OldBlueWater/BlueWater/Assets/02.Scripts/Ai/AiController.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Sirenix.OdinInspector;
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using Unity.VisualScripting;
using UnityEngine;
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using UnityEngine.AI;
using Random = UnityEngine.Random;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
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public enum AiType
{
NONE = -1,
PLAYER,
PIRATE,
ENEMY
}
public enum AttackerType
{
NONE = -1,
OFFENSE,
DEFENSE
}
public enum OffenseType
{
NONE = -1,
NORMAL,
ONLY_HOUSE
}
public enum DefenseType
{
NONE = -1,
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NORMAL
}
[Serializable]
public class AiController : MonoBehaviour, IDamageable, IFieldOfView, IAiMover
{
#region Property and variable
[Title("AiType")]
[EnableIf("alwaysFalse")]
[EnumToggleButtons]
[SerializeField] protected AttackerType attackerType;
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private bool alwaysFalse;
[EnableIf("alwaysFalse")]
[ShowIf("attackerType", AttackerType.OFFENSE)]
[SerializeField] private OffenseType offenseType;
[EnableIf("alwaysFalse")]
[ShowIf("attackerType", AttackerType.DEFENSE)]
[SerializeField] private DefenseType defenseType;
[Title("Skin")]
[Tooltip("SkinnedMeshRenderer, MeshRenderer의 Material을 모두 담고 있는 리스트")]
[SerializeField] protected List<Material> skinMaterialList = new(10);
[Tooltip("캐릭터 외곽선의 기본 색상")]
[SerializeField] protected Color defaultSkinColor = Color.black;
[Tooltip("캐릭터에 마우스 커서가 올라가 있을 때 색상")]
[SerializeField] protected Color mouseEnterHighlightSkinColor = Color.white;
[Tooltip("캐릭터가 선택되었을 때 색상")]
[SerializeField] protected Color selectedSkinColor = Color.blue;
[DisableIf("@true")]
[SerializeField] private IslandInfo islandInfo;
protected bool isAttacking;
private Vector3 commandedPos;
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protected Transform backpackContainer;
protected Transform leftWeaponContainer;
protected Transform leftShieldContainer;
protected Transform headContainer;
protected Transform rightWeaponContainer;
protected Transform bodyContainer;
protected Transform flagContainer;
protected Animator aiAnimator;
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protected NavMeshAgent navMeshAgent;
private UnitController myUnitController;
private UnitController mouseEnterUnitController;
private UnitSelection unitSelection;
private CapsuleCollider myCollider;
private CapsuleCollider hitBoxCollider;
protected CloseWeapon closeWeapon;
private static readonly int SpeedHash = Animator.StringToHash("Speed");
protected static readonly int AttackHash = Animator.StringToHash("Attack");
private static readonly int DamageHash = Animator.StringToHash("TakeDamage");
private static readonly int DeathTypeHash = Animator.StringToHash("DeathType");
private static readonly int DeathHash = Animator.StringToHash("Death");
private static readonly int ShieldHash = Animator.StringToHash("Shield");
private static readonly int OutlineColorHash = Shader.PropertyToID("_OutlineColor");
protected static readonly WaitForSeconds FindTargetWaitTime = new(0.5f);
#endregion
#region Unity built-in function
#if UNITY_EDITOR
protected virtual void OnDrawGizmosSelected()
{
DrawGizmosInFieldOfView();
}
#endif
protected virtual void Awake()
{
FindMaterial();
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InitComponent();
}
private void Start()
{
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InitStart();
ExecuteFindTarget();
Attack();
}
private void OnDisable()
{
RemoveIslandInfo();
StopAllCoroutines();
}
private void Update()
{
aiAnimator.SetFloat(SpeedHash, navMeshAgent.velocity.normalized.magnitude);
}
private void FixedUpdate()
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{
UpdateLookAtTarget();
UpdateMovement();
}
private void OnMouseEnter()
{
mouseEnterUnitController = gameObject.GetComponentInParent<UnitController>();
if (mouseEnterUnitController == unitSelection.SelectedUnitController) return;
foreach (var soldier in mouseEnterUnitController.unit.UnitList)
{
soldier.MouseEnterHighlight();
}
}
private void OnMouseExit()
{
if (!mouseEnterUnitController || mouseEnterUnitController == unitSelection.SelectedUnitController) return;
foreach (var soldier in mouseEnterUnitController.unit.UnitList)
{
soldier.ResetHighlight();
}
mouseEnterUnitController = null;
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}
#endregion
#region interface property and function
#region IAiStat
[field: Space(10f)]
[field: Title("AiStat")]
[field: SerializeField] public AiStat AiStat { get; set; } = new();
public float GetCurrentHp() => AiStat.CurrentHp;
public void SetCurrentHp(float value) => AiStat.CurrentHp = value;
public void TakeDamage(AiStat attacker, AiStat defender, Vector3? attackPos = null)
{
if (!TargetTransform && attackPos != null)
{
//BeAttackedMovement((Vector3)attackPos);
}
// 회피 성공 체크
if (Random.Range(0, 100) < defender.AvoidanceRate)
{
// TODO : 회피 처리
return;
}
var finalDamage = Utils.CalcDamage(attacker, defender);
// 방패 막기 체크
if (finalDamage == 0f)
{
aiAnimator.SetTrigger(ShieldHash);
return;
}
var changeHp = Mathf.Max(defender.CurrentHp - finalDamage, 0);
SetCurrentHp(changeHp);
// 죽었는지 체크
if (changeHp == 0f)
{
RemoveIslandInfo();
StopAllCoroutines();
navMeshAgent.enabled = false;
myCollider.enabled = false;
hitBoxCollider.enabled = false;
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var randomValue = Random.Range(0, 2);
aiAnimator.SetInteger(DeathTypeHash, randomValue);
// TODO : 죽었을 때 처리(죽는 애니메이션 이후 사라지는 효과 등)
aiAnimator.SetTrigger(DeathHash);
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Invoke(nameof(DestroyObject), 3f);
return;
}
aiAnimator.SetTrigger(DamageHash);
}
#endregion
#region IFieldOfView
[field: Space(10f)]
[field: Title("FieldOfView")]
[field: SerializeField] public bool IsDrawGizmosInFieldOfView { get; set; } = true;
[field: SerializeField] public LayerMask TargetLayer { get; set; }
[field: SerializeField] public float ViewRadius { get; set; }
[field: SerializeField] public Collider[] ColliderWithinRange { get; set; } = new Collider[TARGET_MAX_SIZE];
[field: SerializeField] public IAiStat IaiStat { get; set; }
[field: SerializeField] public Transform TargetTransform { get; set; }
private const int TARGET_MAX_SIZE = 30;
public void DrawGizmosInFieldOfView()
{
if (!IsDrawGizmosInFieldOfView) return;
var myPos = transform.position;
Gizmos.color = Color.green;
Gizmos.DrawWireSphere(myPos, ViewRadius);
if (!TargetTransform) return;
Debug.DrawLine(myPos, TargetTransform.position, Color.red);
}
public IEnumerator FindTarget()
{
while (true)
{
Array.Clear(ColliderWithinRange, 0, TARGET_MAX_SIZE);
var myPos = transform.position;
var maxColliderCount = Physics.OverlapSphereNonAlloc(myPos, ViewRadius, ColliderWithinRange,
TargetLayer, QueryTriggerInteraction.Collide);
if (maxColliderCount <= 0)
{
TargetTransform = null;
yield return FindTargetWaitTime;
continue;
}
var nearestDistance = Mathf.Infinity;
Transform nearestTargetTransform = null;
for (var i = 0; i < maxColliderCount; i++)
{
var distanceToTarget = Vector3.Distance(transform.position, ColliderWithinRange[i].transform.position);
if (distanceToTarget >= nearestDistance) continue;
nearestDistance = distanceToTarget;
nearestTargetTransform = ColliderWithinRange[i].transform;
}
TargetTransform = nearestTargetTransform;
yield return FindTargetWaitTime;
}
}
public IEnumerator FindTargetInOffense()
{
while (true)
{
if (CanAttack())
{
yield return FindTargetWaitTime;
continue;
}
switch (offenseType)
{
case OffenseType.NONE:
break;
case OffenseType.NORMAL:
if (islandInfo.EnemyList.Count > 0)
{
SetNearestTargetDestination(islandInfo.EnemyList);
}
else if (islandInfo.HouseList.Count > 0)
{
SetNearestTargetDestination(islandInfo.HouseList);
}
break;
case OffenseType.ONLY_HOUSE:
if (navMeshAgent.pathStatus == NavMeshPathStatus.PathPartial)
{
SetNearestTargetDestination(islandInfo.TargetAllList);
}
else
{
if (islandInfo.HouseList.Count > 0)
{
SetNearestTargetDestination(islandInfo.HouseList);
}
else if (islandInfo.EnemyList.Count > 0)
{
SetNearestTargetDestination(islandInfo.EnemyList);
}
}
break;
default:
throw new ArgumentOutOfRangeException();
}
yield return FindTargetWaitTime;
}
}
public void SetNearestTargetDestination<T>(List<T> targetList)
{
if (targetList.Count <= 0) return;
var nearestTarget = targetList.OrderBy(t =>
{
var targetTransform = (Transform)(object)t;
var targetCollider = targetTransform.GetComponent<Collider>();
if (!targetCollider)
{
return float.MaxValue;
}
var closestPoint = targetCollider.ClosestPoint(transform.position);
return Vector3.Distance(transform.position, closestPoint);
})
.FirstOrDefault();
if (nearestTarget == null) return;
TargetTransform = (Transform)(object)nearestTarget;
navMeshAgent.SetDestination(TargetTransform.position);
}
public virtual void UpdateLookAtTarget()
{
if (CanAttack())
{
navMeshAgent.updateRotation = false;
var targetPos = TargetTransform.position;
targetPos.y = transform.position.y;
transform.LookAt(targetPos);
}
else
{
navMeshAgent.updateRotation = true;
}
}
#endregion
#region IAiMover
[field: Space(10f)]
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[field: Title("AiMover")]
[field: SerializeField] public MoveType AttackMoveType { get; set; }
[field: SerializeField] public MoveType BeAttackedMoveType { get; set; }
[field: SerializeField] public bool IsCommanded { get; set; }
public void UpdateMovement()
{
// if (IsCommanded)
// {
// if (navMeshAgent.destination == commandedPos)
// {
// if (navMeshAgent.remainingDistance <= navMeshAgent.stoppingDistance)
// {
// IsCommanded = false;
// }
// }
// else
// {
// if (isAttacking) return;
//
// navMeshAgent.SetDestination(commandedPos);
// }
// }
}
public void BeAttackedMovement(Vector3 attackPos)
{
if (TargetTransform) return;
switch (BeAttackedMoveType)
{
case MoveType.NONE:
break;
case MoveType.FIXED:
break;
case MoveType.MOVE:
if (Vector3.Distance(transform.position, attackPos) > AiStat.AtkRange)
{
myUnitController.MoveCommand(attackPos);
}
break;
default:
throw new ArgumentOutOfRangeException();
}
}
public void MoveTarget(Vector3 targetPos)
{
IsCommanded = true;
commandedPos = targetPos;
}
#endregion
#endregion
#region Custom function
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private void InitComponent()
{
backpackContainer = Utils.GetComponentAndAssert<Transform>(transform.
Find("Bip001/Bip001 Pelvis/Bip001 Spine/Backpack_container"));
leftWeaponContainer = Utils.GetComponentAndAssert<Transform>(transform.
Find("Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 L Clavicle/Bip001 L UpperArm/Bip001 L Forearm/Bip001 L Hand/L_hand_container"));
leftShieldContainer = Utils.GetComponentAndAssert<Transform>(transform.
Find("Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 L Clavicle/Bip001 L UpperArm/Bip001 L Forearm/Bip001 L Hand/L_shield_container"));
headContainer = Utils.GetComponentAndAssert<Transform>(transform.
Find("Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Neck/Bip001 Head/Head_container"));
rightWeaponContainer = Utils.GetComponentAndAssert<Transform>(transform.
Find("Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 R Clavicle/Bip001 R UpperArm/Bip001 R Forearm/Bip001 R Hand/R_hand_container"));
bodyContainer = Utils.GetComponentAndAssert<Transform>(transform.
Find("Body_container"));
flagContainer = Utils.GetComponentAndAssert<Transform>(transform.
Find("Flag_container"));
aiAnimator = Utils.GetComponentAndAssert<Animator>(transform);
navMeshAgent = Utils.GetComponentAndAssert<NavMeshAgent>(transform);
myUnitController = Utils.GetComponentAndAssert<UnitController>(transform.parent);
myCollider = Utils.GetComponentAndAssert<CapsuleCollider>(transform);
hitBoxCollider = Utils.GetComponentAndAssert<CapsuleCollider>(transform.Find("HitBox"));
unitSelection = FindObjectOfType<UnitSelection>();
}
private void InitStart()
{
InitViewModel();
SetLayer();
SetCurrentHp(AiStat.MaxHp);
SetMoveSpeed(AiStat.MoveSpd);
}
private void InitViewModel()
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{
SetActiveViewModel(backpackContainer, DataManager.Inst.GetAiViewDictionaryKey(AiStat.ViewIdx).Backpack);
SetActiveViewModel(leftWeaponContainer, DataManager.Inst.GetAiViewDictionaryKey(AiStat.ViewIdx).LeftWeapon);
SetActiveViewModel(leftShieldContainer, DataManager.Inst.GetAiViewDictionaryKey(AiStat.ViewIdx).LeftShield);
SetActiveViewModel(headContainer, DataManager.Inst.GetAiViewDictionaryKey(AiStat.ViewIdx).Head);
SetActiveViewModel(rightWeaponContainer, DataManager.Inst.GetAiViewDictionaryKey(AiStat.ViewIdx).RightWeapon);
SetActiveViewModel(bodyContainer, DataManager.Inst.GetAiViewDictionaryKey(AiStat.ViewIdx).Body);
SetActiveViewModel(flagContainer, DataManager.Inst.GetAiViewDictionaryKey(AiStat.ViewIdx).Flag);
if (DataManager.Inst.GetAiViewDictionaryKey(AiStat.ViewIdx).RightWeapon == -1) return;
closeWeapon = rightWeaponContainer.GetChild(DataManager.Inst.GetAiViewDictionaryKey(AiStat.ViewIdx).RightWeapon).AddComponent<CloseWeapon>();
closeWeapon.gameObject.layer = LayerMask.NameToLayer("Weapon");
closeWeapon.SetAttackerType(attackerType);
}
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#if UNITY_EDITOR
public void InitStartInEditor()
{
InitComponent();
InitViewModelInEditor();
SetLayer();
SetCurrentHp(AiStat.MaxHp);
SetMoveSpeed(AiStat.MoveSpd);
}
public void InitViewModelInEditor()
{
SetActiveViewModel(backpackContainer, DataManager.Inst.GetAiViewSoKey(AiStat.ViewIdx).Backpack);
SetActiveViewModel(leftWeaponContainer, DataManager.Inst.GetAiViewSoKey(AiStat.ViewIdx).LeftWeapon);
SetActiveViewModel(leftShieldContainer, DataManager.Inst.GetAiViewSoKey(AiStat.ViewIdx).LeftShield);
SetActiveViewModel(headContainer, DataManager.Inst.GetAiViewSoKey(AiStat.ViewIdx).Head);
SetActiveViewModel(rightWeaponContainer, DataManager.Inst.GetAiViewSoKey(AiStat.ViewIdx).RightWeapon);
SetActiveViewModel(bodyContainer, DataManager.Inst.GetAiViewSoKey(AiStat.ViewIdx).Body);
SetActiveViewModel(flagContainer, DataManager.Inst.GetAiViewSoKey(AiStat.ViewIdx).Flag);
if (DataManager.Inst.GetAiViewSoKey(AiStat.ViewIdx).RightWeapon == -1) return;
closeWeapon = rightWeaponContainer.GetChild(DataManager.Inst.GetAiViewSoKey(AiStat.ViewIdx).RightWeapon).AddComponent<CloseWeapon>();
closeWeapon.gameObject.layer = LayerMask.NameToLayer("Weapon");
closeWeapon.SetAttackerType(attackerType);
}
#endif
public void ExecuteFindTarget()
{
switch (attackerType)
{
case AttackerType.NONE:
break;
case AttackerType.OFFENSE:
StartCoroutine(nameof(FindTargetInOffense));
break;
case AttackerType.DEFENSE:
StartCoroutine(nameof(FindTarget));
break;
default:
throw new ArgumentOutOfRangeException();
}
}
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private void SetActiveViewModel(Transform container, int model)
{
foreach (Transform item in container)
{
if (!item.gameObject.activeSelf) continue;
item.gameObject.SetActive(false);
}
if (model != -1)
{
container.GetChild(model).gameObject.SetActive(true);
}
}
protected virtual void Attack()
{
StartCoroutine(nameof(AttackAnimation));
}
private IEnumerator AttackAnimation()
{
while (true)
{
if (!CanAttack())
{
isAttacking = false;
yield return FindTargetWaitTime;
continue;
}
isAttacking = true;
closeWeapon.SetIsAttacked(false);
closeWeapon.SetAttackerStat(AiStat);
aiAnimator.SetTrigger(AttackHash);
while (isAttacking)
{
yield return null;
}
yield return new WaitForSeconds(AiStat.AtkCooldown);
}
}
protected virtual bool CanAttack()
{
if (!TargetTransform || !islandInfo.TargetAllList.Contains(TargetTransform)) return false;
var targetInAttackRange = Vector3.Distance(transform.position, TargetTransform.position) <=
AiStat.AtkRange;
if (targetInAttackRange)
{
SetAgentIsStopped(true);
return true;
}
SetAgentIsStopped(false);
return false;
}
private void FindMaterial()
{
var skinnedMeshRenderers = GetComponentsInChildren<SkinnedMeshRenderer>();
var meshRenderers = GetComponentsInChildren<MeshRenderer>();
foreach (var skin in skinnedMeshRenderers)
{
if (!skin.gameObject.activeSelf) continue;
skinMaterialList.Add(skin.material);
}
foreach (var skin in meshRenderers)
{
if (!skin.gameObject.activeSelf) continue;
skinMaterialList.Add(skin.material);
}
}
private void SetOutlineColor(Color color)
{
foreach (var skin in skinMaterialList)
{
skin.SetColor(OutlineColorHash, color);
}
}
private void RemoveIslandInfo()
{
if (!islandInfo) return;
islandInfo.RemoveListElement(islandInfo.EnemyList, transform);
}
private void SetAgentIsStopped(bool value)
{
if (navMeshAgent.enabled)
{
navMeshAgent.isStopped = value;
}
}
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protected virtual void SetLayer()
{
switch (AiStat.AiType)
{
case AiType.NONE:
break;
case AiType.PLAYER:
gameObject.layer = LayerMask.NameToLayer("Player");
hitBoxCollider.gameObject.layer = LayerMask.NameToLayer("Player");
TargetLayer = LayerMask.GetMask("Enemy");
break;
case AiType.PIRATE:
gameObject.layer = LayerMask.NameToLayer("Pirate");
hitBoxCollider.gameObject.layer = LayerMask.NameToLayer("Pirate");
TargetLayer = LayerMask.GetMask("Enemy");
break;
case AiType.ENEMY:
gameObject.layer = LayerMask.NameToLayer("Enemy");
hitBoxCollider.gameObject.layer = LayerMask.NameToLayer("Enemy");
TargetLayer = LayerMask.GetMask("Player") | LayerMask.GetMask("Pirate") | LayerMask.GetMask("Props");
break;
default:
throw new ArgumentOutOfRangeException();
}
}
public void SetIslandInfo(IslandInfo info) => islandInfo = info;
public void SetAttackerType(AttackerType type) => attackerType = type;
public void SetOffenseType(OffenseType type) => offenseType = type;
public void SetDefenseType(DefenseType type) => defenseType = type;
public void ResetHighlight() => SetOutlineColor(defaultSkinColor);
public void MouseEnterHighlight() => SetOutlineColor(mouseEnterHighlightSkinColor);
public void SelectedHighlight() => SetOutlineColor(selectedSkinColor);
private void DestroyObject() => Destroy(gameObject);
public void OnAttacking(int boolValue) => isAttacking = boolValue == 1;
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public NavMeshAgent GetNavMeshAgent() => navMeshAgent;
public Animator GetAnimator() => aiAnimator;
public void SetMoveSpeed(float value) => navMeshAgent.speed = value;
#endregion
}
}