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PredatorBase.cs
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242 lines (198 loc) · 6.05 KB
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public enum PredatorState { Default, Investigate, Follow, Chasing, Frustrated };
[Serializable]
public enum PredatorType
{
Regular,
Jumper
}
[RequireComponent(typeof(PredatorEyeManager), typeof(StudioEventEmitter),
typeof(Collider2D))]
public abstract class PredatorBase : Cullable, IPredator
{
public static event Action<PredatorBase, PredatorState> OnStateChanged;
public static event Action<PredatorBase> OnPredatorDisabled, OnPredatorEnabled;
public PredatorState CurrentState { get; protected set; }
[Header("Data")]
[SerializeField] protected PredatorSO predatorData;
protected IPredatorModule[] _predatorModules;
private Dictionary<Type, IPredatorModule> _moduleMap;
[Header("Reactions")]
[SerializeField] protected bool canReactToPlayer;
[SerializeField] public bool canAddChaseMusic;
[HideInInspector]
public bool isKillingPlayer = false;
[Header("Systems interactions")]
//If true, then this predator adds to the camera target group and everything
[SerializeField] public bool canReactToCamera;
//If true then Predator show visual feedback when Player is close
[SerializeField] public bool canReactToCloseness;
protected BehaviorTree BehaviorTree;
protected AIPath AIPath;
protected Rigidbody2D Rigidbody2D;
protected CircleCollider2D MyCollider2D;
private TailAnimator2[] _tailAnimators;
/**
* What to do if we receive a signal that the player is near or not
*/
public abstract void OnCanHearPlayer(bool toggle);
/**
* What to do when predator actually "hears" the player
*/
public abstract void OnPredatorHeardPlayer(Vector3 from);
public abstract void OnEatPlayer(Transform player);
protected virtual void Awake()
{
BehaviorTree = GetComponent<BehaviorTree>();
AIPath = GetComponent<AIPath>();
Rigidbody2D = GetComponent<Rigidbody2D>();
MyCollider2D = GetComponent<CircleCollider2D>();
//Get all our components and put them in a map so ie easy to reference them
_predatorModules = GetComponentsInChildren<IPredatorModule>();
_moduleMap = new Dictionary<Type, IPredatorModule>();
foreach (var module in _predatorModules)
_moduleMap[module.GetType()] = module;
_tailAnimators = GetComponentsInChildren<TailAnimator2>();
}
protected virtual void OnEnable()
{
base.OnEnable();
OnPredatorEnabled?.Invoke(this);
}
protected virtual void OnDisable()
{
base.OnDisable();
OnPredatorDisabled?.Invoke(this);
}
protected virtual void Start()
{
SetupPredator();
}
public virtual void SetupPredator()
{
//first mosnter state update
if (canReactToPlayer)
{
BehaviorTree.SetVariableValue("CanReactToCall", false);
}
CurrentState = PredatorState.Default;
foreach (var module in _predatorModules)
{
module.Initialize(predatorData);
module.OnMonsterStateUpdate(CurrentState);
}
}
public T GetPredatorModule<T>() where T : class, IPredatorModule
{
return _moduleMap.TryGetValue(typeof(T), out var module) ? module as T : null;
}
//Someitmes i need to toggle the behavior tree for like cinematics
public void ToggleBehaviorTree(bool toggle)
{
if (BehaviorTree)
{
if (toggle)
{
AIPath.enabled = true;
BehaviorTree.enabled = true;
BehaviorTree.EnableBehavior();
}
else
{
BehaviorTree.DisableBehavior(true);
BehaviorTree.enabled = false;
AIPath.enabled = false;
}
}
}
/**
* Function that updates the monster state visually
*/
public void UpdateMonsterState(PredatorState newState, bool withSound = true, bool showEffect = false)
{
if (CurrentState == newState && CurrentState != PredatorState.Default)
return;
//Kill all transitions and return to normal before deciding what to do
if (CurrentState == PredatorState.Chasing)
{
//we were on a chase
}
//If the new state is not Investigating then it can not react to Calls
if (newState != PredatorState.Investigate && canReactToPlayer)
{
BehaviorTree.SetVariableValue("CanReactToCall", false);
//_canReactToCall = true;
}
switch (newState)
{
case PredatorState.Investigate:
BehaviorTree?.SetVariableValue("CanReactToCall", true);
break;
}
CurrentState = newState;
OnStateChanged?.Invoke(this, CurrentState);
foreach (var module in _predatorModules)
module.OnMonsterStateUpdate(CurrentState);
}
/**
* Manual trigger of stimuli. Mainly used on our cinematics really
*/
public void ManualPlayReaction(bool showEffect, bool animate)
{
foreach (var module in _predatorModules)
{
module.OnReactToStimuli(showEffect, animate);
}
}
/**
* Setup patrols potins for the behavior
* Easier to just pass an object and then get all the child transforms
*/
public void SetupPatrolPoints(Transform patrolObj)
{
if (patrolObj)
{
List<GameObject> patrolPoints = new List<GameObject>();
foreach (Transform child in patrolObj)
{
patrolPoints.Add(child.gameObject);
}
BehaviorTree.SetVariableValue("PatrolInfo", patrolPoints);
}
}
#region culling
public override Bounds GetCullBounds() => MyCollider2D.bounds;
public override void SetCulled(bool culled)
{
isCulled = culled;
ToggleBehaviorTree(!culled);
foreach (var tail in _tailAnimators)
tail.enabled = !culled;
}
#endregion
#if UNITY_EDITOR
[Header("Debug")]
[SerializeField] private PredatorState debugState = PredatorState.Default;
private PredatorState _lastDebugState = PredatorState.Default;
private void OnValidate()
{
if (!Application.isPlaying) return;
if (debugState == _lastDebugState) return;
_lastDebugState = debugState;
UpdateMonsterState(debugState);
}
protected virtual void OnDrawGizmosSelected()
{
if (drawCullingGizmos)
{
Camera cam = Camera.main;
Vector3 center = transform.position;
Vector3 camPos = cam.transform.position;
float sqrDist = (center - camPos).sqrMagnitude;
float maxSqrDist = cullDistance * cullDistance;
Gizmos.color = sqrDist <= maxSqrDist ? Color.green : Color.red;
Gizmos.DrawLine(center, camPos);
//Gizmos.DrawWireSphere(camPos, cullDistance);
}
}
#endif
}