| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300 | using HQFPSWeapons;using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.AI;using UnityEngine.Events;using Mirror;public class zombieBehaviour : NetworkBehaviour{    public Transform player;    public float curDistance;    public float minDistance = 10;    float defaultSpeed;    NavMeshAgent agent;    Animator anim;    [Header("Health")]    [SyncVar]    public float health = 100;    // public GameObject bloodPrefab;    public GameObject BloodAttach;    public GameObject[] BloodFX;    [Header("Attack")]    public float damage = 1;    public float attackTime = 2;    public float t;    public bool acceptCommonItems = true;    public List<GameObject> dropOnDie;    public UnityEvent OnDie;    public bool patrol = false;    public bool kinematicState;    [HideInInspector]    public int effectIdx;    void Start()    {        anim = GetComponentInChildren<Animator>();        if (!isServer) { Destroy(GetComponent<NavMeshAgent>()); return; }        agent = GetComponent<NavMeshAgent>();                t = attackTime;        defaultSpeed = agent.speed;        SetKinematic(true);        StartCoroutine(lookForHoards());        minDistance += Random.Range(-minDistance / 5f, minDistance / 5f);    }    bool chasing = false;    bool higherPlace = false;    // Update is called once per frame    IEnumerator lookForHoards()    {        while (true)        {            zombieBehaviour[] zombies = FindObjectsOfType<zombieBehaviour>();            foreach (zombieBehaviour zombie in zombies)            {                if (Vector3.Distance(transform.position, zombie.transform.position) < minDistance)                {                    if (zombie.chasing)                    {                        chasing = true;                        break;                    }                }            }            yield return new WaitForSeconds(1);        }    }    void Update()    {        if (!isServer) { return; }        if (player == null)        {            player = m_zombieArea.giveMePlayer();            return;        }        curDistance = Vector3.Distance(transform.position, new Vector3(player.position.x, transform.position.y, player.position.z));        //  Debug.Log(player.GetComponent<CharacterController>().isGrounded);        // if (chasing && player != null) { agent.SetDestination(player.position); return; }        float dist = curDistance;        if (dist > agent.stoppingDistance)        {        }        if (dist < minDistance || chasing)        {            if (agent.stoppingDistance > dist || higherPlace)            {                _attack();            }            else            {                t = attackTime;            }            /*   else if(anim.GetCurrentAnimatorStateInfo(0).IsName("Attack"))               {                   t = 0;                   anim.CrossFadeInFixedTime("Idle", 0.1f);               }*/            transform.LookAt(new Vector3(player.position.x, transform.position.y, player.position.z));            //    if (anim.GetCurrentAnimatorStateInfo(0).IsName("Attack") || higherPlace) { return; }            NavMeshHit hit;            if (NavMesh.SamplePosition(player.position, out hit, 2.0f, NavMesh.AllAreas))            {                if (!Mathf.Approximately(player.position.y, hit.position.y))                {                    // Debug.Log("D:"+Vector3.Distance(transform.position,hit.position));                    if (Vector3.Distance(transform.position, hit.position) < 1.5f )                    {                        Debug.Log("Attack for higher");                        higherPlace = true;                    }                    else                    {                        higherPlace = false;                    }                    // _attack();                }                agent.SetDestination(hit.position);            }            chasing = true;            anim.SetBool("moving", (dist > agent.stoppingDistance));            agent.speed = defaultSpeed;        }        else        {            agent.speed = defaultSpeed / 10f;            if (!patrol)            {                agent.destination = transform.position;                anim.SetBool("moving", false);                anim.SetBool("walking", false);            }            else            {/*                anim.SetBool("walking", true);                Transform[] pathObjs = pathParent.GetComponentsInChildren<Transform>();                if (Vector3.Distance(transform.position, pathObjs[curPathIndex].position) > minDistToPath)                {                    agent.SetDestination(pathObjs[curPathIndex].position);                }                else                {                    if (curPathIndex < pathObjs.Length - 1)                    {                        curPathIndex++;                    }                    else                    {                        curPathIndex = 0;                    }                }                */            }        }    }    public void SetKinematic(bool newValue)    {        Rigidbody[] bodies = GetComponentsInChildren<Rigidbody>();        foreach (Rigidbody rb in bodies)        {            rb.isKinematic = newValue;            rb.tag = "Zombie";            //   rb.gameObject.layer = (newValue) ? 0 : 11;        }        kinematicState = newValue;        if(agent!=null)agent.enabled = newValue;    }    void _attack()    {        if (t < attackTime) { t += Time.deltaTime; return; }        else        {            anim.CrossFadeInFixedTime("Attack", 0.1f);            StartCoroutine(attack());            Debug.Log("Done damages 2");            t = 0;        }    }    IEnumerator attack()    {        yield return new WaitForSeconds(0.5f);        //  if (agent.stoppingDistance > Vector3.Distance(player.position, transform.position))        // {        player.GetComponent<netPlayer>().callDamage(damage);        Debug.Log("Done damages");        //  }    }    public zombieManager m_zombieArea;    public void hitboxDamage(HealthEventData damageData, shotType hitboxType)    {        float dmg = 0;        switch (hitboxType)        {            case shotType.headshot:                dmg = damageData.Delta * 5;                break;            case shotType.chestshot:                dmg = damageData.Delta;                break;            case shotType.legshot:                dmg = damageData.Delta / 2f;                break;        }        if (!isServer)        {            CmdDmg(dmg);        }    }    [Command(requiresAuthority =false)]    public void CmdDmg(float damage)    {        health += damage;        chasing = true;        //  Debug.Log("shotY : " + damageData.HitPoint.y + " ,chestBottom : " + chestBottom + " ,headBottom" + headBottom);        // Instantiate(bloodPrefab, damageData.HitPoint, Quaternion.Euler(damageData.HitDirection));        if (health < 0)        {            health = 0;            if (m_zombieArea != null)            {                m_zombieArea.currentZombies.Remove(gameObject);            }            Destroy(agent);            die();            RpcDie();        }    }    [ClientRpc]    public void RpcDie()    {        die();    }    public void die()    {        Collider[] bodies = GetComponentsInChildren<Collider>();        foreach (Collider collider in bodies)        {            collider.gameObject.layer = 6;        }        //anim.CrossFadeInFixedTime("die", 0.1f);        SetKinematic(false);        if (GetComponent<NetworkAnimator>() != null) { Destroy(GetComponent<NetworkAnimator>()); }        Destroy(anim);        Destroy(GetComponent<AudioSource>());        //  OnDie.Invoke();        float lastX = 0;        foreach (GameObject go in dropOnDie)        {            go.transform.parent = null;            if (go.GetComponent<Rigidbody>() != null)            {                go.GetComponent<Rigidbody>().velocity = Vector3.zero;            }            go.transform.position += new Vector3(lastX, 0, 0);            lastX += go.transform.lossyScale.x / 2f;            go.SetActive(true);        }        Destroy(this);    }}public enum shotType{    headshot,    chestshot,    legshot}
 |