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June 24, 2020 09:43
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Unity Crowd NPC Behaviour - NPC type : Loner
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using UnityEngine; | |
using UnityEditor; | |
public enum LonerStates | |
{ | |
Moving, | |
Dying, | |
Exploring | |
} | |
public class Loner : NPC | |
{ | |
[ReadOnly] | |
[SerializeField] | |
private LonerStates _lonerState; | |
public float explorationTime; | |
[ReadOnly] [SerializeField] private float currentTime; | |
private Area targetArea; | |
public LonerStates Loner_State | |
{ | |
get | |
{ | |
return _lonerState; | |
} | |
private set | |
{ | |
_lonerState = value; | |
} | |
} | |
public override void Die(Action killAction, Vector3 LKPlayerPos) | |
{ | |
base.Die(killAction, LKPlayerPos); | |
Loner_State = LonerStates.Dying; | |
} | |
private void Start() | |
{ | |
#region Component Reference | |
#endregion | |
AssignArea(getPoint: true, moveNPC: true); | |
currentTime = explorationTime + 0.1f; | |
npcType = NPCType.Loner; | |
SetAreaIndices(); | |
Loner_State = LonerStates.Exploring; | |
// #region Debug color | |
// Color background = new Color( | |
//Random.Range(0.5f, 1f), | |
//Random.Range(0.5f, 1f), | |
//Random.Range(0.5f, 1f)); | |
// gameObject.GetComponent<MeshRenderer>().material = new Material(Shader.Find("Transparent/Diffuse")); | |
// gameObject.GetComponent<MeshRenderer>().material.color = background; | |
// #endregion | |
} | |
public void Update() | |
{ | |
//Just for testing purpose | |
if (Loner_State == LonerStates.Exploring) | |
{ | |
if (currentTime > explorationTime) | |
{ | |
AssignArea(getPoint: true, moveNPC: true); | |
_lonerState = LonerStates.Moving; | |
currentTime = 0f; | |
} | |
currentTime += Time.deltaTime; | |
} | |
if (pathComplete() && Loner_State != LonerStates.Dying) | |
{ | |
//print("Completed"); | |
Loner_State = LonerStates.Exploring; | |
} | |
else if (!pathComplete()) | |
{ | |
//print("Not Completed"); | |
} | |
// Set player animations here | |
if (meshAgent.speed > 0 && Loner_State == LonerStates.Moving) | |
npcAnim.SetBool("isWalking", true); | |
else if (Loner_State == LonerStates.Exploring) | |
npcAnim.SetBool("isWalking", false); | |
} | |
void SetAreaIndices() | |
{ | |
for (int i = 0; i < npcAreas.Length; i++) | |
{ | |
npcAreas[i].areaIndex = i; | |
} | |
} | |
//////////////////////////////////////////////////////////////////////////////////////////////////////// | |
//void OnDrawGizmos() | |
//{ | |
// DrawPath(); | |
// Handles.color = Color.black; | |
// GUIStyle style = new GUIStyle(); | |
// style.normal.textColor = Color.red; | |
// Handles.Label(new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z + 0.5f), "Loner State : " + _lonerState, style); | |
// Handles.Label(new Vector3(transform.position.x, transform.position.y + 1f, transform.position.z + 1f), "Selected Area Index: " + selectedAreaIndex, style); | |
//} | |
} |
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