directions { Left, Right, Up, Down } void Awake() { + Instance = this; Builder = GetComponent(); VfxDashHandler = new VfxHandlerBase(VfxDash, 5, 5); diff --git a/Assets/Scripts/Runtime/GameManagement/EnemySpawnerManager.cs b/Assets/Scripts/Runtime/GameManagement/EnemySpawnerManager.cs new file mode 100644 index 0000000..1299834 --- /dev/null +++ b/Assets/Scripts/Runtime/GameManagement/EnemySpawnerManager.cs @@ -0,0 +1,48 @@ +using AI.Base; +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading.Tasks; +using UnityEngine; +using UnityEngine.UIElements; + +public class EnemySpawnerManager : MonoBehaviour { + public static EnemySpawnerManager Instance; + [SerializeField] public GameObject GoblerPreFab; + public static Dictionary Goblers = new Dictionary(); + public static Action UpdateTick; + public static Action GizmoTick; + public static int MaxGoblers = 1; + + public class Gobler { + public GameObject Object; + public GoblerStateManager Manager; + + public Gobler(GameObject obj, GoblerStateManager manager) { + Object = obj; + Manager = manager; + } + } + + public void Awake() { + Instance = this; + } + + public static void RemoveGobler(GoblerStateManager goblerManager){ + Destroy(Goblers[goblerManager]); + Goblers.Remove(goblerManager); + } + + public void Update() { + if (Goblers.Count() < MaxGoblers){ + var gobler = Instantiate(GoblerPreFab, this.transform.position, Quaternion.identity); + Goblers.Add(new GoblerStateManager(gobler), gobler); + } + UpdateTick?.Invoke(); + } + + public static void OnDrawGizmos() { + GizmoTick?.Invoke(); + } +} diff --git a/Assets/Scripts/Runtime/GameManagement/SpawnManager.cs.meta b/Assets/Scripts/Runtime/GameManagement/EnemySpawnerManager.cs.meta similarity index 100% rename from Assets/Scripts/Runtime/GameManagement/SpawnManager.cs.meta rename to Assets/Scripts/Runtime/GameManagement/EnemySpawnerManager.cs.meta diff --git a/Assets/Scripts/Runtime/GameManagement/SpawnManager.cs b/Assets/Scripts/Runtime/GameManagement/SpawnManager.cs deleted file mode 100644 index a43628b..0000000 --- a/Assets/Scripts/Runtime/GameManagement/SpawnManager.cs +++ /dev/null @@ -1,23 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Linq; -using System.Text; -using System.Threading.Tasks; -using UnityEngine; - -public class SpawnManager : MonoBehaviour { - public static bool IsPaused { get; private set; } - [SerializeField] private GameObject pauseMenuUI; - - void Update() { - if (Input.GetKeyDown(KeyCode.Escape)) - TogglePause(); - } - - public void TogglePause() { - IsPaused = !IsPaused; - Time.timeScale = IsPaused ? 0f : 1f; - AudioListener.pause = IsPaused; - pauseMenuUI.SetActive(IsPaused); - } -}