123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305 |
- 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);
- }else{
- Dmg(dmg);
- }
- }
- [Command(requiresAuthority =false)]
- public void CmdDmg(float damage)
- {
- Dmg(damage);
- }
- void Dmg(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()
- {
- if(isServer){return;}
- 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
- }
|