OldBlueWater/BlueWater/Assets/02.Scripts/Fish.cs
NTG 2ff2da5682 #70 물고기 Ai 추가
+ Fish Layer 추가
+ 물고기 프리셋 기능 추가
+ FishManager(싱글톤) 추가
  ㄴ 현재는 리스폰 관련 기능만 존재
2023-12-26 06:14:56 +09:00

324 lines
11 KiB
C#

using System;
using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public enum EscapeMode
{
NONE = -1,
STRAIGHT,
ZIGZAG,
TOWARDS
}
public class Fish : MonoBehaviour
{
// 초기화 방식
[Title("초기화 방식")]
[SerializeField] private bool autoInit = true;
// 물고기의 기본 설정
[Title("물고기의 기본 설정")]
[SerializeField] private bool isDrawGizmos = true;
[Tooltip("타겟 인식 범위")]
[SerializeField] private float viewRadius = 10f;
[Tooltip("이동속도")]
[SerializeField] private float moveSpd = 500f;
[Tooltip("회전속도")]
[SerializeField] private float rotationSpeed = 10f;
[Tooltip("랜덤 방향으로 도주 여부")]
[SerializeField] private bool isRandomAngle = true;
[ShowIf("@isRandomAngle")]
[Tooltip("도망가는 방향의 랜덤 각도")]
[SerializeField] private float randomAngle = 180f;
[Tooltip("타겟을 재검색하는 시간")]
[SerializeField] private float rescanTime = 0.5f;
[Tooltip("도망가는 시간")]
[SerializeField] private float escapeTime = 10f;
[Tooltip("리스폰 여부")]
[SerializeField] private bool isRespawn = true;
[ShowIf("@isRespawn == true")]
[Tooltip("리스폰되는데 걸리는 시간")]
[SerializeField] private float respawnTime = 5f;
[Tooltip("도망치면서 랜덤 방향 전환 여부")]
[SerializeField] private bool randomDirectionChange;
[ShowIf("@!randomDirectionChange")]
[Tooltip("도망치면서 방향 전환하는데 걸리는 시간")]
[SerializeField] private float directionChangeInterval = 1f;
[ShowIf("@randomDirectionChange")]
[Tooltip("도망치면서 방향 전환하는데 걸리는 랜덤 최소 시간")]
[SerializeField] private float minDirectionChangeInterval = 0.1f;
[ShowIf("@randomDirectionChange")]
[Tooltip("도망치면서 방향 전환하는데 걸리는 랜덤 최대 시간")]
[SerializeField] private float maxDirectionChangeInterval = 1f;
[Tooltip("도주 방식")]
[SerializeField] private EscapeMode escapeMode = EscapeMode.STRAIGHT;
// ZIGZAG
[Title("ZIGZAG")]
[ShowIf("@escapeMode == EscapeMode.ZIGZAG")]
[Tooltip("흔들림의 정도")]
[SerializeField] private bool randomZigzag;
[ShowIf("@escapeMode == EscapeMode.ZIGZAG && !randomZigzag")]
[Tooltip("흔들림의 정도")]
[SerializeField] private float zigzagAmplitude = 1f;
[ShowIf("@escapeMode == EscapeMode.ZIGZAG && !randomZigzag")]
[Tooltip("흔들림의 주기")]
[SerializeField] private float zigzagFrequency = 1f;
[ShowIf("@escapeMode == EscapeMode.ZIGZAG && randomZigzag")]
[Tooltip("흔들림의 정도 랜덤 최솟값")]
[SerializeField] private float minZigzagAmplitude = 0.1f;
[ShowIf("@escapeMode == EscapeMode.ZIGZAG && randomZigzag")]
[Tooltip("흔들림의 정도 랜덤 최댓값")]
[SerializeField] private float maxZigzagAmplitude = 1f;
[Space]
[ShowIf("@escapeMode == EscapeMode.ZIGZAG && randomZigzag")]
[Tooltip("흔들림의 주기 랜덤 최솟값")]
[SerializeField] private float minZigzagFrequency = 0.1f;
[ShowIf("@escapeMode == EscapeMode.ZIGZAG && randomZigzag")]
[Tooltip("흔들림의 주기 랜덤 최댓값")]
[SerializeField] private float maxZigzagFrequency = 1f;
// 디버깅
[Title("디버깅")]
[SerializeField] private Collider[] hitColliders = new Collider[MAX_HIT_NUM];
[SerializeField] private LayerMask targetLayer;
private Rigidbody rb;
private Coroutine findTargetCoroutine;
private Coroutine escapeCoroutine;
private WaitForSeconds findCoroutineTime;
private Vector3 spawnPos;
private const int MAX_HIT_NUM = 3;
private void OnValidate()
{
findCoroutineTime = new WaitForSeconds(rescanTime);
}
private void OnDrawGizmosSelected()
{
if (!isDrawGizmos) return;
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, viewRadius);
}
[Button("셋팅 초기화")]
private void Init()
{
rb = GetComponent<Rigidbody>();
targetLayer = LayerMask.GetMask("Player");
}
#region Preset
[HorizontalGroup("Split")]
[Button("프리셋 1번")]
private void Preset1()
{
isDrawGizmos = true;
viewRadius = 20f;
moveSpd = 500f;
rotationSpeed = 10f;
isRandomAngle = false;
rescanTime = 0.5f;
escapeTime = 10f;
isRespawn = true;
respawnTime = 5f;
randomDirectionChange = false;
directionChangeInterval = 3f;
escapeMode = EscapeMode.STRAIGHT;
}
[HorizontalGroup("Split")]
[Button("프리셋 2번")]
private void Preset2()
{
isDrawGizmos = true;
viewRadius = 20f;
moveSpd = 500f;
rotationSpeed = 10f;
isRandomAngle = true;
randomAngle = 120f;
rescanTime = 0.5f;
escapeTime = 10f;
isRespawn = true;
respawnTime = 5f;
randomDirectionChange = true;
minDirectionChangeInterval = 1f;
maxDirectionChangeInterval = 3f;
directionChangeInterval = 3f;
escapeMode = EscapeMode.ZIGZAG;
randomZigzag = false;
zigzagAmplitude = 0.5f;
zigzagFrequency = 1f;
}
[HorizontalGroup("Split")]
[Button("프리셋 3번")]
private void Preset3()
{
isDrawGizmos = true;
viewRadius = 20f;
moveSpd = 500f;
rotationSpeed = 10f;
isRandomAngle = true;
randomAngle = 120f;
rescanTime = 0.5f;
escapeTime = 10f;
isRespawn = true;
respawnTime = 5f;
randomDirectionChange = true;
minDirectionChangeInterval = 1f;
maxDirectionChangeInterval = 3f;
directionChangeInterval = 3f;
escapeMode = EscapeMode.ZIGZAG;
randomZigzag = true;
minZigzagAmplitude = 0.1f;
maxZigzagAmplitude = 2f;
minZigzagFrequency = 0.1f;
maxZigzagFrequency = 2f;
}
#endregion
private void Awake()
{
if (autoInit)
{
Init();
}
}
private void OnEnable()
{
hitColliders = new Collider[MAX_HIT_NUM];
findCoroutineTime = new WaitForSeconds(rescanTime);
if (findTargetCoroutine != null) return;
findTargetCoroutine = StartCoroutine(FindTargetCoroutine());
}
private void Start()
{
spawnPos = transform.position;
}
private IEnumerator FindTargetCoroutine()
{
while (true)
{
var size = Physics.OverlapSphereNonAlloc(transform.position, viewRadius, hitColliders, targetLayer);
for (var i = 0; i < size; i++)
{
var hitCollider = hitColliders[i];
if (hitCollider == null || !hitCollider.CompareTag("ShipPlayer")) continue;
findTargetCoroutine = null;
escapeCoroutine = StartCoroutine(EscapeCoroutine(hitCollider));
yield break;
}
yield return findCoroutineTime;
}
}
private IEnumerator EscapeCoroutine(Collider targetCollider)
{
var currentDirectionChangeInterval = randomDirectionChange ?
UnityEngine.Random.Range(minDirectionChangeInterval, maxDirectionChangeInterval)
: directionChangeInterval;
var rotatedEscapeDirection = CalculateEscapeDirection(targetCollider.transform.position);
var time = 0f;
var directionChangeTime = 0f;
while (time < escapeTime)
{
time += Time.deltaTime;
directionChangeTime += Time.deltaTime;
if (directionChangeTime >= currentDirectionChangeInterval)
{
rotatedEscapeDirection = CalculateEscapeDirection(targetCollider.transform.position);
directionChangeTime = 0f;
currentDirectionChangeInterval = randomDirectionChange ?
UnityEngine.Random.Range(minDirectionChangeInterval, maxDirectionChangeInterval)
: directionChangeInterval;
if (escapeMode == EscapeMode.ZIGZAG && randomZigzag)
{
zigzagFrequency = UnityEngine.Random.Range(minZigzagFrequency, maxZigzagFrequency);
zigzagAmplitude = UnityEngine.Random.Range(minZigzagAmplitude, maxZigzagAmplitude);
}
}
var newDirection = escapeMode switch
{
EscapeMode.NONE => throw new ArgumentOutOfRangeException(),
EscapeMode.STRAIGHT => rotatedEscapeDirection,
EscapeMode.ZIGZAG => rotatedEscapeDirection +
new Vector3(Mathf.Sin(Time.time * zigzagFrequency) * zigzagAmplitude,0,
Mathf.Sin(Time.time * zigzagFrequency) * zigzagAmplitude),
EscapeMode.TOWARDS => -rotatedEscapeDirection,
_ => throw new ArgumentOutOfRangeException()
};
rb.velocity = newDirection.normalized * (moveSpd * Time.deltaTime);
var targetRotation = Quaternion.LookRotation(newDirection);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
yield return null;
}
rb.velocity = Vector3.zero;
escapeCoroutine = null;
if (isRespawn)
{
FishManager.Inst.RespawnFish(gameObject, respawnTime, spawnPos);
}
gameObject.SetActive(false);
}
private Vector3 CalculateEscapeDirection(Vector3 targetPos)
{
var escapeDirection = (transform.position - targetPos).normalized;
escapeDirection.y = 0;
if (!isRandomAngle) return escapeDirection;
var randomRotationAngle = UnityEngine.Random.Range(-randomAngle * 0.5f, randomAngle * 0.5f);
var rotation = Quaternion.Euler(0, randomRotationAngle, 0);
return rotation * escapeDirection;
}
}
}