diff --git a/.gitignore b/.gitignore index 6595497..a648217 100644 --- a/.gitignore +++ b/.gitignore @@ -65,6 +65,9 @@ sysinfo.txt # Crashlytics generated file crashlytics-build.properties - # End of https://www.gitignore.io/api/unity +# Remove DS_Store +**/.DS_Store +ProjectSettings/ProjectVersion.txt + diff --git a/Assets/81-Custom__Move-NewMove.cs.txt b/Assets/81-Custom__Move-NewMove.cs.txt index f56577c..44ad838 100644 --- a/Assets/81-Custom__Move-NewMove.cs.txt +++ b/Assets/81-Custom__Move-NewMove.cs.txt @@ -1,4 +1,4 @@ -using System.Collections; +using System.Collections; using System.Collections.Generic; using UnityEngine; @@ -7,19 +7,20 @@ using AOEs; using BossCore; using Moves.Basic; using Projectiles; -using static BossController; + +using static Constants.Positions; namespace Moves.User { - public class #SCRIPTNAME# : AISequence + public class #SCRIPTNAME# : Move { - public #SCRIPTNAME#() : base - ( - // Your AISequence here - ) + public #SCRIPTNAME#() { Description = "Your description here"; - Difficulty = 1f; + Difficulty = -1f; + Sequence = new AISequence( + // Your sequence here + ); } } } diff --git a/Assets/81-Custom__Move-NewMove.cs.txt.meta b/Assets/81-Custom__Move-NewMove.cs.txt.meta index 4ecdd12..789e8a2 100644 --- a/Assets/81-Custom__Move-NewMove.cs.txt.meta +++ b/Assets/81-Custom__Move-NewMove.cs.txt.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: f0e7966fd10f14225ad909d2753d972d +guid: 257487a0794254ec3bd2b4fefbb85aae TextScriptImporter: externalObjects: {} userData: diff --git a/Assets/Art/.DS_Store b/Assets/Art/.DS_Store deleted file mode 100644 index bcdbe57..0000000 Binary files a/Assets/Art/.DS_Store and /dev/null differ diff --git a/Assets/Art/Images.meta b/Assets/Art/Images.meta new file mode 100644 index 0000000..949b3cb --- /dev/null +++ b/Assets/Art/Images.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0b05facee10154c5aba7b0a1d19873fa +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + 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+ uniform float _GridThickness; + uniform float _GridSpacing; + uniform float4 _GridColour; + uniform float4 _BaseColour; + + // Input into the vertex shader + struct vertexInput { + float4 vertex : POSITION; + }; + + // Output from vertex shader into fragment shader + struct vertexOutput { + float4 pos : SV_POSITION; + float4 worldPos : TEXCOORD0; + }; + + // VERTEX SHADER + vertexOutput vert(vertexInput input) { + vertexOutput output; + output.pos = UnityObjectToClipPos(input.vertex); + // Calculate the world position coordinates to pass to the fragment shader + output.worldPos = mul(unity_ObjectToWorld, input.vertex); + return output; + } + + // FRAGMENT SHADER + float4 frag(vertexOutput input) : COLOR { + if (frac(input.worldPos.x/_GridSpacing) < _GridThickness || frac(input.worldPos.y/_GridSpacing) < _GridThickness) { + return _GridColour; + } + else if (frac(input.worldPos.x/_GridSpacing) < _GridThickness || frac(input.worldPos.z/_GridSpacing) < _GridThickness) { + return _GridColour; + } + else { + return _BaseColour; + } + } + ENDCG + } + } +} \ No newline at end of file diff --git a/Assets/Art/Shaders/GridShader.shader.meta b/Assets/Art/Shaders/GridShader.shader.meta new file mode 100644 index 0000000..94a761f --- /dev/null +++ b/Assets/Art/Shaders/GridShader.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fe405e6e316b542f7a18e43fa99caf04 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Art/Shaders/LavaShader.shader b/Assets/Art/Shaders/LavaShader.shader new file mode 100644 index 0000000..b68135b --- /dev/null +++ b/Assets/Art/Shaders/LavaShader.shader @@ -0,0 +1,55 @@ +Shader "Custom/LavaShader" { + Properties { + _Color ("Color", Color) = (1,1,1,1) + _MainTex ("Albedo (RGB)", 2D) = "white" {} + [NoScaleOffset] _FlowMap ("Flow (RG)", 2D) = "black" {} + _FlowSpeed ("Flow Speed", Range(0,1)) = 0.03 + _ZoomScale ("Zoom Scale", 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100644 index 99982f7..0000000 Binary files a/Assets/Scripts/.DS_Store and /dev/null differ diff --git a/Assets/Scripts/Boss Core/AI/AIPhase.cs b/Assets/Scripts/Boss Core/AI/AIPhase.cs index 0621342..6c77e5d 100644 --- a/Assets/Scripts/Boss Core/AI/AIPhase.cs +++ b/Assets/Scripts/Boss Core/AI/AIPhase.cs @@ -9,11 +9,26 @@ namespace AI { public partial class AIPhase { - // What's the amount of health we have this phase? - public int maxHealth = 100; - - // How big is the arena this phase? - public float maxArenaRadius = 50f; + /// + /// What's the amount of health we have this phase? + /// + /// The max health. + public int MaxHealth { get; set; } = 100; + + /// + /// How big is the arena this phase? + /// + /// The max arena radius. + public float MaxArenaRadius { get; set; } = 50f; + + /// + /// If this value is true, we adjust the probability weights of the moves to be + /// closer to the global difficulty parameter. This parameter is based on how + /// aggressive the player is + how much damage they've taken recently (indicating + /// their proficiency at this difficulty). + /// + /// true if dynamic difficulty; otherwise, false. + public bool DynamicDifficulty { get; set; } = false; private List phaseSequences; private List scriptedSequences; @@ -29,16 +44,6 @@ public AIPhase() repeatingScriptedSequences = new List(); } - public AIPhase SetMaxHealth(int health) { - this.maxHealth = health; - return this; - } - - public AIPhase SetMaxArenaRadius(float width) { - this.maxArenaRadius = width; - return this; - } - public AIPhase AddSequence(int weight, AISequence sequence) { phaseSequences.Add(new AIPhaseComponent(weight, sequence)); totalWeight += weight; @@ -69,6 +74,7 @@ public AISequence GetNext() foreach (AIPhaseScriptedComponent component in scriptedSequences) { // Only run if the event is scheduled to run. if (count == component.everyX) { + //Debug.Log("Returned scripted ai sequence"); return component.sequence; } } @@ -78,11 +84,13 @@ public AISequence GetNext() { if (count == 0 && component.everyX == 0) { + //Debug.Log("Returned scheduled scripted ai sequence"); return component.sequence; } if (count % component.everyX == 0) { + //Debug.Log("Returned scheduled scripted ai sequence"); return component.sequence; } } @@ -91,7 +99,9 @@ public AISequence GetNext() int targetWeight = Random.Range(0, totalWeight); int currentWeight = 0; foreach (AIPhaseComponent component in phaseSequences) { - if (targetWeight < currentWeight + component.weight) { + if (targetWeight < currentWeight + component.weight) + { + //Debug.Log("Returned random ai sequence"); return component.sequence; } currentWeight += component.weight; diff --git a/Assets/Scripts/Boss Core/AI/AIRoutine.cs b/Assets/Scripts/Boss Core/AI/AIRoutine.cs new file mode 100644 index 0000000..dd66584 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/AIRoutine.cs @@ -0,0 +1,33 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace AI +{ + public class AIRoutine + { + public List Phases { get; protected set; } + public AIPhase CurrentPhase + { + get + { + return phaseIndex > Phases.Count ? null : Phases[phaseIndex]; + } + } + private int phaseIndex = -1; + + public AIRoutine() { + Phases = new List(); + //AISequence.ShouldAllowInstantiation = true; + } + + public AIPhase NextPhase() { + phaseIndex++; + return CurrentPhase; + } + + public void Reset() { + phaseIndex = -1; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/AI/EventQueue.cs.meta b/Assets/Scripts/Boss Core/AI/AIRoutine.cs.meta similarity index 83% rename from Assets/Scripts/Boss Core/AI/EventQueue.cs.meta rename to Assets/Scripts/Boss Core/AI/AIRoutine.cs.meta index e681110..2975dbf 100644 --- a/Assets/Scripts/Boss Core/AI/EventQueue.cs.meta +++ b/Assets/Scripts/Boss Core/AI/AIRoutine.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 802ca8a94c1464a528e75717de4bb0a5 +guid: 05873f5566ce1408393733780e1c5fae MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/Boss Core/AI/AISequence.cs b/Assets/Scripts/Boss Core/AI/AISequence.cs index 48805ec..509a577 100644 --- a/Assets/Scripts/Boss Core/AI/AISequence.cs +++ b/Assets/Scripts/Boss Core/AI/AISequence.cs @@ -1,18 +1,13 @@ using System.Collections; using System.Collections.Generic; -using BossCore; +using Constants; using UnityEngine; namespace AI -{ - /* - * Some delegates used to generate a sequence of events that need more dynamic - * information. This allows for for loops over sequences and events. - */ - public delegate AISequence[] GenerateSequences(); - public delegate AISequence GenerateSequence(); +{ + using ForBodyExpression = System.Linq.Expressions.Expression; - public partial class AISequence + public class AISequence { /// /// When calling ToString on AISequences, should we try to expand sequence generator @@ -20,41 +15,18 @@ public partial class AISequence /// public static bool ShouldTryExpandFunctions = false; - /// - /// Should we allow new AISequences to be generated? This is false by default; when - /// we are ready to load in the sequence dictionaries, we set this to true. This will - /// catch floating AISequence declarations at runtime. - /// - public static bool ShouldAllowInstantiation = false; - - private static void CheckAllowInstantiation() + // A list of events to execute. This is the data, or leaf, of the recursive structure. + public AIEvent[] Events { - if (!ShouldAllowInstantiation) - { - throw new System.Exception("Free-floating AISequence generated outside of Load()."); - } + get; protected set; } - // TODO put these in a publically accessable location. Possibly in world or game manager. - public static ProxyVector3 PLAYER_POSITION = new ProxyVector3(() => { return GameManager.Player.transform.position + World.Arena.CENTER; }); - public static ProxyVector3 DELAYED_PLAYER_POSITION = new ProxyVector3(() => - { - return BossController.isPlayerLocked ? BossController.playerLockPosition : GameManager.Player.transform.position + World.Arena.CENTER; - }); - public static ProxyVector3 BOSS_POSITION = new ProxyVector3(() => { return GameManager.Boss.transform.position; }); - public static ProxyVector3 RANDOM_IN_ARENA = new ProxyVector3(() => - { - float angle = Random.value * 360; - float distance = Random.Range(0, GameManager.Arena.RadiusInWorldUnits); - return distance * (Quaternion.AngleAxis(angle, Vector3.up) * Vector3.forward) + World.Arena.CENTER; - }); - - // A list of events to execute. - public AIEvent[] events; - private AISequence[] children; - + // The AISequence children. This represents an intermediate node in the recursion. public delegate AISequence[] AISequenceGenerator(); - public AISequenceGenerator GetChildren; + public AISequenceGenerator Children + { + get; protected set; + } /* * A relative difficulty parameter. @@ -101,16 +73,19 @@ public string Description get; protected set; } - public override string ToString() { - if (Description != null) { + public override sealed string ToString() + { + if (Description != null) + { return Description; } string fullDesc = null; - AISequence[] sequences = GetChildren(); + AISequence[] sequences = Children(); if (sequences != null) { - if (sequences.Length > 0) { + if (sequences.Length > 0) + { fullDesc += sequences[0]; } @@ -124,7 +99,7 @@ public override string ToString() { // collapse into something easier to read. For now, ShouldTryExpandFunctions is false so // we don't have a million sequences printing out. } - else if (events != null) + else if (Events != null) { fullDesc += "Some events executed, and that's all we know."; } @@ -134,71 +109,26 @@ public override string ToString() { #region Constructors - // Used internally as a shortcut. - protected AISequence(AIEvent[] events) { - CheckAllowInstantiation(); - this.events = events; - this.children = null; - - this.GetChildren = () => { return children; }; - } - - /* - * Creates a new singleton AISequence from the given Action. - * This has no delay after its event. - */ - public AISequence(AIEvent.Action a) + // Used internally within AISequence. + private AISequence(AIEvent[] events) { - CheckAllowInstantiation(); - this.events = new AIEvent[] { new AIEvent(0f, a) }; - this.children = null; - - this.GetChildren = () => { return children; }; - } - - /* - * Takes an arbitrary length list of AISequences and combines them into an AISequence. - */ - public AISequence(params AISequence[] sequences) - { - CheckAllowInstantiation(); - this.events = null; - this.children = sequences; - - this.GetChildren = () => { return children; }; + this.Events = events; + this.Children = () => { return null; }; } - /* - * Keeps track of a function that can "explode" into a list of AISequences. - * When this is added to the event queue, this function is called. - */ - public AISequence(GenerateSequences genFunction) + /// + /// Takes an arbitrary length list of AISequences and combines them into an AISequence. + /// + /// A variable length list of sequences. + public AISequence(params AISequence[] sequences) { - CheckAllowInstantiation(); - this.events = null; - this.children = null; - - this.GetChildren = () => genFunction(); - this.Description = ShouldTryExpandFunctions ? null : "Some sequences were generated from a function."; - } - - /* - * Keeps track of a function that can "explode" into a single AISequence. - * When this is added to the event queue, this function is called. - */ - public AISequence(GenerateSequence genFunction) - { - CheckAllowInstantiation(); - this.events = null; - this.children = null; - - this.GetChildren = () => new AISequence[] { genFunction() }; - this.Description = ShouldTryExpandFunctions ? null : "A sequence was generated from a function."; + this.Events = null; + this.Children = () => { return sequences; }; } #endregion - #region Somewhat internal tools for AISequences + #region Internal tools for AISequences private static AIEvent BasicMerge(params AIEvent[] events) { @@ -249,31 +179,37 @@ private static AISequence SequentialMerge(AISequence[] sequences) * array of AIEvents. This will execute any generation functions every time * it is called, and so the exact list returned may vary between method calls. */ - public AIEvent[] Flatten() { + private AIEvent[] Flatten() + { return FlattenRecur(this); } - private AIEvent[] FlattenRecur(AISequence sequence) { + private AIEvent[] FlattenRecur(AISequence sequence) + { - AISequence[] seqChildren = sequence.GetChildren(); - if (seqChildren != null) { + AISequence[] seqChildren = sequence.Children(); + if (seqChildren != null) + { List childrenEvents = new List(); - for (int i = 0; i < seqChildren.Length; i++) { + for (int i = 0; i < seqChildren.Length; i++) + { childrenEvents.AddRange(FlattenRecur(seqChildren[i])); } return childrenEvents.ToArray(); } - if (sequence.events == null) { + if (sequence.Events == null) + { Debug.LogError("Failed to flatten AISequence: \"" + sequence + "\". Children and Events are both null."); } - return sequence.events; // If null, will crash AddRange above + return sequence.Events; // If null, will crash AddRange above } #endregion #region Tools to construct AISequences + /* * Merges the given array of AISequences, and executes all of them concurrently. * @@ -281,8 +217,21 @@ private AIEvent[] FlattenRecur(AISequence sequence) { * or stitching various "ShootArc" methods. * * On a more complex scale, two separate sets of tasks can be executed in parallel. - */ + * + * Note: This returns a new AISequence because "MergeCoerce" flattens the sequences passed in. + * This fixes random values, and so breaks a lot of the sequences. Making the MergeCoerce call + * take place in a delegate means it'll resample "sequences" every time. + */ public static AISequence Merge(params AISequence[] sequences) + { + return new AISequence + { + Children = () => new AISequence[] { MergeCoerce(sequences) } + }; + } + + // Merges the given array of AISequences and executes all of them concurrently. + private static AISequence MergeCoerce(params AISequence[] sequences) { int[] indicies = new int[sequences.Length]; float[] startTimes = new float[sequences.Length]; @@ -359,8 +308,9 @@ public static AISequence Merge(params AISequence[] sequences) mergedDesc += sequences[sequences.Length - 1]; mergedDesc += ")."; - return new AISequence(finalEventsList.ToArray()) { - Description = mergedDesc + return new AISequence(finalEventsList.ToArray()) + { + Description = mergedDesc }; } @@ -374,21 +324,24 @@ public static AISequence Merge(List sequences) */ public AISequence Times(int times) { - if (times <= 0) + if (times <= 0) { Debug.LogError("Cannot repeat sequence 0 or fewer times"); times = 1; } - if (times == 1) { + if (times == 1) + { return this; } AISequence[] newSequences = new AISequence[times]; - for (int i = 0; i < times; i++) { + for (int i = 0; i < times; i++) + { newSequences[i] = this; } - return new AISequence(newSequences) { - Description = times + " times: " + return new AISequence(newSequences) + { + Description = times + " times: " }; } @@ -407,8 +360,9 @@ public AISequence Wait(float duration) */ public static AISequence Pause(float duration) { - return new AISequence(new AIEvent[] { new AIEvent(duration, () => { }) }) { - Description = "Wait for " + duration + " seconds." + return new AISequence(new AIEvent[] { new AIEvent(duration, () => { }) }) + { + Description = "Wait for " + duration + " seconds." }; } @@ -425,31 +379,33 @@ public AISequence Then(AISequence seq) */ public static AISequence Either(params AISequence[] sequences) { - return new AISequence(() => + return new AISequence { - return sequences[(int)(Random.value * sequences.Length)]; - }); + Events = null, + Children = () => new AISequence[] { sequences[(int)(Random.value * sequences.Length)] }, + Description = "A sequence was chosen randomly from a list." + }; } // A delegate that captures an iterator in a for loop public delegate AISequence ForBody(float iterator); - public static AISequence For(float count, ForBody body) + public static AISequence For(float count, ForBodyExpression body) { if (count <= 0) { Debug.LogError("Found a for loop with negative count."); - return body(0); + return body.Compile().Invoke(0); } return For(0, count, 1, body); } - public static AISequence For(float start, float end, ForBody body) + public static AISequence For(float start, float end, ForBodyExpression body) { if (end < start) { Debug.LogError("Found a for loop with end before start."); - return body(start); + return body.Compile().Invoke(start); } return For(start, end, 1, body); } @@ -461,19 +417,18 @@ public static AISequence For(float start, float end, ForBody body) * separate events; if the ForBody's AISequence has a delay, this will appear * between all the events produced. */ - public static AISequence For(float start, float end, float step, ForBody body) + public static AISequence For(float start, float end, float step, ForBodyExpression body) { - Debug.Log("For called!"); if (Mathf.Approximately(step, 0)) { Debug.LogError("Found for loop with step size 0."); - return body(start); + return body.Compile().Invoke(start); } if (Mathf.Abs(Mathf.Sign(end - start) - Mathf.Sign(step)) > 0.01f) { Debug.LogError("Found for loop that will never terminate."); - return body(start); + return body.Compile().Invoke(start); } AISequence[] sequences = new AISequence[(int)Mathf.Abs((end - start) / step)]; @@ -482,25 +437,25 @@ public static AISequence For(float start, float end, float step, ForBody body) { for (float i = start; i > end; i += step) { - sequences[count++] = body(i); + sequences[count++] = body.Compile().Invoke(i); } } else { for (float i = start; i < end; i += step) { - sequences[count++] = body(i); + sequences[count++] = body.Compile().Invoke(i); } } return new AISequence(sequences); } - public static AISequence ForConcurrent(float count, ForBody body) + public static AISequence ForConcurrent(float count, ForBodyExpression body) { return ForConcurrent(0, count, 1, body); } - public static AISequence ForConcurrent(float start, float end, ForBody body) + public static AISequence ForConcurrent(float start, float end, ForBodyExpression body) { return ForConcurrent(start, end, 1, body); } @@ -512,14 +467,106 @@ public static AISequence ForConcurrent(float start, float end, ForBody body) * This means a wait returned by ForBody will happen at the end, rather than * between each sequence. */ - public static AISequence ForConcurrent(float start, float end, float step, ForBody body) + public static AISequence ForConcurrent(float start, float end, float step, ForBodyExpression body) { - return Merge(For(start, end, step, body).GetChildren()); + return Merge(For(start, end, step, body).Children()); } + public static AISequence If(bool condition, AISequence then) + { + return condition ? then : Pause(0f); + } + public static AISequence If(bool condition, AISequence then, AISequence _else) + { + return condition ? then : _else; + } + // TODO this isn't pretty but it works. + // I tried using ProxyVariables but then everything needs to use them. Is there a better way + // to get randomness in the moves? + public static AISequence GenerateRandom(ForBody body) + { + return new AISequence() + { + Children = () => new AISequence[] { body(Random.value) } + }; + } - #endregion + #endregion + + /// + /// Guards against invalid AISequences. Prints via Debug.Log/Error if there are any + /// problems with the AISequence. If this returns true, it may still have warnings; if + /// this returns false, it will print errors. + /// + public static bool IsValid(AISequence sequence) + { + if (sequence == null) + { + Debug.LogError("Null AISequence added to queue."); + return false; + } + + // Guard against basic attempts to break the game. A user cannot define InternalMoves. + if (!(sequence is Move)) + { + if (sequence is InternalMove) + { + if (!InternalMove.IsValid(sequence as InternalMove)) + { + Debug.LogError("Found InternalMove that was not recognized. Refusing to execute. Name: " + sequence.Name); + return false; + } // else ok + } + } + + // "glue" AISequences are special: AISequences followed by "Then" or "Wait" + // won't have descriptions, but can be identified by being direct instances + // of the "AISequence" class (vs. subclasses for every other move). + // + // These guys don't need to have a valid difficulty or description. + //bool isGlueSequence = sequence.Name.Equals("AISequence"); + bool isGlueSequence = sequence.GetType() == typeof(AISequence) || sequence is InternalMove; + + // Warn about unnamed sequences. By default, this shouldn't be called; the standard name is valid. + if (sequence.Name == null) + { + Debug.LogWarning("Found AISequence without a name. Description: " + sequence.Description ?? "not provided."); + } + + // Warn if there's a named sequence without a description. + // + if (sequence.Description == null && !isGlueSequence) + { + Debug.LogWarning("Found AISequence with a name, but without a description. Name: " + sequence.Name); + } + + // Warn about default descriptions. + if (sequence.Description != null && sequence.Description.Equals("Your description here")) + { + Debug.LogWarning("Found AISequence with default description. Name: " + sequence.Name); + } + + // Warn if there's a sequence with too high a difficulty. + if (sequence.Difficulty >= 8f) + { + Debug.LogWarning("Found AISequence with very high difficulty (" + sequence.Difficulty + "). Name: " + sequence.Name); + } + + // Warn about default difficulty (-1). Glue sequences can ignore this. + if (Mathf.Abs(sequence.Difficulty - -1) < 0.01f && !isGlueSequence) + { + Debug.LogWarning("Found AISequence with default difficulty (-1). Name: " + sequence.Name); + } + + // Warn about invalid difficulty (<= 0). Glue sequences can ignore this. + if (sequence.Difficulty <= 0f && !isGlueSequence) + { + Debug.LogWarning("Found AISequence with invalid difficulty (<= 0). Name: " + sequence.Name); + } + + return true; + } } } \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/AI/EventQueue.cs b/Assets/Scripts/Boss Core/AI/EventQueue.cs deleted file mode 100644 index a4d7df8..0000000 --- a/Assets/Scripts/Boss Core/AI/EventQueue.cs +++ /dev/null @@ -1,11 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using CombatCore; -using Moves; -using UnityEngine; -using UnityEngine.Profiling; - -namespace AI -{ - -} \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/AI/InternalMove.cs b/Assets/Scripts/Boss Core/AI/InternalMove.cs new file mode 100644 index 0000000..6018b78 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/InternalMove.cs @@ -0,0 +1,111 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace AI +{ + /// + /// A subclass of AISequence that allows for more low-level control over the internal status of the game. + /// + /// If you need to work with things like moving the camera, instantiating projectiles, or + /// messing with the arena size, you need an InternalMove. + /// + public class InternalMove : AISequence + { + // Pass-through constructor from AISequence. + internal InternalMove(params AISequence[] sequences) : base(sequences) {} + + /* + * Creates a new singleton AISequence from the given Action. + * This has no delay after its event. + */ + internal InternalMove(AIEvent.Action a) + { + this.Events = new AIEvent[] { new AIEvent(0f, a) }; + this.Children = () => { return null; }; + } + + // Used uniquely by Pause() to generate an AIEvent with a nonzero duration. + internal InternalMove(AIEvent a) + { + this.Events = new AIEvent[] { a }; + this.Children = () => { return null; }; + } + + /* + * Some delegates used to generate a sequence of events that need more dynamic + * information. This allows for for loops over sequences and events. + */ + internal delegate AISequence[] GenerateSequences(); + internal delegate AISequence GenerateSequence(); + + /* + * Keeps track of a function that can "explode" into a list of AISequences. + * When this is added to the event queue, this function is called. + */ + internal InternalMove(GenerateSequences genFunction) + { + this.Events = null; + this.Children = () => genFunction(); + this.Description = ShouldTryExpandFunctions ? null : "Some sequences were generated from a function."; + } + + /* + * Keeps track of a function that can "explode" into a single AISequence. + * When this is added to the event queue, this function is called. + */ + internal InternalMove(GenerateSequence genFunction) + { + this.Events = null; + this.Children = () => new AISequence[] { genFunction() }; + this.Description = ShouldTryExpandFunctions ? null : "A sequence was generated from a function."; + } + + + private static readonly string[] validNames = new string[] { + "Invincible", + "MoveCamera", + "Pause", + "PlayerLock", + "Shoot1", + "Shoot3", + "ShootAOE", + "ShootArc", + "ShootHomingStrafe", + "ShootLine", + "ShootWall", + "Strafe", + "Teleport" + }; + + /// + /// Returns true if the internal move is valid. + /// + /// This checks against the whitelist of known internal moves to see if the provided move matches. + /// This helps to prevent users from creating invalid moves and adding them to the queue. + /// + /// true if the move is valid, false otherwise. + /// The move to check. + public static bool IsValid(InternalMove move) + { + string name = move.GetType().Name; + bool isNameValid = false; + for (int i = 0; i < validNames.Length; i++) { + if (validNames[i].Equals(name)) { + isNameValid = true; + break; + } + } + + if (!isNameValid) { + return false; + } + + if (!"Moves.Basic".Equals(move.GetType().Namespace)) { + return false; + } + + return true; + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/PhaseDictionary.cs.meta b/Assets/Scripts/Boss Core/AI/InternalMove.cs.meta similarity index 83% rename from Assets/Scripts/Boss Core/AI/PhaseDictionary.cs.meta rename to Assets/Scripts/Boss Core/AI/InternalMove.cs.meta index 6f1c716..8f5cef9 100644 --- a/Assets/Scripts/Boss Core/AI/PhaseDictionary.cs.meta +++ b/Assets/Scripts/Boss Core/AI/InternalMove.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: decb4450102de468e98fc6d40e9c686d +guid: 28338ec150eee49e4a3e640291212545 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/Boss Core/AI/Move.cs b/Assets/Scripts/Boss Core/AI/Move.cs new file mode 100644 index 0000000..8085636 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Move.cs @@ -0,0 +1,36 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace AI +{ + public class Move : AISequence + { + // Hide the parent's Children property so that no subclass can use it. + public new AISequenceGenerator Children { + get; private set; + } + + public new AIEvent[] Events { + get; private set; + } + + private AISequence _sequence; + public AISequence Sequence + { + get { + if (_sequence == null) { + throw new System.Exception("Move created without a Sequence defined. " + + "Either set \"Sequence\" in the constructor or use the base(...) notation."); + } + return _sequence; + } + + protected set { _sequence = value; } + } + + public Move() { + base.Children = () => new AISequence[] { Sequence }; + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/SequenceDictionary.cs.meta b/Assets/Scripts/Boss Core/AI/Move.cs.meta similarity index 83% rename from Assets/Scripts/Boss Core/AI/SequenceDictionary.cs.meta rename to Assets/Scripts/Boss Core/AI/Move.cs.meta index c01b4a3..0d94c73 100644 --- a/Assets/Scripts/Boss Core/AI/SequenceDictionary.cs.meta +++ b/Assets/Scripts/Boss Core/AI/Move.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 7a55681d11dcf491ab090510df006cbf +guid: 84b899b4703c74802b1920cdc598ed4c MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/Boss Core/Moves.meta b/Assets/Scripts/Boss Core/AI/Moves.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves.meta rename to Assets/Scripts/Boss Core/AI/Moves.meta diff --git a/Assets/Scripts/Boss Core/Moves/Basic.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic.meta diff --git a/Assets/Scripts/Boss Core/Moves/Basic/AOE_120.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_120.cs similarity index 65% rename from Assets/Scripts/Boss Core/Moves/Basic/AOE_120.cs rename to Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_120.cs index 51f1701..fd4846e 100644 --- a/Assets/Scripts/Boss Core/Moves/Basic/AOE_120.cs +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_120.cs @@ -8,15 +8,13 @@ namespace Moves.Basic { - public class AOE_120 : AISequence + public class AOE_120 : Move { - public AOE_120() : base - ( - new ShootAOE(new AOE { FixedWidth = 3f }.On(-60, 60)) - ) + public AOE_120() { Description = "Shoots a 120 degree wide AOE at the player."; Difficulty = 1f; + Sequence = new ShootAOE(new AOEData { FixedWidth = 3f }.On(-60, 60)); } } } diff --git a/Assets/Scripts/Boss Core/Moves/Basic/AOE_120.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_120.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic/AOE_120.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_120.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_131.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_131.cs new file mode 100644 index 0000000..f6812cc --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_131.cs @@ -0,0 +1,30 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; +using static BossController; + +namespace Moves.Basic +{ + public class AOE_131 : Move + { + public AOE_131() + { + Description = "Shoots an AOE attack in a 1-3-1 pattern."; + Difficulty = 5f; + Sequence = new AISequence( + new Teleport().Wait(0.5f), + new PlayerLock(true), + new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 5 }.On(-60, 60)).Wait(0.19f), + new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 20 }.On(-60, -40).On(-10, 10).On(40, 60)).Wait(0.76f), + new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 5 }.On(-60, 60)).Wait(0.2f), + new PlayerLock(false).Wait(1f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Basic/AOE_131.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_131.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic/AOE_131.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_131.cs.meta diff --git a/Assets/Scripts/Boss Core/Moves/Basic/AOE_360.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_360.cs similarity index 64% rename from Assets/Scripts/Boss Core/Moves/Basic/AOE_360.cs rename to Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_360.cs index 1d7d225..39bf303 100644 --- a/Assets/Scripts/Boss Core/Moves/Basic/AOE_360.cs +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_360.cs @@ -8,15 +8,13 @@ namespace Moves.Basic { - public class AOE_360 : AISequence + public class AOE_360 : Move { - public AOE_360() : base - ( - new ShootAOE(new AOE { FixedWidth = 3f }.On(0, 360)) - ) + public AOE_360() { Description = "Shoots a 360 degree wide AOE."; Difficulty = 1f; + Sequence = new ShootAOE(new AOEData { FixedWidth = 3f }.On(0, 360)); } } } diff --git a/Assets/Scripts/Boss Core/Moves/Basic/AOE_360.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_360.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic/AOE_360.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_360.cs.meta diff --git a/Assets/Scripts/Boss Core/Moves/Basic/AOE_90.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_90.cs similarity index 65% rename from Assets/Scripts/Boss Core/Moves/Basic/AOE_90.cs rename to Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_90.cs index eb45036..88e6c9a 100644 --- a/Assets/Scripts/Boss Core/Moves/Basic/AOE_90.cs +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_90.cs @@ -8,15 +8,13 @@ namespace Moves.Basic { - public class AOE_90 : AISequence + public class AOE_90 : Move { - public AOE_90() : base - ( - new ShootAOE(new AOE { FixedWidth = 3f }.On(-45, 45)) - ) + public AOE_90() { Description = "Shoots a 90 degree wide AOE at the player."; Difficulty = 1f; + Sequence = new ShootAOE(new AOEData { FixedWidth = 3f }.On(-45, 45)); } } } diff --git a/Assets/Scripts/Boss Core/Moves/Basic/AOE_90.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_90.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic/AOE_90.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic/AOE_90.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_2_Waves.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_2_Waves.cs new file mode 100644 index 0000000..0c0ac7e --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_2_Waves.cs @@ -0,0 +1,23 @@ +using AI; +using Projectiles; +using Constants; + +using static BossController; + +namespace Moves.Basic +{ + public class Shoot_2_Waves : Move + { + public Shoot_2_Waves() + { + Description = "Shoots 2 90 waves as one block, encouraging dodging through them."; + Difficulty = 4f; + Sequence = new AISequence( + new Teleport().Wait(0.5f), + new ShootArc(100, -45f, 45f, new ProjectileData { AngleOffset = -2.5f, Size = Size.MEDIUM, Speed = Speed.VERY_FAST }), + new ShootArc(100, -45f, 45f, new ProjectileData { AngleOffset = 2.5f, Size = Size.MEDIUM, Speed = Speed.VERY_FAST }), + new Pause(1f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_2_Waves.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_2_Waves.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic/Shoot_2_Waves.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_2_Waves.cs.meta diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Death_Hex.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Death_Hex.cs similarity index 56% rename from Assets/Scripts/Boss Core/Moves/Basic/Shoot_Death_Hex.cs rename to Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Death_Hex.cs index a37902e..de43e56 100644 --- a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Death_Hex.cs +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Death_Hex.cs @@ -4,22 +4,21 @@ using AI; using AOEs; -using BossCore; +using Constants; using Moves.Basic; using Projectiles; using static BossController; namespace Moves.Basic { - public class Shoot_Death_Hex : AISequence + public class Shoot_Death_Hex : Move { - public Shoot_Death_Hex() : base - ( - new Shoot1(new ProjectileDeathHex()).Wait(1f) - ) + public Shoot_Death_Hex(float maxTime = 1f) { Description = "Shoots a high-damage projectile that splits into 6 curving projectiles with trails."; - Difficulty = 4f; - } + Difficulty = 4f; + Sequence = new Shoot1(new ProjectileDeathHex() { MaxTime = maxTime }).Wait(1f); + + } } } diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Death_Hex.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Death_Hex.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic/Shoot_Death_Hex.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Death_Hex.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Split_6.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Split_6.cs new file mode 100644 index 0000000..5c80993 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Split_6.cs @@ -0,0 +1,34 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; +using static BossController; + +namespace Moves.Unsorted +{ + public class Shoot_Split_6 : Move + { + public Shoot_Split_6() + { + Description = "Shoots a projectile that splits into 6 more projectiles."; + Difficulty = 4f; + Sequence = new AISequence( + new Teleport().Wait(0.5f), + new Shoot1( + new ProjectileCurving(0f, false) + { + MaxTime = 0.25f, + Speed = Speed.VERY_FAST, + OnDestroyTimeout = CallbackDictionary.SPAWN_6 + } + ), + new Pause(0.5f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Split_6.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Split_6.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic/Shoot_Split_6.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Split_6.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Split_6_Curve.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Split_6_Curve.cs new file mode 100644 index 0000000..4b8981e --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Split_6_Curve.cs @@ -0,0 +1,33 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; +using static BossController; + +namespace Moves.Unsorted +{ + public class Shoot_Split_6_Curve : Move + { + public Shoot_Split_6_Curve() + { + Description = "Shoots a projectile that splits into 6 curving projectiles."; + Difficulty = 5f; + Sequence = new AISequence( + new Teleport().Wait(0.5f), + new Shoot1( + new ProjectileDeathHex + { + MaxTime = 0.25f, + Speed = Speed.VERY_FAST + } + ), + new Pause(0.5f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Split_6_Curve.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Split_6_Curve.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic/Shoot_Split_6_Curve.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Split_6_Curve.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Wave_Middle_Gap.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Wave_Middle_Gap.cs new file mode 100644 index 0000000..0d35007 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Wave_Middle_Gap.cs @@ -0,0 +1,27 @@ +using AI; +using Projectiles; +using Constants; + +using static BossController; +using static AI.AISequence; + +namespace Moves.Basic +{ + public class Shoot_Wave_Middle_Gap : Move + { + public Shoot_Wave_Middle_Gap() + { + Description = "Shoots two 60 degree waves with a 45 degree gap in the middle."; + Difficulty = 3f; + Sequence = new AISequence( + new Teleport().Wait(0.5f), + Merge( + new ShootArc(150, 22.5f, 22.5f + 60f), + new ShootArc(150, -22.5f, -22.5f - 60f) + ), + new Pause(1f) + ); + } + + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Wave_Middle_Gap.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Wave_Middle_Gap.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic/Shoot_Wave_Middle_Gap.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic/Shoot_Wave_Middle_Gap.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep.cs new file mode 100644 index 0000000..5fd8816 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using AI; +using UnityEngine; + +using Projectiles; +using static BossController; +using static AI.AISequence; + +namespace Moves.Basic +{ + public class Sweep : Move + { + public Sweep(bool reverse = false) + { + Description = "Shoots a sweep from " + (reverse ? -30 : 90) + + " degrees to " + (reverse ? 90 : -30) + " degrees offset from the player's current position."; + Difficulty = 2f; + Sequence = new AISequence( + new Teleport().Wait(0.25f), + new PlayerLock(true), + For(reverse ? 90 : -30, + reverse ? -30 : 90, + reverse ? -5 : 5, + i => new Shoot1(new ProjectileData { AngleOffset = i }).Wait(0.05f) + ), + new PlayerLock(false), + Pause(0.25f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Sweep.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic/Sweep.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep_Back_And_Forth.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep_Back_And_Forth.cs new file mode 100644 index 0000000..0610dbe --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep_Back_And_Forth.cs @@ -0,0 +1,29 @@ +using System.Collections; +using System.Collections.Generic; +using AI; +using UnityEngine; + +using Projectiles; +using static BossController; +using static AI.AISequence; + +namespace Moves.Basic +{ + public class Sweep_Back_And_Forth : Move + { + public Sweep_Back_And_Forth() + { + Description = "Shoots a sweep from -30 degrees to +90 degrees offset from the player's current position, then another from -90 to +30 degrees."; + Difficulty = 3f; + Sequence = new AISequence( + new Teleport().Wait(0.25f), + new PlayerLock(true), + For(-30, 90, 5, i => new Shoot1(new ProjectileData { AngleOffset = i }).Wait(0.05f)), + new Pause(0.25f), + For(30, -90, -5, i => new Shoot1(new ProjectileData { AngleOffset = i }).Wait(0.05f)), + new PlayerLock(false), + new Pause(0.5f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Sweep_Back_And_Forth.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep_Back_And_Forth.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic/Sweep_Back_And_Forth.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep_Back_And_Forth.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep_Both.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep_Both.cs new file mode 100644 index 0000000..f656ff2 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep_Both.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using AI; +using UnityEngine; + +using Projectiles; +using static BossController; +using static AI.AISequence; + +namespace Moves.Basic +{ + public class Sweep_Both : Move + { + public Sweep_Both() + { + Description = "Sweeps both left and right at the same time."; + Difficulty = 4f; + Sequence = new AISequence( + new Teleport().Wait(0.25f), + new PlayerLock(true), + For(0, 120, 5, + i => Merge( + new Shoot1(new ProjectileData { AngleOffset = i - 60 }), + new Shoot1(new ProjectileData { AngleOffset = 60 - i }) + ).Wait(0.05f) + ), + new PlayerLock(false), + new Pause(0.5f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Sweep_Both.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep_Both.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic/Sweep_Both.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic/Sweep_Both.cs.meta diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Invincible.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Invincible.cs new file mode 100644 index 0000000..d962a03 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Invincible.cs @@ -0,0 +1,30 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using CombatCore; +using AI; + +namespace Moves.Basic +{ + public class Invincible : InternalMove + { + + // A reference to the BossController's Entity. + private static Entity self; + + public Invincible(bool to) : base + ( + () => + { + if (self == null) { + self = GameManager.Boss.GetComponent(); + } + self.SetInvincible(to); + } + ) + { + Description = "Makes the boss " + (to ? "" : "not") + " invincible."; + } + } +} diff --git a/Assets/Scripts/Boss Core/AOE/AOEComponent.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Invincible.cs.meta similarity index 83% rename from Assets/Scripts/Boss Core/AOE/AOEComponent.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Invincible.cs.meta index bdf15bd..34ea270 100644 --- a/Assets/Scripts/Boss Core/AOE/AOEComponent.cs.meta +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Invincible.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: fdca9979d8e274bc1b9ea49794484f6f +guid: d691ef926069844bb9761572e82dc8b2 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/MoveCamera.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/MoveCamera.cs similarity index 81% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/MoveCamera.cs rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/MoveCamera.cs index d720fa2..89eb613 100644 --- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/MoveCamera.cs +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/MoveCamera.cs @@ -5,9 +5,9 @@ namespace Moves.Basic { - public class MoveCamera : AISequence + public class MoveCamera : InternalMove { - public MoveCamera(bool isFollow = false, Vector3? targetPosition = null) : base + public MoveCamera(bool isFollow, Vector3? targetPosition = null) : base ( () => { diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/MoveCamera.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/MoveCamera.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/MoveCamera.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/MoveCamera.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Pause.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Pause.cs new file mode 100644 index 0000000..ae1c3ba --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Pause.cs @@ -0,0 +1,19 @@ +using AI; + +namespace Moves.Basic +{ + public class Pause : InternalMove + { + /// + /// Creates a new AISequence that does nothing, but has a specified duration. + /// + /// How long we should wait for. + public Pause(float duration) : base + ( + new AIEvent(duration, () => { }) + ) + { + Description = "Wait for " + duration + " seconds."; + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Pause.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Pause.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/Pause.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Pause.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/PlayerLock.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/PlayerLock.cs new file mode 100644 index 0000000..8677040 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/PlayerLock.cs @@ -0,0 +1,31 @@ +using AI; +using UnityEngine; + +namespace Moves.Basic +{ + public class PlayerLock : InternalMove + { + // Used for the "PlayerLock" move. Keeps track of the current player position + // for events and sequences that need a slightly out of date version. + private static Vector3 playerLockPosition; + private static bool isPlayerLocked; + + public static Constants.ProxyVector3 _delayed_player_position = new Constants.ProxyVector3(() => { + return isPlayerLocked ? playerLockPosition : Constants.Positions.PLAYER_POSITION.GetValue(); + }); + + public PlayerLock(bool enableLock = true) : base + ( + () => + { + if (enableLock) { + playerLockPosition = GameManager.Player.transform.position; + } + isPlayerLocked = enableLock; + } + ) + { + Description = (enableLock ? "Locked onto" : "Unlocked from") + " the player."; + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/PlayerLock.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/PlayerLock.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/PlayerLock.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/PlayerLock.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Shoot1.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Shoot1.cs new file mode 100644 index 0000000..4341ee1 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Shoot1.cs @@ -0,0 +1,26 @@ +using AI; +using Projectiles; +using static BossController; + +namespace Moves.Basic +{ + public class Shoot1 : InternalMove + { + + public Shoot1() : this(ProjectileData.DEFAULT) { } + + public Shoot1(ProjectileData skeleton) : base + ( + () => + { + GameManager.Boss.Glare(); + + ProjectileData newStruc = skeleton.Clone(); + newStruc.Create(); + } + ) + { + Description = "Shot one " + (skeleton == ProjectileData.DEFAULT ? "default projectile at the player." : skeleton + "."); + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Shoot1.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Shoot1.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/Shoot1.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Shoot1.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Shoot3.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Shoot3.cs new file mode 100644 index 0000000..301107c --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Shoot3.cs @@ -0,0 +1,30 @@ +using AI; +using Projectiles; +using static BossController; + +namespace Moves.Basic +{ + public class Shoot3 : InternalMove + { + + public Shoot3() : this(ProjectileData.DEFAULT) { } + + public Shoot3(ProjectileData skeleton) : base + ( + () => + { + GameManager.Boss.Glare(); + + for (int i = 0; i < 3; i++) + { + ProjectileData newStruc = skeleton.Clone(); + newStruc.AngleOffset = -30 + (30 * i) + newStruc.AngleOffset; + newStruc.Create(); + } + } + ) + { + Description = "Shot three " + (skeleton == ProjectileData.DEFAULT ? "default projectiles at the player." : skeleton + "."); + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Shoot3.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Shoot3.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/Shoot3.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Shoot3.cs.meta diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootAOE.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootAOE.cs similarity index 55% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootAOE.cs rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootAOE.cs index e36f164..7b861d2 100644 --- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootAOE.cs +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootAOE.cs @@ -1,19 +1,22 @@ using AI; using AOEs; -using BossCore; +using Constants; using static BossController; namespace Moves.Basic { - public class ShootAOE : AISequence + public class ShootAOE : InternalMove { - public ShootAOE(AOE skeleton = null) : base + // TODO add default AOEs + public ShootAOE() : this(null) { } + + public ShootAOE(AOEData skeleton) : base ( () => - { - Glare(); - skeleton = skeleton != null ? skeleton.Clone() : new AOE(); + { + GameManager.Boss.Glare(); + skeleton = skeleton != null ? skeleton.Clone() : new AOEData(); skeleton.Create(); } ) diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootAOE.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootAOE.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootAOE.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootAOE.cs.meta diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootArc.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootArc.cs similarity index 55% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootArc.cs rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootArc.cs index 404d063..aa81754 100644 --- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootArc.cs +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootArc.cs @@ -4,15 +4,18 @@ namespace Moves.Basic { - public class ShootArc : AISequence + public class ShootArc : InternalMove { - public ShootArc(int density = 50, float from = 0, float to = 360, Projectile skeleton = null) : base + public ShootArc() : this(50, 0, 360, ProjectileData.DEFAULT) { } + + public ShootArc(ProjectileData skeleton) : this(50, 0, 360, skeleton) { } + + public ShootArc(int density, float from, float to, ProjectileData skeleton = null) : base ( () => { - //long start = System.DateTime.Now.Ticks; - Glare(); + GameManager.Boss.Glare(); // Ensure that "from" is always less than "to". if (to < from) @@ -23,20 +26,18 @@ public ShootArc(int density = 50, float from = 0, float to = 360, Projectile ske } float step = 360f / density; - Projectile clone = skeleton ?? new Projectile { Size = Size.MEDIUM }; + ProjectileData clone = skeleton ?? new ProjectileData { Size = Size.MEDIUM }; for (float i = from; i <= to; i += step) { - Projectile newStruc = clone.Clone(); + ProjectileData newStruc = clone.Clone(); newStruc.AngleOffset = newStruc.AngleOffset + i; newStruc.Create(); } - //long time = System.DateTime.Now.Ticks - start; - //UnityEngine.Debug.Log("Time taken : " + (time / 10000f / 1000f)); } ) { Description = "Shot an arc (density=" + density + ", from=" + from + ", to=" + to + ") of " + - (skeleton == null ? "default projectiles at the player." : skeleton + "."); + (skeleton == ProjectileData.DEFAULT ? "default projectiles at the player." : skeleton + "."); } } } diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootArc.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootArc.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootArc.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootArc.cs.meta diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootHomingStrafe.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootHomingStrafe.cs similarity index 79% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootHomingStrafe.cs rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootHomingStrafe.cs index d3d9201..2b34c22 100644 --- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootHomingStrafe.cs +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootHomingStrafe.cs @@ -4,12 +4,12 @@ namespace Moves.Basic { - public class ShootHomingStrafe : AISequence + public class ShootHomingStrafe : InternalMove { public ShootHomingStrafe(bool clockwise = true, int strafeAmount = 5, int speed = 25) : base ( new Strafe(clockwise, strafeAmount, speed), - new Shoot1(new ProjectileHoming { Size = Size.MEDIUM }) + new Shoot1(ProjectileHoming.DEFAULT) ) { Description = "Strafed " + strafeAmount + " degrees " + (clockwise ? "clockwise" : "counterclockwise") + " and shot a homing projectile."; diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootHomingStrafe.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootHomingStrafe.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootHomingStrafe.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootHomingStrafe.cs.meta diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootLine.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootLine.cs similarity index 90% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootLine.cs rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootLine.cs index 32472ac..0a05396 100644 --- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootLine.cs +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootLine.cs @@ -1,12 +1,12 @@ using AI; using Projectiles; -using static BossController; using UnityEngine; -using BossCore; + +using Constants; namespace Moves.Basic { - public class ShootLine : AISequence + public class ShootLine : InternalMove { public ShootLine(int amount = 50, float width = 75f, Vector3? target = null, Speed speed = Speed.MEDIUM, Size size = Size.MEDIUM) : base ( @@ -19,7 +19,7 @@ public ShootLine(int amount = 50, float width = 75f, Vector3? target = null, Spe for (int i = 0; i < amount; i++) { Vector3 spawn = GameManager.Boss.transform.position + ((i - (amount / 2f)) * (width / amount) * leftDirection); - new Projectile() + new ProjectileData() { Start = spawn, Target = spawn + targetPos, diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootLine.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootLine.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootLine.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootLine.cs.meta diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootWall.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootWall.cs similarity index 72% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootWall.cs rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootWall.cs index 5f7020a..43a83fa 100644 --- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootWall.cs +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootWall.cs @@ -2,17 +2,17 @@ using Projectiles; using static BossController; -using BossCore; +using Constants; namespace Moves.Basic { - public class ShootWall : AISequence + public class ShootWall : InternalMove { public ShootWall(float angleOffset) : base ( Merge( - new ShootArc(100, angleOffset + -60, angleOffset + -60 + 28, new Projectile { Speed = Speed.SLOW }), - new ShootArc(100, angleOffset + 20, angleOffset + 60, new Projectile { Speed = Speed.SLOW }) + new ShootArc(100, angleOffset + -60, angleOffset + -60 + 28, new ProjectileData { Speed = Speed.SLOW }), + new ShootArc(100, angleOffset + 20, angleOffset + 60, new ProjectileData { Speed = Speed.SLOW }) ) ) { diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootWall.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootWall.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/ShootWall.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/ShootWall.cs.meta diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Strafe.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Strafe.cs similarity index 57% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/Strafe.cs rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Strafe.cs index 9053eab..8e9fb64 100644 --- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Strafe.cs +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Strafe.cs @@ -6,18 +6,24 @@ namespace Moves.Basic { - public class Strafe : AISequence + public class Strafe : InternalMove { + // A reference to the BossController's entity. Assigned when teleport is called. + private static CombatCore.Entity self = null; + public Strafe(bool clockwise = true, float degrees = 10f, int speed = 25, Vector3 center = default(Vector3)) : base ( () => { + if (self == null) { + self = GameManager.Boss.GetComponent(); + } self.movespeed.LockTo(speed); Vector3 oldPosVector = GameManager.Boss.transform.position - center; Quaternion rot = Quaternion.AngleAxis(degrees, clockwise ? Vector3.up : Vector3.down); - GameManager.Boss.StartCoroutine(Dash((rot * oldPosVector) + center)); + GameManager.Boss.StartCoroutine(GameManager.Boss.Dash((rot * oldPosVector) + center)); } ) {} diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Strafe.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Strafe.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/Strafe.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Strafe.cs.meta diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Teleport.cs b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Teleport.cs similarity index 73% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/Teleport.cs rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Teleport.cs index b7d76ef..e21d92b 100644 --- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Teleport.cs +++ b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Teleport.cs @@ -1,21 +1,30 @@ using AI; -using Projectiles; -using static BossController; using UnityEngine; namespace Moves.Basic { - public class Teleport : AISequence + public class Teleport : InternalMove { + // A reference to the BossController's entity. Assigned when teleport is called. + private static CombatCore.Entity self = null; + + public Teleport() : this(null, 25) { } + + public Teleport(Vector3 target) : this(target, 25) { } + public Teleport(Vector3? target = null, int speed = 25) : base ( () => { + if (self == null) { + self = GameManager.Boss.GetComponent(); + } self.movespeed.LockTo(speed); + if (target.HasValue) { - GameManager.Boss.StartCoroutine(Dash(target.Value)); - Glare(); + GameManager.Boss.StartCoroutine(GameManager.Boss.Dash(target.Value)); + GameManager.Boss.Glare(); return; } @@ -54,9 +63,9 @@ public Teleport(Vector3? target = null, int speed = 25) : base } while (rawPosition.magnitude > 50f); rawPosition.y = 1.31f; - GameManager.Boss.StartCoroutine(Dash(rawPosition)); + GameManager.Boss.StartCoroutine(GameManager.Boss.Dash(rawPosition)); - Glare(); + GameManager.Boss.Glare(); } ) { diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Teleport.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Teleport.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Basic_Generators/Teleport.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Basic_Generators/Teleport.cs.meta diff --git a/Assets/Scripts/Boss Core/Moves/Test.meta b/Assets/Scripts/Boss Core/AI/Moves/Test.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Test.meta rename to Assets/Scripts/Boss Core/AI/Moves/Test.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Double_Laser_Sweep.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Double_Laser_Sweep.cs new file mode 100644 index 0000000..8adda0a --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Double_Laser_Sweep.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using Moves.Basic; +using Projectiles; +using AOEs; +using Constants; +using static BossController; + +namespace Moves.Test +{ + public class Double_Laser_Sweep : Move + { + public Double_Laser_Sweep() + { + Description = "Sweeps two lasers back and forth."; + Difficulty = 6.5f; + Sequence = new AISequence( + new Teleport().Wait(0.5f), + new PlayerLock(true), + Merge( + new Laser().Wait(1f), + new Laser(90, -90, 5, -90).Wait(1f) + ), + new Pause(1f), + Merge( + new Laser().Wait(1f), + new Laser(90, -90, 5, -90).Wait(1f) + ), + new PlayerLock(false), + new Pause(1f) + ); + } + + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Double_Laser_Sweep.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Double_Laser_Sweep.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Test/Double_Laser_Sweep.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Test/Double_Laser_Sweep.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Double_Laser_Sweep_AOE.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Double_Laser_Sweep_AOE.cs new file mode 100644 index 0000000..1a0c26e --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Double_Laser_Sweep_AOE.cs @@ -0,0 +1,40 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using Moves.Basic; +using Projectiles; +using AOEs; +using Constants; +using static BossController; + +namespace Moves.Test +{ + public class Double_Laser_Sweep_AOE : Move + { + public Double_Laser_Sweep_AOE() + { + Description = "Sweeps two lasers back and forth, with two AOE attacks in between."; + Difficulty = 7f; + Sequence = new AISequence( + new Teleport().Wait(0.5f), + new PlayerLock(true), + Merge( + new Laser().Wait(1f), + new Laser(90, -90, 5, -90).Wait(1f), + new ShootAOE(new AOEData { FixedWidth = 3f, OuterSpeed = Speed.FAST }.On(-60, 60)) + ), + new Pause(1f), + Merge( + new Laser().Wait(1f), + new Laser(90, -90, 5, -90).Wait(1f), + new ShootAOE(new AOEData { FixedWidth = 3f, OuterSpeed = Speed.FAST }.On(-60, 60)) + ), + new PlayerLock(false), + new Pause(1f) + ); + } + + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Double_Laser_Sweep_AOE.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Double_Laser_Sweep_AOE.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Test/Double_Laser_Sweep_AOE.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Test/Double_Laser_Sweep_AOE.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Horseshoe_AOE.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Horseshoe_AOE.cs new file mode 100644 index 0000000..5fc3748 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Horseshoe_AOE.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; + +// TODO unfinished +namespace Moves.Test +{ + public class Horseshoe_AOE : Move + { + public Horseshoe_AOE() + { + Description = "Your description here"; + Difficulty = 1f; + Sequence = new AISequence( + //Pause(1f), + For(10, i => + Merge( + new Shoot1(new ProjectileData { AngleOffset = 15 + (6 * i) }).Wait(0.05f), + new Shoot1(new ProjectileData { AngleOffset = -15 - (6 * i) }).Wait(0.05f) + ) + ), + For(10, i => + Merge( + new Shoot1(new ProjectileData { AngleOffset = 75 - (6 * i) }).Wait(0.05f), + new Shoot1(new ProjectileData { AngleOffset = -75 + (6 * i) }).Wait(0.05f) + ) + ), + new ShootAOE(new AOEData { FixedWidth = 3f }.On(-60, 60)) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Horseshoe_AOE.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Horseshoe_AOE.cs.meta new file mode 100644 index 0000000..a1b8540 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Horseshoe_AOE.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d720c634880034176b34bbc0d87457b9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/Moves/Test/Laser.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Laser.cs similarity index 80% rename from Assets/Scripts/Boss Core/Moves/Test/Laser.cs rename to Assets/Scripts/Boss Core/AI/Moves/Test/Laser.cs index 87cb579..3ade3c4 100644 --- a/Assets/Scripts/Boss Core/Moves/Test/Laser.cs +++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Laser.cs @@ -4,34 +4,32 @@ using AI; using AOEs; -using BossCore; +using Constants; using static BossController; using Moves.Basic; namespace Moves.Test { - public class Laser : AISequence + public class Laser : Move { - public Laser(float startOffset = -90, float finalOffset = 90, float width = 5, float angularSpeed = 90) : base - ( - new ShootAOE( - new AOE - { - InnerSpeed = Speed.FROZEN, + public Laser(float startOffset = -90, float finalOffset = 90, float width = 5, float angularSpeed = 90) + { + Description = "A laser that sweeps from " + startOffset + " to " + finalOffset + " with a beam width of " + width + " and speed " + angularSpeed; + Difficulty = 5f; + Sequence = new ShootAOE( + new AOEData + { + InnerSpeed = Speed.FROZEN, OuterSpeed = Speed.FROZEN, InnerScale = 0f, Scale = 100f, AngleOffset = startOffset, RotationSpeed = angularSpeed, MaxTime = (finalOffset - startOffset) / angularSpeed, - OnDestroyOutOfBounds = AOECallbackDictionary.DONT_DESTROY_OOB + OnDestroyOutOfBounds = AOECallbackDictionary.DONT_DESTROY_OOB }.On(0, width) - ) - ) - { - Description = "A laser that sweeps from " + startOffset + " to " + finalOffset + " with a beam width of " + width + " and speed " + angularSpeed; - Difficulty = 5f; + ); } } } diff --git a/Assets/Scripts/Boss Core/Moves/Test/Laser.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Laser.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Test/Laser.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Test/Laser.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Laser_Sweep_With_AOE.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Laser_Sweep_With_AOE.cs new file mode 100644 index 0000000..b2a135a --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Laser_Sweep_With_AOE.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using Moves.Basic; +using Projectiles; +using AOEs; +using Constants; +using static BossController; + +namespace Moves.Test +{ + public class Laser_Sweep_With_AOE : Move + { + public Laser_Sweep_With_AOE() + { + Description = "Sweeps a laser back and forth, with two AOE attacks in between."; + Difficulty = 5.5f; + Sequence = new AISequence( + new Teleport().Wait(0.5f), + new PlayerLock(true), + Merge( + new Laser().Wait(1f), + new Pause(1f).Then(new ShootAOE(new AOEData { FixedWidth = 3f, OuterSpeed = Speed.FAST }.On(-60, 60))) + ), + new Pause(1f), + Merge( + new Laser(90, -90, 5, -90).Wait(1f), + new Pause(1f).Then(new ShootAOE(new AOEData { FixedWidth = 3f, OuterSpeed = Speed.FAST }.On(-60, 60))) + ), + new PlayerLock(false), + new Pause(1f) + ); + } + + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Laser_Sweep_With_AOE.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Laser_Sweep_With_AOE.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Test/Laser_Sweep_With_AOE.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Test/Laser_Sweep_With_AOE.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Lightning_Arena.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Lightning_Arena.cs new file mode 100644 index 0000000..d0403e9 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Lightning_Arena.cs @@ -0,0 +1,26 @@ +using System.Collections; +using System.Collections.Generic; +using AI; +using UnityEngine; + +using Projectiles; +using static BossController; +using Constants; +using Moves.Basic; + +namespace Moves.Test +{ + public class Lightning_Arena : Move + { + public Lightning_Arena() + { + Description = "Spawns lightning on the whole arena"; + Difficulty = 5f; + Sequence = new AISequence( + new Teleport(Constants.Positions.CENTER).Wait(0.25f), + For(4, i => new Shoot1(new ProjectileLightning { AngleOffset = i * 90f }).Wait(0.1f)), + Pause(1f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Lightning_Arena.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Lightning_Arena.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Test/Lightning_Arena.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Test/Lightning_Arena.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Lightning_With_AOE.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Lightning_With_AOE.cs new file mode 100644 index 0000000..ebb63ac --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Lightning_With_AOE.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using AI; +using UnityEngine; + +using AOEs; +using Constants; +using Moves.Test; +using Moves.Basic; +using static BossController; + +namespace Moves.Test +{ + public class Lightning_With_AOE : Move + { + public Lightning_With_AOE() + { + Description = "Lightning with aoe"; + Difficulty = 6f; + Sequence = new AISequence( + new ShootAOE(new AOEData + { + AngleOffset = (-25), + RotationSpeed = (15f), + FixedWidth = (10f), + OuterSpeed = (Speed.MEDIUM_SLOW) + } + .On(-22.5f, 22.5f) + .On(90 - 22.5f, 90 + 22.5f) + .On(180 - 22.5f, 180 + 22.5f) + .On(270 - 22.5f, 270 + 22.5f) + ).Wait(1.5f), + new Lightning_Arena().Wait(0.5f), + new ShootAOE(new AOEData + { + AngleOffset = (-25), + RotationSpeed = (15f), + FixedWidth = (10f), + OuterSpeed = (Speed.MEDIUM_SLOW) + } + .On(-22.5f, 22.5f) + .On(90 - 22.5f, 90 + 22.5f) + .On(180 - 22.5f, 180 + 22.5f) + .On(270 - 22.5f, 270 + 22.5f) + ).Wait(1.5f), + new Lightning_Arena().Wait(2.5f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Lightning_With_AOE.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Lightning_With_AOE.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Test/Lightning_With_AOE.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Test/Lightning_With_AOE.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Pincer.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Pincer.cs new file mode 100644 index 0000000..861f8c7 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Pincer.cs @@ -0,0 +1,31 @@ +using System.Collections.Generic; +using AI; +using Constants; +using Moves.Basic; +using Projectiles; +using UnityEngine; + + +namespace Moves.Test +{ + public class Pincer : Move + { + public Pincer(float offset = 0f, Speed speed = Speed.SNIPE) { + float curveAmount = + -4f * // base + (float)speed * // turning radius is tighter when we go faster + (20f / (GameManager.Boss.transform.position - GameManager.Player.transform.position).magnitude) * // contribution due to distance from player + Mathf.Sqrt(2) * Mathf.Sin(Mathf.Deg2Rad * offset); // contribution due to initial firing offset + + float maxTime = Mathf.Deg2Rad * offset / Mathf.Sin(Mathf.Deg2Rad * offset) * ((GameManager.Boss.transform.position - GameManager.Player.transform.position).magnitude / 50f); + maxTime += 0.1f; + + Description = "Shoots two projectiles with an offset of +/-" + offset + " degrees with speed " + speed; + Sequence = Merge( + new Shoot1(new ProjectileCurving(curveAmount, false) { Speed = Speed.SNIPE, AngleOffset = offset, MaxTime = maxTime }), + new Shoot1(new ProjectileCurving(-curveAmount, false) { Speed = Speed.SNIPE, AngleOffset = -offset, MaxTime = maxTime }) + ); + } + + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Pincer.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Pincer.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Test/Pincer.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Test/Pincer.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Pincer_Sweep.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Pincer_Sweep.cs new file mode 100644 index 0000000..e2a27b6 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Pincer_Sweep.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using Moves.Basic; +using Projectiles; +using AOEs; +using Constants; +using static BossController; + +namespace Moves.Test +{ + public class Pincer_Sweep : Move + { + public Pincer_Sweep() + { + Description = "Sweeps pincer projectiles from +150 to +0 degrees"; + Sequence = For(150, 0, -5, i => new Pincer(i, Speed.SNIPE).Wait(0.05f)); + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Pincer_Sweep.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Pincer_Sweep.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Test/Pincer_Sweep.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Test/Pincer_Sweep.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Player_Strafe_Waves.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Player_Strafe_Waves.cs new file mode 100644 index 0000000..1ada38b --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Player_Strafe_Waves.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using Moves.Basic; +using AOEs; +using static BossController; + +namespace Moves.Test +{ + public class Player_Strafe_Waves : Move + { + + public Player_Strafe_Waves() + { + Sequence = For(6, i => new Strafe(true, 60, 25, GameManager.Player.transform.position)).Then(new ShootAOE(new AOEData().On(-60, 60))).Wait(0.75f); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/Moves/Test/Player_Strafe_Waves.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Player_Strafe_Waves.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Test/Player_Strafe_Waves.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Test/Player_Strafe_Waves.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Quick_Waves.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Quick_Waves.cs new file mode 100644 index 0000000..be8c3db --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Quick_Waves.cs @@ -0,0 +1,33 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using Moves.Basic; +using Projectiles; +using AOEs; +using Constants; + +namespace Moves.Test +{ + public class Quick_Waves : Move + { + public Quick_Waves() + { + Description = "Fires a quick barrage of random wave-based attacks."; + Difficulty = 6f; + Sequence = new AISequence( + Either( + new ShootArc(100, -60, 60, new ProjectileData { Size = Size.HUGE, Speed = Speed.VERY_FAST }).Wait(0.05f).Times(3), + new ShootAOE(new AOEData { OuterSpeed = Speed.VERY_FAST, FixedWidth = 3 }.On(-60, 60)), + new Shoot1(new ProjectileLightning()), + Merge( + new ShootArc(150, 22.5f, 22.5f + 60f, new ProjectileData { Size = Size.MEDIUM, Speed = Speed.VERY_FAST }), + new ShootArc(150, -22.5f, -22.5f - 60f, new ProjectileData { Size = Size.MEDIUM, Speed = Speed.VERY_FAST }) + ), + new ShootArc(100, -60, 60, new ProjectileData { Speed = Speed.VERY_FAST, Size = Size.SMALL }).Wait(0.1f).Times(5) + ).Wait(0.6f).Times(7) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Quick_Waves.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Quick_Waves.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Test/Quick_Waves.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Test/Quick_Waves.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Random_Leading.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Random_Leading.cs new file mode 100644 index 0000000..456588f --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Random_Leading.cs @@ -0,0 +1,60 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using Constants; +using Projectiles; +using AOEs; +using Moves.Basic; + +namespace Moves.Test +{ + /// + /// I really like the lasers. + /// + public class Random_Leading : Move + { + public Random_Leading(int count = 20) + { + Sequence = new AISequence( + new Shoot1( + new ProjectileReverse() + { + Start = Positions.RANDOM_IN_ARENA, + Target = Positions.PLAYER_POSITION, + Size = Size.HUGE, + Speed = Constants.Speed.FAST, + MaxTime = 4f + } + ).Wait(0.15f).Times(count), + new ShootAOE(new AOEData { OuterSpeed = Constants.Speed.MEDIUM, FixedWidth = 5f }.On(0, 360)).Wait(0.5f), + new Laser(-60, 480, 5, 60), + new Laser(60, 480, 5, 45), + new Laser(120, 480, 5, 30), + new Shoot1( + new ProjectileReverse() + { + Start = Positions.RANDOM_IN_ARENA, + Target = Positions.PLAYER_POSITION, + Size = Size.HUGE, + Speed = Constants.Speed.FAST, + MaxTime = 4f + } + ).Wait(0.15f).Times(count), + new ShootAOE(new AOEData { OuterSpeed = Constants.Speed.MEDIUM, FixedWidth = 5f }.On(0, 360)).Wait(0.5f), + new Shoot1( + new ProjectileReverse() + { + Start = Positions.RANDOM_IN_ARENA, + Target = Positions.PLAYER_POSITION, + Size = Size.HUGE, + Speed = Constants.Speed.FAST, + MaxTime = 4f + } + ).Wait(0.15f).Times(count), + new ShootAOE(new AOEData { OuterSpeed = Constants.Speed.MEDIUM, FixedWidth = 5f }.On(0, 360)).Wait(0.5f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Random_Leading.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Random_Leading.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Test/Random_Leading.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Test/Random_Leading.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/ReverseTest.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/ReverseTest.cs new file mode 100644 index 0000000..3b3babe --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Test/ReverseTest.cs @@ -0,0 +1,39 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using Projectiles; +using Moves.Basic; + +namespace Moves.Test +{ + public class SpinReverse : Move + { + public SpinReverse(int count = 50) + { + Sequence = + ForConcurrent(count, i => + new Shoot1( + new ProjectileCurving(187, false) + { + Start = (Constants.Positions.PLAYER_POSITION + Quaternion.AngleAxis(i * (360f / count), Vector3.up) * (10 * Vector3.forward)), + Target = (Constants.Positions.PLAYER_POSITION + Quaternion.AngleAxis(i * (360f / count), Vector3.up) * (10 * Vector3.forward) + Quaternion.AngleAxis(i * (360f / count), Vector3.up) * (10 * Vector3.right)), + Speed = (Constants.Speed.FAST), + MaxTime = (0.75f), + OnDestroyTimeout = self => + new Shoot1( + new ProjectileReverse() + { + Start = (self.transform.position), + Target = (Constants.Positions.PLAYER_POSITION), + Speed = (Constants.Speed.SNIPE), + MaxTime = (0.75f) + } + ) + } + ) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Test/ReverseTest.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/ReverseTest.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Test/ReverseTest.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Test/ReverseTest.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Sniper_Final.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Sniper_Final.cs new file mode 100644 index 0000000..88aa5ed --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Sniper_Final.cs @@ -0,0 +1,64 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using Moves.Basic; +using Projectiles; +using AOEs; +using Constants; +using static Constants.Positions; + +namespace Moves.Test +{ + public class Sniper_Final : Move + { + public Sniper_Final() + { + Sequence = new AISequence( + new Teleport(NORTH_FAR).Wait(0.5f), + new ShootAOE(new AOEData + { + OuterSpeed = Speed.SLOW, + InnerSpeed = Speed.FROZEN, + InnerScale = 0f, + Target = SOUTH_FAR, + MaxTime = 2f, + OnDestroyTimeout = + self => + { + // TODO write a better API for this + AOEData clone = self.data.Clone(); + clone.MaxTime = 10f; + clone.Freeze(); + clone.Create(); + } + }.On(-80, 80) + ) + .Wait(1f), + new AISequence( + new AISequence( + new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(0.25f), + new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 20f, Target = SOUTH_FAR }.On(-15, 15)).Wait(0.75f), + new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(1f), + new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(0.25f), + new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 20f, Target = SOUTH_FAR }.On(-45, -15).On(15, 45)).Wait(0.75f), + new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(1f) + ).Times(2), + new AISequence( + new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)), + new ShootAOE(new AOEData { Start = WEST_FAR, Target = EAST_FAR, OuterSpeed = Speed.FAST, FixedWidth = 7f }.On(-90, 90)).Wait(0.25f), + new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 20f, Target = SOUTH_FAR }.On(-15, 15)).Wait(0.75f), + new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(1f), + new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)), + new ShootAOE(new AOEData { Start = EAST_FAR, Target = WEST_FAR, OuterSpeed = Speed.FAST, FixedWidth = 7f }.On(-90, 90)).Wait(0.25f), + new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 20f, Target = SOUTH_FAR }.On(-45, -15).On(15, 45)).Wait(0.75f), + new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(1f) + ).Times(2), + new Shoot1(new ProjectileData { Speed = Speed.SNAIL, Size = Size.HUGE, MaxTime = 1f, OnDestroyTimeout = CallbackDictionary.SPAWN_1_HOMING_TOWARDS_PLAYER }).Wait(2.5f), + new Shoot1(new ProjectileData { Speed = Speed.SNAIL, Size = Size.HUGE, MaxTime = 1f, OnDestroyTimeout = CallbackDictionary.SPAWN_1_HOMING_TOWARDS_PLAYER }).Wait(2.5f) + ) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Sniper_Final.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Sniper_Final.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Test/Sniper_Final.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Test/Sniper_Final.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Test/Test.cs b/Assets/Scripts/Boss Core/AI/Moves/Test/Test.cs new file mode 100644 index 0000000..9aa09d3 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Test/Test.cs @@ -0,0 +1,60 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using Moves.Basic; +using Projectiles; +using AOEs; +using Constants; +using static BossController; + +namespace Moves.Test +{ + + + public class Test : Move + { + public Test() + { + //Sequence = new Shoot1(Projectile.DEFAULT_LARGE_SLOW).Wait(0.1f); + //Sequence = Merge( + // Either(new Shoot1(Projectile.DEFAULT_LARGE_SLOW), new Shoot3(Projectile.DEFAULT_MEDIUM_MEDIUM)) + //); + //Sequence = + //Either(new Shoot1(Projectile.DEFAULT_LARGE_SLOW), new Shoot3(Projectile.DEFAULT_MEDIUM_MEDIUM)); + //InternalMove move = new InternalMove(() => { Debug.Log("Bad!"); }); + + /* + Sequence = new Shoot1(new Projectile + { + MaxTime = 0f, + OnDestroyTimeout = self => { + // Delegates allow for arbitrary code execution. + Debug.Log("Bad!"); + return new AISequence(); + } + }); + */ + + /* + Sequence = new Shoot1(new Projectile + { + //OnDestroyTimeout = self => new AISequence() + OnDestroyTimeout = self => new Shoot1(new ProjectileHoming()) + }); + */ + + //Sequence = new AISequence( + // For(-30f, 30f, 1f, + // i => new Shoot1(new ProjectileData { Size = Size.MEDIUM, Speed = Speed.MEDIUM, AngleOffset = i }) + // ) + //); + Sequence = new AISequence( + ForConcurrent(0, 360, + i => new Shoot1(new ProjectileData { Size = Size.MEDIUM, Speed = Speed.MEDIUM, AngleOffset = i }) + ) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Test.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Test/Test.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Test/Test.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Test/Test.cs.meta diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial1.meta b/Assets/Scripts/Boss Core/AI/Moves/Tutorial1.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Tutorial1.meta rename to Assets/Scripts/Boss Core/AI/Moves/Tutorial1.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_1_Several.cs b/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_1_Several.cs new file mode 100644 index 0000000..8ff2b5e --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_1_Several.cs @@ -0,0 +1,23 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using AI; + +using Moves.Basic; + +namespace Moves.Tutorial1 +{ + public class Shoot_1_Several : Move + { + public Shoot_1_Several() + { + Description = "Shoots between 5 and 10 default projectiles at the player."; + Difficulty = 2f; + Sequence = new AISequence( + new Teleport().Wait(0.5f), + GenerateRandom(ran => new Shoot1().Wait(0.1f).Times((int) (5 + (ran * 5)))), + new Pause(1.5f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_1_Several.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_1_Several.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_1_Several.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_1_Several.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_3_Several.cs b/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_3_Several.cs new file mode 100644 index 0000000..5dd7e67 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_3_Several.cs @@ -0,0 +1,23 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using AI; + +using Moves.Basic; + +namespace Moves.Tutorial1 +{ + public class Shoot_3_Several : Move + { + public Shoot_3_Several() + { + Description = "Shoots between 7 and 12 three-way projectiles at the player."; + Difficulty = 3f; + Sequence = new AISequence( + new Teleport().Wait(0.5f), + GenerateRandom(ran => new Shoot3().Wait(0.1f).Times((int) (7 + (ran * 5)))), + new Pause(1.5f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_3_Several.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_3_Several.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_3_Several.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_3_Several.cs.meta diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_Arc.cs b/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_Arc.cs similarity index 52% rename from Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_Arc.cs rename to Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_Arc.cs index c3e45b8..e8d8e9a 100644 --- a/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_Arc.cs +++ b/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_Arc.cs @@ -7,17 +7,17 @@ namespace Moves.Tutorial1 { - public class Shoot_Arc : AISequence + public class Shoot_Arc : Move { - public Shoot_Arc(int width=70, bool dense=false) : base - ( - new Teleport().Wait(0.25f), - new ShootArc(dense ? 100 : 50, -width / 2, width / 2), - new Pause(1.5f) - ) + public Shoot_Arc(int width=70, bool dense=false) { Description = "Shoots a" + (dense ? " dense" : "n") + " arc, " + width + " degrees wide, at the player."; Difficulty = 2f; + Sequence = new AISequence( + new Teleport().Wait(0.25f), + new ShootArc(dense ? 100 : 50, -width / 2, width / 2), + new Pause(1.5f) + ); } } } diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_Arc.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_Arc.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_Arc.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Tutorial1/Shoot_Arc.cs.meta diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial2.meta b/Assets/Scripts/Boss Core/AI/Moves/Tutorial2.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Tutorial2.meta rename to Assets/Scripts/Boss Core/AI/Moves/Tutorial2.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Tutorial2/Force_Block.cs b/Assets/Scripts/Boss Core/AI/Moves/Tutorial2/Force_Block.cs new file mode 100644 index 0000000..1b34989 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Tutorial2/Force_Block.cs @@ -0,0 +1,28 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using Projectiles; +using static BossController; + +using Moves.Basic; + +namespace Moves.Tutorial2 +{ + public class Force_Block : Move + { + public Force_Block() + { + Description = "Fires 10 sets of tiny projectiles in a 180 degree arc, too dense to dash through."; + Difficulty = 5f; + Sequence = new AISequence( + new Teleport().Wait(0.25f), + new PlayerLock(true), + new ShootArc(100, -90, 90, new ProjectileData { Size = Size.TINY }).Wait(0.1f).Times(10), + new PlayerLock(false), + new Pause(4f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial2/Force_Block.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Tutorial2/Force_Block.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Tutorial2/Force_Block.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Tutorial2/Force_Block.cs.meta diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial3.meta b/Assets/Scripts/Boss Core/AI/Moves/Tutorial3.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Tutorial3.meta rename to Assets/Scripts/Boss Core/AI/Moves/Tutorial3.meta diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial3/Shoot_AOE.cs b/Assets/Scripts/Boss Core/AI/Moves/Tutorial3/Shoot_AOE.cs similarity index 51% rename from Assets/Scripts/Boss Core/Moves/Tutorial3/Shoot_AOE.cs rename to Assets/Scripts/Boss Core/AI/Moves/Tutorial3/Shoot_AOE.cs index fcb33ba..8eec085 100644 --- a/Assets/Scripts/Boss Core/Moves/Tutorial3/Shoot_AOE.cs +++ b/Assets/Scripts/Boss Core/AI/Moves/Tutorial3/Shoot_AOE.cs @@ -9,18 +9,18 @@ namespace Moves.Tutorial3 { - public class Shoot_AOE : AISequence + public class Shoot_AOE : Move { - public Shoot_AOE(int width) : base - ( - new Teleport().Wait(0.25f), - new ShootAOE(new AOE { FixedWidth = 3f }.On(-width / 2, width / 2)), - new Pause(0.5f) - ) + public Shoot_AOE(int width) { Description = "Shoots an AOE " + width + " degrees wide at the player."; Difficulty = 1.5f; + Sequence = new AISequence( + new Teleport().Wait(0.25f), + new ShootAOE(new AOEData { FixedWidth = 3f }.On(-width / 2, width / 2)), + new Pause(1.5f) + ); } } } diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial3/Shoot_AOE.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Tutorial3/Shoot_AOE.cs.meta similarity index 100% rename from Assets/Scripts/Boss Core/Moves/Tutorial3/Shoot_AOE.cs.meta rename to Assets/Scripts/Boss Core/AI/Moves/Tutorial3/Shoot_AOE.cs.meta diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted.meta new file mode 100644 index 0000000..53d20ea --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 19f0eee5fa4144939b234a29e52ef22f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/AOE_Test_2.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/AOE_Test_2.cs new file mode 100644 index 0000000..4261d36 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/AOE_Test_2.cs @@ -0,0 +1,108 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Projectiles; +using Moves.Basic; +using static Constants.Positions; + +namespace Moves.Unsorted +{ + public class AOE_Test_2 : Move + { + //// Lets the player know the cardinal directions will be dangerous soon. + private static AISequence TELEGRAPH_CARDINAL = new AISequence( + Merge( + new ShootArc(100, -7, 7, new ProjectileData { Target = SOUTH_FAR }).Wait(0.2f).Times(3), + new ShootArc(100, -7, 7, new ProjectileData { Target = WEST_FAR }).Wait(0.2f).Times(3), + new ShootArc(100, -7, 7, new ProjectileData { Target = NORTH_FAR }).Wait(0.2f).Times(3), + new ShootArc(100, -7, 7, new ProjectileData { Target = EAST_FAR }).Wait(0.2f).Times(3) + ), + Merge( + new ShootArc(100, -15, 15, new ProjectileData { Target = SOUTH_FAR }).Wait(0.2f).Times(3), + new ShootArc(100, -15, 15, new ProjectileData { Target = WEST_FAR }).Wait(0.2f).Times(3), + new ShootArc(100, -15, 15, new ProjectileData { Target = NORTH_FAR }).Wait(0.2f).Times(3), + new ShootArc(100, -15, 15, new ProjectileData { Target = EAST_FAR }).Wait(0.2f).Times(3) + ), + Merge( + new ShootArc(100, -25, 25, new ProjectileData { Target = SOUTH_FAR }).Wait(0.2f).Times(3), + new ShootArc(100, -25, 25, new ProjectileData { Target = WEST_FAR }).Wait(0.2f).Times(3), + new ShootArc(100, -25, 25, new ProjectileData { Target = NORTH_FAR }).Wait(0.2f).Times(3), + new ShootArc(100, -25, 25, new ProjectileData { Target = EAST_FAR }).Wait(0.2f).Times(3) + ) + ); + + + public AOE_Test_2() { + Sequence = new AISequence( + new Teleport(CENTER), + + TELEGRAPH_CARDINAL, + + new ShootAOE( + new AOEData { + OuterSpeed = Constants.Speed.MEDIUM, + InnerSpeed = Constants.Speed.SLOW, + Target = Vector3.forward, + MaxTime = 2f, + // TODO add ability to change values in callbacks like before + // (self) => ShootAOE(new AOE { Parent = self.data }) // add parent field to avoid copy constructor? + //OnDestroyTimeout = (self) => self.data.Clone().Freeze().RotationSpeed(20f).MaxTime(12.6f).Create(), + OnDestroyOutOfBounds = AOECallbackDictionary.DONT_DESTROY_OOB + } + ).Wait(3.2f) + + /* + AOE.New(self) + .Speed(Speed.MEDIUM) + .InnerSpeed(Speed.SLOW) + .Target(Vector3.forward) + .MaxTime(2f) + .On(-22.5f, 22.5f) + .On(90 - 22.5f, 90 + 22.5f) + .On(180 - 22.5f, 180 + 22.5f) + .On(270 - 22.5f, 270 + 22.5f) + .OnDestroyTimeout((self) => self.Clone().Freeze().RotationSpeed(20f).MaxTime(12.6f).Create()) + .OnDestroyOutOfBounds(AOECallbackDictionary.DONT_DESTROY_OOB) + .Wait(3.2f), + */ + + /* + new ShootAOE(AOE.New(self) + .Speed(Speed.FAST) + .InnerSpeed(Speed.SNAIL) + .Target(Vector3.forward) + .MaxTime(1f) + .On(-22.5f, 22.5f) + .On(90 - 22.5f, 90 + 22.5f) + .On(180 - 22.5f, 180 + 22.5f) + .On(270 - 22.5f, 270 + 22.5f) + .OnDestroyTimeout((self) => self.Clone().Freeze().RotationSpeed(20f).MaxTime(10.4f).Create()) + ) + .Wait(1.2f), + + new ShootAOE(AOE.New(self) + .Speed(Speed.FAST) + .InnerScale(0f) + .MaxTime(0.6f) + .InnerSpeed(Speed.FROZEN) + .Target(Vector3.forward) + .On(0, 360f) + .OnDestroyTimeout((self) => self.Clone().Freeze().MaxTime(9.6f).Create()) + ) + .Wait(0.6f), + + new ShootArc(100, 0, 360).Wait(1.5f).Times(6).Wait(5f) + */ + + ); + } + + void HandleAOECallbackDelegate(AOE self) + { + } + + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/AOE_Test_2.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/AOE_Test_2.cs.meta new file mode 100644 index 0000000..4ec345d --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/AOE_Test_2.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a951974fdee9a40689ba9a9a2be39298 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Big_Homing_Strafe.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Big_Homing_Strafe.cs new file mode 100644 index 0000000..358219a --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Big_Homing_Strafe.cs @@ -0,0 +1,27 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using Moves.Basic; +using static Constants.Positions; + +namespace Moves.Unsorted +{ + public class Big_Homing_Strafe : Move + { + public Big_Homing_Strafe() + { + Description = "Does a circle along the outside of the arena, shooting homing projectiles at the player."; + Difficulty = 5f; + Sequence = new AISequence( + new MoveCamera(false, new Vector3(0, 17.5f, -35f)).Wait(1f), + new Teleport(NORTH_FAR).Wait(1f), + new ShootHomingStrafe(strafeAmount: 65).Times(10), + new Teleport(NORTH_FAR).Wait(1f), + new ShootHomingStrafe(strafeAmount: 15).Times(15), + new MoveCamera(true).Wait(2f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Big_Homing_Strafe.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Big_Homing_Strafe.cs.meta new file mode 100644 index 0000000..26d7550 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Big_Homing_Strafe.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 38f04ae34b2a24e4583f6af97baef312 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_In_Out.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_In_Out.cs new file mode 100644 index 0000000..697d89f --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_In_Out.cs @@ -0,0 +1,27 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; +using static BossController; +using static Constants.Positions; + +namespace Moves.Unsorted +{ + public class Circle_In_Out : Move + { + public Circle_In_Out() + { + Description = "Shoots a circle in and out five times."; + Difficulty = 6f; + Sequence = new AISequence( + new Teleport(CENTER).Wait(0.5f), + new Wave_Reverse().Wait(1.5f).Times(5).Wait(3f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_In_Out.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_In_Out.cs.meta new file mode 100644 index 0000000..9ddd451 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_In_Out.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 83848cfc6b233469588d3cc103bde8cb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_Jump_Rope.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_Jump_Rope.cs new file mode 100644 index 0000000..b110a38 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_Jump_Rope.cs @@ -0,0 +1,33 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; +using static BossController; +using static Constants.Positions; + +namespace Moves.Unsorted +{ + public class Circle_Jump_Rope : Move + { + public Circle_Jump_Rope() + { + Description = "Circles that go in and out at an accelerating rate."; + Difficulty = 8.5f; + Sequence = new AISequence( + new Teleport(CENTER).Wait(0.5f), + new Wave_Reverse_Faster().Wait(1f), + new Wave_Reverse_Faster(), + new Shoot1(new ProjectileData { Size = Size.TINY, Speed = Speed.FAST }).Wait(0.1f).Times(60) // This pushes it a bit over 8. + // Adding any of the below additional attacks makes it too hard for gameplay purposes. + //Shoot1(size: Size.TINY, speed: Speed.VERY_FAST, angleOffset: -20f).Wait(0.1f).Times(30) + //Shoot3(speed: Speed.FAST, size: Size.SMALL).Wait(0.1f).Times(60) + //Shoot1(size: Size.TINY, speed: Speed.VERY_FAST).Wait(0.25f).Times(6).Then(Shoot1(size: Size.MEDIUM, speed: Speed.FAST, type: Type.HOMING).Wait(0.25f)).Times(4) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_Jump_Rope.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_Jump_Rope.cs.meta new file mode 100644 index 0000000..f106b57 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Circle_Jump_Rope.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 82693f7614fe44aa98f4d2f0296bb83d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Dash_Test.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Dash_Test.cs new file mode 100644 index 0000000..cba88a4 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Dash_Test.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; + +namespace Moves.Unsorted +{ + public class Dash_Test : Move + { + public Dash_Test() + { + Description = "Aggressively tests dashing."; + Difficulty = 8f; + Sequence = new AISequence( + new ShootAOE(new AOEData { Start = GameManager.Player.transform.position, OuterSpeed = Speed.FAST, FixedWidth = 2f }.On(0, 360f)), + new Pause(0.75f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Dash_Test.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Dash_Test.cs.meta new file mode 100644 index 0000000..01368d6 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Dash_Test.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a230885efa9f04c25aa2deebc7f6009f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Death_Hex.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Death_Hex.cs new file mode 100644 index 0000000..fa3e546 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Death_Hex.cs @@ -0,0 +1,37 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; +using static Constants.Positions; + +namespace Moves.Unsorted +{ + /* + * A really intricate pattern. 6 projectiles that explode into 6 more projectiles, + * repeated twice to forme a lattice. Safe spot is a midpoint between any two of + * the first projectiles, near the far edge of the arena. + * + * ** This might have changed due to the way ShootDeathHex was implemented. + */ + public class Death_Hex : Move + { + public Death_Hex() + { + Description = "Fires 6 projectiles that explode into 6 more projectiles, repeated twice to form a lattice."; + Difficulty = 9f; + Sequence = new AISequence( + new Teleport(CENTER).Wait(0.5f), + new Shoot_Death_Hex(2f).Wait(1f), + new Shoot_Death_Hex(1f).Wait(2f), + new ShootArc(50, 0, 360, new ProjectileData { MaxTime = 0.25f }).Wait(1f), + new ShootArc(50, 0, 360, new ProjectileData { MaxTime = 0.25f }).Wait(1f), + new ShootArc(50, 0, 360, new ProjectileData { MaxTime = 0.25f }).Wait(0.75f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Death_Hex.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Death_Hex.cs.meta new file mode 100644 index 0000000..4fd3096 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Death_Hex.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: af6de9d59d1e340dca3eb7a5794efb47 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve.cs new file mode 100644 index 0000000..48ef667 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; +using static Constants.Positions; + +namespace Moves.Unsorted +{ + public class Double_Hex_Curve : Move + { + public Double_Hex_Curve() + { + Description = "Fires two hex curves, the second offset 30 degrees from the first."; + Difficulty = 5f; + Sequence = new AISequence( + new Teleport(CENTER).Wait(1.5f), + new PlayerLock(true), + new Shoot_Hex_Curve(true), + new AOE_360().Wait(0.5f), + new Shoot_Hex_Curve(true, 30f).Wait(0.5f), + new AOE_360().Wait(1f), + new AOE_360().Wait(1f), + new PlayerLock(false) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve.cs.meta new file mode 100644 index 0000000..036459d --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dd7f511867c014f278d55f64ce328dae +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve_Hard.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve_Hard.cs new file mode 100644 index 0000000..87107e3 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve_Hard.cs @@ -0,0 +1,36 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; + +using static Constants.Positions; + +namespace Moves.Unsorted +{ + public class Double_Hex_Curve_Hard : Move + { + public Double_Hex_Curve_Hard() + { + Description = "A harder variant of the double hex curve."; + Difficulty = 10f; + Sequence = new AISequence( + new Teleport(CENTER).Wait(0.5f), + new Shoot_Hex_Curve(false, 0f), + new Shoot_Hex_Curve(false, 30f), + // This homing might be too hard; especially with this amount of 360s. + new Shoot3(ProjectileHoming.DEFAULT).Wait(0.1f).Times(10), + new AOE_360(), + new Shoot3(ProjectileHoming.DEFAULT).Wait(0.1f).Times(5), + new AOE_360(), + new Shoot3(ProjectileHoming.DEFAULT).Wait(0.1f).Times(5), + new AOE_360().Wait(0.5f), + new AOE_360().Wait(0.5f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve_Hard.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve_Hard.cs.meta new file mode 100644 index 0000000..82d5370 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Double_Hex_Curve_Hard.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8f8f7a93b4c2a445bbc3108fadbf883f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Four_Way_Sweep_With_Homing.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Four_Way_Sweep_With_Homing.cs new file mode 100644 index 0000000..9a17c4a --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Four_Way_Sweep_With_Homing.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; + +namespace Moves.Unsorted +{ + public class Four_Way_Sweep_With_Homing : Move + { + public Four_Way_Sweep_With_Homing() + { + Description = "Shoots a 4-directional sweep with homing projectiles in between."; + Difficulty = 6f; + + Sequence = new AISequence( + For(4, i => new AISequence + ( + For(0, 7, j => + new ShootArc(4, 0, 360, new ProjectileData { Target = Vector3.forward, AngleOffset = j * 6f, Size = Size.MEDIUM }).Wait(0.1f) + ), + new Shoot1(new ProjectileHoming { Size = Size.LARGE }), + For(8, 15, j => + new ShootArc(4, 0, 360, new ProjectileData { Target = Vector3.forward, AngleOffset = j * 6f, Size = Size.MEDIUM }).Wait(0.1f) + ), + new AOE_360() + )), + For(4, i => new AISequence( + For(0, 5, j => + new ShootArc(4, 0, 360, new ProjectileData { Target = Vector3.forward, AngleOffset = j * -6f, Size = Size.MEDIUM }).Wait(0.1f) + ), + new Shoot1(new ProjectileHoming { Size = Size.LARGE }), + For(5, 10, j => + new ShootArc(4, 0, 360, new ProjectileData { Target = Vector3.forward, AngleOffset = j * -6f, Size = Size.MEDIUM }).Wait(0.1f) + ), + new Shoot1(new ProjectileHoming { Size = Size.LARGE }), + For(10, 15, j => + new ShootArc(4, 0, 360, new ProjectileData { Target = Vector3.forward, AngleOffset = j * -6f, Size = Size.MEDIUM }).Wait(0.1f) + ), + new AOE_360() + )) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Four_Way_Sweep_With_Homing.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Four_Way_Sweep_With_Homing.cs.meta new file mode 100644 index 0000000..0eb1030 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Four_Way_Sweep_With_Homing.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6e2ec7802836743c1b34b7951c09ee3e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Hex_Curve_Intro.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Hex_Curve_Intro.cs new file mode 100644 index 0000000..57368c7 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Hex_Curve_Intro.cs @@ -0,0 +1,33 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; + +namespace Moves.Unsorted +{ + public class Hex_Curve_Intro : Move + { + public Hex_Curve_Intro() + { + Description = "Introduces the player to the hex curve attack"; + Difficulty = 4f; + Sequence = new AISequence( + new Shoot_Hex_Curve(true), + new AOE_360().Wait(2.5f), + new Shoot_Hex_Curve(false), + new AOE_360().Wait(2.5f), + new Shoot_Hex_Curve(true), + new AOE_360(), + new Shoot_Hex_Curve(false).Wait(1f), + new AOE_360().Wait(1f), + new AOE_360().Wait(1.5f), + new Teleport().Wait(0.5f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Hex_Curve_Intro.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Hex_Curve_Intro.cs.meta new file mode 100644 index 0000000..01a8073 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Hex_Curve_Intro.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 34ab945d52f724b6495892198c8eef6f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Homing_Strafe_Wave_Shoot.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Homing_Strafe_Wave_Shoot.cs new file mode 100644 index 0000000..ab175b0 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Homing_Strafe_Wave_Shoot.cs @@ -0,0 +1,23 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using Moves.Basic; + +namespace Moves.Unsorted +{ + public class Homing_Strafe_Wave_Shoot : Move + { + + public Homing_Strafe_Wave_Shoot() { + Difficulty = 5.5f; + Description = "Does a homing strafe, followed by two shoot_2_waves."; + Sequence = new AISequence( + new Teleport().Wait(0.2f), + new ShootHomingStrafe(strafeAmount: 15).Wait(0.01f).Times(15).Wait(0.3f), // This is hard; adding wait is reasonable + new Shoot_2_Waves().Times(2) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Homing_Strafe_Wave_Shoot.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Homing_Strafe_Wave_Shoot.cs.meta new file mode 100644 index 0000000..7d0c7ff --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Homing_Strafe_Wave_Shoot.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e5d31f70ac79d451eae5c137bab64b15 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Fast.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Fast.cs new file mode 100644 index 0000000..d5f64df --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Fast.cs @@ -0,0 +1,35 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; + +using static Constants.Positions; + +namespace Moves.Unsorted +{ + public class Jump_Rope_Fast : Move + { + public Jump_Rope_Fast() + { + Description = "Fires lines at the player from the left and right."; + Difficulty = 4f; + Sequence = new AISequence( + new MoveCamera(false, new Vector3(0, 17.5f, -35)).Wait(1f), + new Teleport(WEST_FAR, 35), + new ShootLine(50, 100f, speed: Speed.SNIPE).Times(2), + new Teleport(EAST_FAR, 35), + new ShootLine(50, 100f, speed: Speed.SNIPE).Times(2), + new Teleport(WEST_FAR, 35), + new ShootLine(50, 100f, speed: Speed.SNIPE).Times(2), + new Teleport(EAST_FAR, 35), + new ShootLine(50, 100f, speed: Speed.SNIPE).Times(2), + new MoveCamera(true) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Fast.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Fast.cs.meta new file mode 100644 index 0000000..6821eb8 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Fast.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4b0799783c67046f4a5f1f04a27b1ee2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Slow_Circles.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Slow_Circles.cs new file mode 100644 index 0000000..919cad0 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Slow_Circles.cs @@ -0,0 +1,44 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using static Constants.Positions; + +namespace Moves.Unsorted +{ + public class Jump_Rope_Slow_Circles : Move + { + + private static AISequence Line_Strafe_60 = new AISequence( + new ShootLine(50, 75f, speed: Speed.SNIPE), + new Pause(0.2f), + new Strafe(true, 60f, 50) + ); + + private static AISequence Line_Circle_Strafe_60 = new AISequence( + new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM_SLOW, FixedWidth = 5f }.On(0, 360f)), + new Pause(0.1f), + new Strafe(true, 30f, 50), + new Pause(0.3f), + new ShootLine(50, 100f, Vector3.zero, Speed.VERY_FAST), + new Pause(0.2f), + new Strafe(true, 30f, 50) + ); + + public Jump_Rope_Slow_Circles() + { + Description = "Dashes 6 times around shooting lines; then dashes 6 times shooting lines and AOE waves."; + Difficulty = 5.5f; + Sequence = new AISequence( + + new Teleport(WEST_FAR), + Line_Strafe_60.Times(6), + Line_Circle_Strafe_60.Times(6) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Slow_Circles.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Slow_Circles.cs.meta new file mode 100644 index 0000000..bd62808 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Jump_Rope_Slow_Circles.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 02b9930498221480ba502217ea5df56e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Random_200.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Random_200.cs new file mode 100644 index 0000000..1616da9 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Random_200.cs @@ -0,0 +1,55 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; +using static BossController; + +namespace Moves.Unsorted +{ + public class Random_200 : Move + { + public Random_200() + { + Description = "Spawns 200 random projectiles."; + Difficulty = 8f; + + Sequence = new AISequence( + For(200, i => Either( + Merge( + new Shoot1(new ProjectileData { AngleOffset = Random.Range(0, 360f), Size = Size.SMALL, Speed = Speed.FAST }), + new Shoot1(new ProjectileData { AngleOffset = Random.Range(0, 360f), Size = Size.SMALL, Speed = Speed.FAST }), + new Shoot1(new ProjectileData { AngleOffset = Random.Range(0, 360f), Size = Size.TINY, Speed = Speed.FAST }) + ), + Merge( + new Shoot1(new ProjectileData { AngleOffset = Random.Range(0, 360f), Size = Size.MEDIUM, Speed = Speed.MEDIUM }), + new Shoot1(new ProjectileData { AngleOffset = Random.Range(0, 360f), Size = Size.MEDIUM, Speed = Speed.MEDIUM }) + ), + new Shoot1(new ProjectileData { AngleOffset = Random.Range(0, 360f), Size = Size.LARGE, Speed = Speed.SLOW }), + If( + (int)i % 20 == 0, + new Shoot1(ProjectileHoming.DEFAULT) + ), + If( + (int)i % 40 == 0, + new Shoot1( + new ProjectileData + { + Size = Size.MEDIUM, + Speed = Speed.MEDIUM, + AngleOffset = Random.Range(0, 360f), + MaxTime = 0.5f, + OnDestroyTimeout = CallbackDictionary.SPAWN_WAVE + } + ) + ), + new Pause(0.05f) + )) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Random_200.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Random_200.cs.meta new file mode 100644 index 0000000..7d1229d --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Random_200.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5602cbf95d5784514b9f07591ecb4fc7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot3_Wave3.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot3_Wave3.cs new file mode 100644 index 0000000..4fc0755 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot3_Wave3.cs @@ -0,0 +1,30 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; +using static BossController; + +namespace Moves.Unsorted +{ + public class Shoot3_Wave3 : Move + { + public Shoot3_Wave3() + { + Description = "40 basic bullets, with a 360 wave at the start, middle, and end."; + Difficulty = 3f; + Sequence = new AISequence( + new Teleport().Wait(0.5f), + new AOE_360(), + new Shoot3().Wait(0.1f).Times(20), + new AOE_360(), + new Shoot3().Wait(0.1f).Times(20), + new AOE_360().Wait(0.5f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot3_Wave3.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot3_Wave3.cs.meta new file mode 100644 index 0000000..bfe53d6 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot3_Wave3.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bcb3841cf08f64f0b98ce3c11109f231 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_2_Waves_45.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_2_Waves_45.cs new file mode 100644 index 0000000..149db75 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_2_Waves_45.cs @@ -0,0 +1,31 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; +using static BossController; + +namespace Moves.Unsorted +{ + public class Shoot_2_Waves_45 : Move + { + public Shoot_2_Waves_45() + { + Description = "Shoots two projectiles at a 45 degree angle that turn into AOE waves on death."; + Difficulty = 4f; + Sequence = new AISequence( + new Teleport().Wait(0.25f), + new ShootArc(4, -45f, 45f, new ProjectileData { + Size = Size.LARGE, + Speed = Speed.MEDIUM_SLOW, + MaxTime = 1f, + OnDestroyTimeout = CallbackDictionary.SPAWN_WAVE + }).Wait(2f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_2_Waves_45.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_2_Waves_45.cs.meta new file mode 100644 index 0000000..4c0c76c --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_2_Waves_45.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a2cd83cb102d646119be4baf56de8944 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_4_Waves_Behind.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_4_Waves_Behind.cs new file mode 100644 index 0000000..4ad4f58 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_4_Waves_Behind.cs @@ -0,0 +1,28 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using Constants; +using Moves.Basic; +using Projectiles; +using static Constants.Positions; + +namespace Moves.Unsorted +{ + public class Shoot_4_Waves_Behind : Move + { + public Shoot_4_Waves_Behind() + { + Description = "Shoots 4 projectiles behind the boss which explode into AOE attacks."; + Difficulty = 5.5f; + Sequence = new AISequence( + new Teleport(CENTER).Wait(0.5f), + new Shoot1(new ProjectileData { Size = Size.LARGE, Speed = Speed.MEDIUM_SLOW, MaxTime = 2f, Target = SOUTH_FAR, AngleOffset = 220, OnDestroyTimeout = CallbackDictionary.SPAWN_WAVE }).Wait(0.5f), + new Shoot1(new ProjectileData { Size = Size.LARGE, Speed = Speed.SLOW, MaxTime = 2f, Target = SOUTH_FAR, AngleOffset = 200, OnDestroyTimeout = CallbackDictionary.SPAWN_WAVE }).Wait(0.5f), + new Shoot1(new ProjectileData { Size = Size.LARGE, Speed = Speed.SLOW, MaxTime = 2f, Target = SOUTH_FAR, AngleOffset = 160, OnDestroyTimeout = CallbackDictionary.SPAWN_WAVE }).Wait(0.5f), + new Shoot1(new ProjectileData { Size = Size.LARGE, Speed = Speed.SLOW, MaxTime = 2f, Target = SOUTH_FAR, AngleOffset = 140, OnDestroyTimeout = CallbackDictionary.SPAWN_WAVE }).Wait(5f) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_4_Waves_Behind.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_4_Waves_Behind.cs.meta new file mode 100644 index 0000000..47023c4 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_4_Waves_Behind.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b5fb2408e3a0248bea4d8b9b6f60c446 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_Hex_Curve.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_Hex_Curve.cs new file mode 100644 index 0000000..8a9120c --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_Hex_Curve.cs @@ -0,0 +1,31 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; + +namespace Moves.Unsorted +{ + public class Shoot_Hex_Curve : Move + { + public Shoot_Hex_Curve(bool clockwise=true, float offset=0f) + { + Description = "Shoots 6 curving projectiles " + (clockwise ? "clockwise" : "counterclockwise") + " from the boss's location."; + Difficulty = 3f; + Sequence = + ForConcurrent(6, i => + new Shoot1( + new ProjectileCurving((float)Speed.MEDIUM * (clockwise ? 1 : -1) * 2f, true) + { + MaxTime = 3f, + AngleOffset = offset + ((clockwise ? 1 : -1) * i * 60f) + } + ) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_Hex_Curve.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_Hex_Curve.cs.meta new file mode 100644 index 0000000..e8de7a1 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Shoot_Hex_Curve.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f927d8c238bc442ebbd7a3e08dadfca3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Advanced.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Advanced.cs new file mode 100644 index 0000000..4ebea1f --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Advanced.cs @@ -0,0 +1,46 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; + +namespace Moves.Unsorted +{ + public class Sweep_Back_And_Forth_Advanced : Move + { + public Sweep_Back_And_Forth_Advanced() + { + Description = "Sweeps back and forth with additional medium and tiny projectiles."; + Difficulty = 6.5f; + Sequence = new AISequence( + new Teleport().Wait(0.25f), + new PlayerLock(true), + For(-30, 80, 5, i => new Shoot1(new ProjectileData { AngleOffset = i }).Wait(0.01f)), + For(80, -80, -5, i => + Merge( + new Shoot1(new ProjectileData { AngleOffset = i }), + new Shoot1(new ProjectileData { AngleOffset = i, Size = Size.MEDIUM, Speed = Speed.SLOW }) + ).Wait(0.02f) + ), + For(-80, 80, 5, i => + Merge( + new Shoot1(new ProjectileData { AngleOffset = i }), + new Shoot1(new ProjectileData { AngleOffset = i, Size = Size.TINY, Speed = Speed.FAST }) + ).Wait(0.02f) + ), + For(80, -30, -5, i => + Merge( + new Shoot1(new ProjectileData { AngleOffset = i }), + new Shoot1(new ProjectileData { AngleOffset = i, Size = Size.MEDIUM, Speed = Speed.SLOW }) + ).Wait(0.02f) + ), + new Pause(0.75f), + new PlayerLock(false) + ); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Advanced.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Advanced.cs.meta new file mode 100644 index 0000000..24c65ef --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Advanced.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9714e821119b040eea1f7f93e1faca4e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Medium.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Medium.cs new file mode 100644 index 0000000..2abf565 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Medium.cs @@ -0,0 +1,41 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; + +namespace Moves.Unsorted +{ + public class Sweep_Back_And_Forth_Medium : Move + { + public Sweep_Back_And_Forth_Medium() + { + Description = "Sweeps back and forth with additional medium projectiles."; + Difficulty = 5.5f; + Sequence = new AISequence( + new Teleport().Wait(0.25f), + new PlayerLock(true), + For(-30, 80, 5, i => new Shoot1(new ProjectileData { AngleOffset = i }).Wait(0.01f)), + For(80, -80, -5, i => + Merge( + new Shoot1(new ProjectileData { AngleOffset = i }), + new Shoot1(new ProjectileData { AngleOffset = i, Size = Size.MEDIUM, Speed = Speed.SLOW }) + ).Wait(0.02f) + ), + For(-80, 80, 5, i => new Shoot1(new ProjectileData { AngleOffset = i }).Wait(0.01f)), + For(80, -80, -5, i => + Merge( + new Shoot1(new ProjectileData { AngleOffset = i }), + new Shoot1(new ProjectileData { AngleOffset = i, Size = Size.MEDIUM, Speed = Speed.SLOW }) + ).Wait(0.02f) + ), + new Pause(0.75f), + new PlayerLock(false) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Medium.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Medium.cs.meta new file mode 100644 index 0000000..157f6b0 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Back_And_Forth_Medium.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 494510ae5a4af4916af78bef48dd860f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall.cs new file mode 100644 index 0000000..74bb7ff --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall.cs @@ -0,0 +1,34 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; +using static BossController; + +namespace Moves.Unsorted +{ + public class Sweep_Wall : Move + { + public Sweep_Wall(bool clockwise=true) + { + Description = "Shoots a sweeping wall " + (clockwise ? "clockwise" : "counterclockwise") + "."; + Difficulty = 5f; + + int start1 = 0; + int end1 = clockwise ? 72 : -72; + int step1 = clockwise ? 6 : -6; + int start2 = clockwise ? 72 : -72; + int end2 = 0; + int step2 = clockwise ? -6 : 6; + + Sequence = new AISequence( + For(start1, end1, step1, angle => new ShootWall(angle).Wait(0.1f)), + For(start2, end2, step2, angle => new ShootWall(angle).Wait(0.1f)) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall.cs.meta new file mode 100644 index 0000000..2a88d12 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aa154766d216b4c10b82f4d93c2e7aa7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall_Back_And_Forth.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall_Back_And_Forth.cs new file mode 100644 index 0000000..c79f727 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall_Back_And_Forth.cs @@ -0,0 +1,28 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; +using static BossController; + +namespace Moves.Unsorted +{ + public class Sweep_Wall_Back_And_Forth : Move + { + public Sweep_Wall_Back_And_Forth() + { + Description = "Sweeps a wall clockwise, then counterclockwise."; + Difficulty = 6f; + Sequence = new AISequence( + new PlayerLock(true), + new Sweep_Wall(true), + new Sweep_Wall(false), + new PlayerLock(false) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall_Back_And_Forth.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall_Back_And_Forth.cs.meta new file mode 100644 index 0000000..da13690 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Sweep_Wall_Back_And_Forth.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 441155b002b4842519fbc6b31e01b7cf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Circle.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Circle.cs new file mode 100644 index 0000000..e9f7c20 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Circle.cs @@ -0,0 +1,46 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using static Constants.Positions; + +namespace Moves.Unsorted +{ + public class Wave_Circle : Move + { + + private class Slow_Wave_Circle : Move { + public Slow_Wave_Circle() + { + Description = "Fires a medium-slow AOE, and then strafes 60 degrees clockwise."; + Difficulty = 2f; + Sequence = new AISequence( + new ShootAOE(new AOEData { OuterSpeed = Speed.MEDIUM_SLOW, FixedWidth = 5f }.On(0, 360)), + new Strafe(true, 60f, 50).Wait(0.5f) + ); + } + } + + public Wave_Circle() + { + Description = "Fires six slow circles around the arena in a circular pattern. Then repeats twice, with lines appearing on the left and right sides."; + Difficulty = 5f; + Sequence = new AISequence( + new Teleport(WEST_MED), + new Slow_Wave_Circle().Times(6), + new Slow_Wave_Circle().Times(3), + new ShootLine(50, 75f, Vector3.left, Speed.MEDIUM_SLOW), + new Slow_Wave_Circle().Times(3), + new ShootLine(50, 75f, Vector3.right, Speed.MEDIUM_SLOW), + new Slow_Wave_Circle().Times(3), + new ShootLine(50, 75f, Vector3.left, Speed.MEDIUM_SLOW), + new Slow_Wave_Circle().Times(3), + new ShootLine(50, 75f, Vector3.right, Speed.MEDIUM_SLOW) + ); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Circle.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Circle.cs.meta new file mode 100644 index 0000000..e47b7bc --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Circle.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 04c02d677a15844a2957185ce382513d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse.cs new file mode 100644 index 0000000..552b43b --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse.cs @@ -0,0 +1,37 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; +using static Constants.Positions; + +namespace Moves.Unsorted +{ + public class Wave_Reverse : Move + { + + public Wave_Reverse() + { + Description = "Fires a wave of projectiles that, on death, reverse direction."; + Difficulty = 4f; + Sequence = ForConcurrent( + 50, + i => new Shoot1 + ( + new ProjectileHoming + { + Speed = Speed.FAST, + Size = Size.MEDIUM, + MaxTime = 1f, + AngleOffset = i * (360f / 50f), + OnDestroyTimeout = CallbackDictionary.REVERSE + } + ) + ).Wait(2f); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse.cs.meta new file mode 100644 index 0000000..50177e4 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9cd5ed396f30440b39c292ee7c8dad62 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Faster.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Faster.cs new file mode 100644 index 0000000..606ef88 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Faster.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; +using static Constants.Positions; + +namespace Moves.Unsorted +{ + public class Wave_Reverse_Faster : Move + { + + public Wave_Reverse_Faster() + { + Description = "Fires a wave of projectiles that, on death, reverse direction. These speed up until they hit max speed."; + Difficulty = 5f; + Sequence = For( + 50, + i => new Shoot1 + ( + new ProjectileHoming + { + Speed = Speed.FAST, + Size = Size.MEDIUM, + MaxTime = 1f, + AngleOffset = i * (360f / 50f), + //OnDestroyTimeout = CallbackDictionary.REVERSE_FASTER + //TODO reimplement above^^ + } + ) + ).Wait(2f); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Faster.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Faster.cs.meta new file mode 100644 index 0000000..83d8b1a --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Faster.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bd947229d458c4d81a8b614d57707f50 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target.cs new file mode 100644 index 0000000..2e6e4b1 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target.cs @@ -0,0 +1,37 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; +using static Constants.Positions; + +namespace Moves.Unsorted +{ + public class Wave_Reverse_Target : Move + { + + public Wave_Reverse_Target() + { + Description = "Fires a wave of projectiles that, on death, turn into projectiles aimed at the player."; + Difficulty = 5f; + Sequence = For( + 50, + i => new Shoot1 + ( + new ProjectileHoming + { + Speed = Speed.FAST, + Size = Size.MEDIUM, + MaxTime = 1f, + AngleOffset = i * (360f / 50f), + OnDestroyTimeout = CallbackDictionary.SPAWN_1_TOWARDS_PLAYER + } + ) + ).Wait(2f); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target.cs.meta new file mode 100644 index 0000000..d89796a --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 45ebbb73bcf104b6f9c1f301d120a439 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target_Homing.cs b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target_Homing.cs new file mode 100644 index 0000000..6d97909 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target_Homing.cs @@ -0,0 +1,37 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; +using AOEs; +using Constants; +using Moves.Basic; +using Projectiles; +using static Constants.Positions; + +namespace Moves.Unsorted +{ + public class Wave_Reverse_Target_Homing : Move + { + + public Wave_Reverse_Target_Homing() + { + Description = "Fires a wave of projectiles that, on death, turn into homing projectiles aimed at the player."; + Difficulty = 7f; + Sequence = For( + 50, + i => new Shoot1 + ( + new ProjectileHoming + { + Speed = Speed.FAST, + Size = Size.MEDIUM, + MaxTime = 1f, + AngleOffset = i * (360f / 50f), + OnDestroyTimeout = CallbackDictionary.SPAWN_1_HOMING_TOWARDS_PLAYER + } + ) + ).Wait(2f); + } + } +} diff --git a/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target_Homing.cs.meta b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target_Homing.cs.meta new file mode 100644 index 0000000..b833e7d --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Moves/Unsorted/Wave_Reverse_Target_Homing.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 015f5d7c1e65b4e55802261ca33ed92a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/PhaseDictionary.cs b/Assets/Scripts/Boss Core/AI/PhaseDictionary.cs deleted file mode 100644 index e6d5211..0000000 --- a/Assets/Scripts/Boss Core/AI/PhaseDictionary.cs +++ /dev/null @@ -1,158 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using UnityEngine.Profiling; - -namespace AI -{ - public partial class AIPhase - { - - //public static AIPhase PHASE_TEST = new AIPhase() - //.AddSequence(10, HOMING_STRAFE_WAVE_SHOOT) - // ; - public static AIPhase PHASE_TEST; - - /* - * Teaches the player basic movement and throwing. - * - * Should consist of moves that are easy to dodge by running or dashing, - * and have plenty of time in between to throw a shield. - * - * Should probably disable shield blocking for this phase. - */ - public static AIPhase PHASE_TUTORIAL_1; - - /* - * Teaches the player that the shield exists. - * - * Should consist of both dashing and blocking attacks, with plenty - * of time to throw shield between. - */ - public static AIPhase PHASE_TUTORIAL_2; - - /* - * Introduces AOEs (and how shield interacts with them). - */ - public static AIPhase PHASE_TUTORIAL_3; - - public static AIPhase PHASE1; - - public static AIPhase PHASE_UNIT_TEST; - - //static AIPhase() { - // if (BossController.insaneMode) - // { - // PHASE1 - // .AddSequence(10, DOUBLE_HEX_CURVE_HARD) - // .AddSequence(10, DEATH_HEX) - // .AddSequence(10, FOUR_WAY_SWEEP_WITH_HOMING) - // .AddSequence(10, RANDOM_200_WAVE) - // .AddSequence(10, CIRCLE_JUMP_ROPE) - // ; - // } - //} - - //public static AIPhase HARD_PHASE = new AIPhase() - ////.AddSequence(10, WAVE_CIRCLE) - //.AddSequence(10, DOUBLE_HEX_CURVE_HARD) - //.AddSequence(10, DEATH_HEX) - ////.AddSequence(10, FOUR_WAY_SWEEP_WITH_HOMING) - //.AddSequence(10, RANDOM_200_WAVE) - //.AddSequence(10, CIRCLE_JUMP_ROPE) - //; - - /* - * TODO: Add some form of progress indicator to this. - * TODO: Make this load in Phases dynamically (like moves are) - */ - public static void Load() { - AISequence.ShouldAllowInstantiation = true; - - PHASE_TEST = new AIPhase() - //.AddSequence(10, Moves.Basic.PINCER) - .AddSequence(10, new Moves.Test.Lightning_Arena().Times(2)) - .AddSequence(10, new Moves.Test.Quick_Waves()) - .AddSequence(10, new Moves.Test.Double_Laser_Sweep_AOE()) - .AddSequence(10, new Moves.Test.Double_Laser_Sweep()) - .AddSequence(10, new Moves.Test.Pincer_Sweep()) - //.AddScriptedSequence(0, new Moves.Test.Test().Times(75)) - //.AddSequence(10, AISequence.Pause(100f)) - .AddSequence(10, new Moves.Test.SpinReverse().Wait(2f)) - .AddSequence(10, new Moves.Test.Random_Leading()) - .AddSequence(10, new Moves.Test.Sniper_Final()) - .AddSequence(10, new Moves.Basic.Shoot_Death_Hex()) - ; - - PHASE_TUTORIAL_1 = new AIPhase() - .SetMaxHealth(20) - .SetMaxArenaRadius(0.75f * 50f) - .AddSequence(10, new Moves.Basic.Sweep().Wait(1f)) - .AddSequence(10, new Moves.Basic.Sweep(reverse: true).Wait(1f)) - .AddSequence(10, new Moves.Basic.Sweep_Back_And_Forth().Wait(1f)) - .AddSequence(10, new Moves.Basic.Sweep_Both().Wait(1f)) - .AddSequence(10, new Moves.Tutorial1.Shoot_1_Several()) - .AddSequence(10, new Moves.Tutorial1.Shoot_3_Several()) - .AddSequence(3, new Moves.Tutorial1.Shoot_Arc(70)) - .AddSequence(4, new Moves.Tutorial1.Shoot_Arc(120)) - .AddSequence(3, new Moves.Tutorial1.Shoot_Arc(150)) - .AddSequence(3, new Moves.Tutorial1.Shoot_Arc(70, true)) - .AddSequence(4, new Moves.Tutorial1.Shoot_Arc(120, true)) - .AddSequence(3, new Moves.Tutorial1.Shoot_Arc(150, true)) - ; - - PHASE_TUTORIAL_2 = new AIPhase() - .SetMaxHealth(20) - .AddSequence(10, new Moves.Tutorial2.Force_Block()) - ; - - PHASE_TUTORIAL_3 = new AIPhase() - .SetMaxHealth(20) - .AddSequence(10, new Moves.Basic.AOE_131()) - .AddSequence(10, new Moves.Tutorial3.Shoot_AOE(90)) - .AddSequence(10, new Moves.Tutorial3.Shoot_AOE(120)) - .AddSequence(10, new Moves.Tutorial3.Shoot_AOE(360)) - ; - - PHASE1 = new AIPhase() - //.AddSequence(10, SHOOT3_WAVE3) - .AddSequence(10, new Moves.Basic.Shoot_2_Waves()) - .AddSequence(10, new Moves.Basic.AOE_90()) - .AddSequence(10, new Moves.Basic.AOE_120()) - .AddSequence(10, new Moves.Basic.AOE_360()) - - //.AddSequence(10, HEX_CURVE_INTRO) - //.AddSequence(10, DOUBLE_HEX_CURVE) - //.AddSequence(10, HOMING_STRAFE_WAVE_SHOOT.Times(2)) - //.AddMove(10, Moves.Basic.Definitions.SWEEP) - //.AddSequence(10, Moves.Basic.SWEEP_BACK_AND_FORTH) - //.AddSequence(10, SWEEP_BACK_AND_FORTH_MEDIUM) - //.AddSequence(10, SWEEP_BACK_AND_FORTH_ADVANCED) - //.AddSequence(10, Moves.Basic.SPLIT_6) - //.AddSequence(10, Moves.Basic.SPLIT_6_CURVE) - //.AddSequence(10, CIRCLE_IN_OUT) - //.AddSequence(10, SWEEP_WALL_CLOCKWISE) - //.AddSequence(10, SWEEP_WALL_COUNTERCLOCKWISE) - //.AddSequence(5, SWEEP_WALL_BACK_AND_FORTH) - //.AddSequence(10, WAVE_REVERSE) // maybe add a new color for reversal attacks - //.AddSequence(10, WAVE_REVERSE_TARGET) - //.AddSequence(10, Moves.Basic.AOE_131_MEDIUM_LONG.Times(2)) - //.AddSequence(10, FOUR_WAY_SWEEP_WITH_HOMING) - //.AddSequence(10, RANDOM_200_WAVE) // Kind of hard. Move to a later phase. - //.AddSequence(10, SHOOT_2_WAVES_45) - //.AddSequence(10, SHOOT_4_WAVES_BEHIND) - - ; - - PHASE_UNIT_TEST = new AIPhase() - .AddScriptedSequence(0, new Moves.Basic.Shoot1(new Projectiles.Projectile()).Wait(1f)) - .AddScriptedSequence(1, new Moves.Basic.Shoot1(new Projectiles.ProjectileCurving(30f, true)).Wait(1f)) - .AddScriptedSequence(2, new Moves.Basic.Shoot1(new Projectiles.ProjectileCurving(-30f, false)).Wait(1f)) - .AddScriptedSequence(3, new Moves.Basic.Shoot1(new Projectiles.ProjectileHoming()).Wait(1f)) - .AddScriptedSequence(4, new Moves.Basic.Shoot1(new Projectiles.ProjectileLightning()).Wait(1f)); - ; - } - - } -} diff --git a/Assets/Scripts/Boss Core/AI/Phases.meta b/Assets/Scripts/Boss Core/AI/Phases.meta new file mode 100644 index 0000000..d45273c --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Phases.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 05952e8cf6ad04c1ba72c6c08abe83c9 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Test.cs b/Assets/Scripts/Boss Core/AI/Phases/Phase_Test.cs new file mode 100644 index 0000000..7aa4715 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Test.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; + +namespace Phases +{ + public class Phase_Test : AIPhase + { + public Phase_Test() + { + //AddSequence(10, new Moves.Test.Lightning_Arena().Times(2)); + //AddSequence(10, new Moves.Test.Quick_Waves()); + //AddSequence(10, new Moves.Test.Double_Laser_Sweep_AOE()); + //AddSequence(10, new Moves.Test.Double_Laser_Sweep()); + //AddSequence(10, new Moves.Test.Pincer_Sweep()); + //AddSequence(10, new Moves.Test.SpinReverse().Wait(2f)); + //AddSequence(10, new Moves.Test.Random_Leading()); + //AddSequence(10, new Moves.Test.Sniper_Final()); + //AddSequence(10, new Moves.Basic.Shoot_Death_Hex()); + AddSequence(10, new Moves.Test.Horseshoe_AOE()); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Test.cs.meta b/Assets/Scripts/Boss Core/AI/Phases/Phase_Test.cs.meta new file mode 100644 index 0000000..1463341 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Test.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 739b3ed7653cd4e68b898d835ebf47b2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Test_Latest.cs b/Assets/Scripts/Boss Core/AI/Phases/Phase_Test_Latest.cs new file mode 100644 index 0000000..f558d42 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Test_Latest.cs @@ -0,0 +1,16 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; + +namespace Phases +{ + public class Phase_Test_Latest : AIPhase + { + public Phase_Test_Latest() + { + AddSequence(10, new Moves.Test.Test()); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Test_Latest.cs.meta b/Assets/Scripts/Boss Core/AI/Phases/Phase_Test_Latest.cs.meta new file mode 100644 index 0000000..8761b6f --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Test_Latest.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4d92fe43022884d4198bbd4433c1e632 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_1.cs b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_1.cs new file mode 100644 index 0000000..7b5078d --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_1.cs @@ -0,0 +1,30 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; + +namespace Phases +{ + public class Phase_Tutorial_1 : AIPhase + { + public Phase_Tutorial_1() + { + MaxHealth = 20; + MaxArenaRadius = 0.75f * 50f; + + AddSequence(10, new Moves.Basic.Sweep().Wait(1f)); + AddSequence(10, new Moves.Basic.Sweep(reverse: true).Wait(1f)); + AddSequence(10, new Moves.Basic.Sweep_Back_And_Forth().Wait(1f)); + AddSequence(10, new Moves.Basic.Sweep_Both().Wait(1f)); + AddSequence(10, new Moves.Tutorial1.Shoot_1_Several()); + AddSequence(10, new Moves.Tutorial1.Shoot_3_Several()); + AddSequence(3, new Moves.Tutorial1.Shoot_Arc(70)); + AddSequence(4, new Moves.Tutorial1.Shoot_Arc(120)); + AddSequence(3, new Moves.Tutorial1.Shoot_Arc(150)); + AddSequence(3, new Moves.Tutorial1.Shoot_Arc(70, true)); + AddSequence(4, new Moves.Tutorial1.Shoot_Arc(120, true)); + AddSequence(3, new Moves.Tutorial1.Shoot_Arc(150, true)); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_1.cs.meta b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_1.cs.meta new file mode 100644 index 0000000..d04d870 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_1.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: af786d74db30d4da4ae629c17edc39f8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_2.cs b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_2.cs new file mode 100644 index 0000000..feaa083 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_2.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; + +namespace Phases +{ + public class Phase_Tutorial_2 : AIPhase + { + public Phase_Tutorial_2() + { + MaxHealth = 20; + + AddSequence(10, new Moves.Tutorial2.Force_Block()); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_2.cs.meta b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_2.cs.meta new file mode 100644 index 0000000..24cbfca --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_2.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4ff2a7efd99204d5a89bf105f7bd1c9c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_3.cs b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_3.cs new file mode 100644 index 0000000..a6b8bcd --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_3.cs @@ -0,0 +1,21 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; + +namespace Phases +{ + public class Phase_Tutorial_3 : AIPhase + { + public Phase_Tutorial_3() + { + MaxHealth = 20; + + AddSequence(10, new Moves.Basic.AOE_131()); + AddSequence(10, new Moves.Tutorial3.Shoot_AOE(90)); + AddSequence(10, new Moves.Tutorial3.Shoot_AOE(120)); + AddSequence(10, new Moves.Tutorial3.Shoot_AOE(360)); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_3.cs.meta b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_3.cs.meta new file mode 100644 index 0000000..521c6ef --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Tutorial_3.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e875cb8c9ce82400fb6cdd33b4313c4c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Unsorted.cs b/Assets/Scripts/Boss Core/AI/Phases/Phase_Unsorted.cs new file mode 100644 index 0000000..c2168a7 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Unsorted.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Reflection; + +using AI; + +namespace Phases +{ + public class Phase_Unsorted : AIPhase + { + public Phase_Unsorted() + { + MaxHealth = 100; + + System.Type[] types = Assembly.GetExecutingAssembly().GetTypes(); + foreach (System.Type type in types) + { + if (type.Namespace != null && type.Namespace.Equals("Moves.Unsorted")) + { + if (System.Attribute.GetCustomAttribute(type, typeof(System.Runtime.CompilerServices.CompilerGeneratedAttribute)) != null) + { + Debug.Log("Skipping compiler type: " + type); + continue; + } + + try + { + Debug.Log("Trying to add type: " + type); + object rawObj = System.Activator.CreateInstance(type); + Debug.Log("Instantiated type parent type: " + rawObj.GetType().BaseType); + AISequence instantiatedSequence = (AISequence) rawObj; + if (instantiatedSequence == null) + { + Debug.LogError("Instantiation failure! Got back null."); + } + AddSequence(10, instantiatedSequence); + } + catch (System.Exception e) + { + Debug.LogError("Failed to add type: " + type); + Debug.LogError(e); + } + } + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/AI/Phases/Phase_Unsorted.cs.meta b/Assets/Scripts/Boss Core/AI/Phases/Phase_Unsorted.cs.meta new file mode 100644 index 0000000..73d5370 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Phases/Phase_Unsorted.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: de0b6ff5427a846bb836038e57c5a8e2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Routines.meta b/Assets/Scripts/Boss Core/AI/Routines.meta new file mode 100644 index 0000000..c62da34 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Routines.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7382e9c48840d4a1cb3ed2cbd10f34a0 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Routines/Main.cs b/Assets/Scripts/Boss Core/AI/Routines/Main.cs new file mode 100644 index 0000000..cad4e1c --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Routines/Main.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; + +namespace Routines +{ + public class Main : AIRoutine + { + public Main() + { + // TODO finish me (tutorial + main phase) + Phases = new List { + }; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/AI/Routines/Main.cs.meta b/Assets/Scripts/Boss Core/AI/Routines/Main.cs.meta new file mode 100644 index 0000000..b316247 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Routines/Main.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 064327c01ca8e4e988e8c26f59377fb7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Routines/Test.cs b/Assets/Scripts/Boss Core/AI/Routines/Test.cs new file mode 100644 index 0000000..6d85de1 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Routines/Test.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; + +namespace Routines +{ + public class Test : AIRoutine + { + public Test() + { + Phases = new List { + new Phases.Phase_Test() + }; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/AI/Routines/Test.cs.meta b/Assets/Scripts/Boss Core/AI/Routines/Test.cs.meta new file mode 100644 index 0000000..98f7c2f --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Routines/Test.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 33b3d892d95214cec9e2bdaa467fd554 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Routines/TestLatest.cs b/Assets/Scripts/Boss Core/AI/Routines/TestLatest.cs new file mode 100644 index 0000000..daf0fb9 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Routines/TestLatest.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; + +namespace Routines +{ + public class TestLatest : AIRoutine + { + public TestLatest() + { + Phases = new List { + new Phases.Phase_Test_Latest() + }; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/AI/Routines/TestLatest.cs.meta b/Assets/Scripts/Boss Core/AI/Routines/TestLatest.cs.meta new file mode 100644 index 0000000..9fd3315 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Routines/TestLatest.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 065b6694ce967423bb79478207deab14 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Routines/Tutorial.cs b/Assets/Scripts/Boss Core/AI/Routines/Tutorial.cs new file mode 100644 index 0000000..3f14d14 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Routines/Tutorial.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; + +namespace Routines +{ + public class Tutorial : AIRoutine + { + public Tutorial() + { + Phases = new List { + new Phases.Phase_Tutorial_1(), + new Phases.Phase_Tutorial_2(), + new Phases.Phase_Tutorial_3() + }; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/AI/Routines/Tutorial.cs.meta b/Assets/Scripts/Boss Core/AI/Routines/Tutorial.cs.meta new file mode 100644 index 0000000..fe2dad2 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Routines/Tutorial.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 709322f7cdbf14ba2b696e916327d3ef +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Routines/UnitTest.cs b/Assets/Scripts/Boss Core/AI/Routines/UnitTest.cs new file mode 100644 index 0000000..a9741aa --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Routines/UnitTest.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; + +namespace Routines +{ + public class UnitTest : AIRoutine + { + public UnitTest() + { + // TODO finish me + Phases = new List { + }; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/AI/Routines/UnitTest.cs.meta b/Assets/Scripts/Boss Core/AI/Routines/UnitTest.cs.meta new file mode 100644 index 0000000..de1cea1 --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Routines/UnitTest.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bed98f1c4db4f402ea23e502e1cb10ed +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/Routines/Unsorted.cs b/Assets/Scripts/Boss Core/AI/Routines/Unsorted.cs new file mode 100644 index 0000000..d1e59af --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Routines/Unsorted.cs @@ -0,0 +1,19 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using AI; + +namespace Routines +{ + public class Unsorted : AIRoutine + { + public Unsorted() + { + Phases = new List + { + new Phases.Phase_Unsorted() + }; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/AI/Routines/Unsorted.cs.meta b/Assets/Scripts/Boss Core/AI/Routines/Unsorted.cs.meta new file mode 100644 index 0000000..22c34cd --- /dev/null +++ b/Assets/Scripts/Boss Core/AI/Routines/Unsorted.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2e96f9ceb6527411aac08a3087d572a0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/AI/SequenceDictionary.cs b/Assets/Scripts/Boss Core/AI/SequenceDictionary.cs deleted file mode 100644 index bfd0f9c..0000000 --- a/Assets/Scripts/Boss Core/AI/SequenceDictionary.cs +++ /dev/null @@ -1,572 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using static BossController; -using static Projectiles.Projectile; -using static World.Arena; -using Projectiles; -using AOEs; -using BossCore; - -using Moves.Basic; - -// TODO: move all boss controller sequences in here -// make a JSON parser to make this job easier? -namespace AI -{ - public partial class AISequence - { - - //public static Move DASH_TEST = new Move( - // 8f, - // "DASH_TEST", - // "Aggressively tests dashing.", - // new AISequence(() => { - // return ShootAOE(AOE.New(self).Start(GameManager.Player.transform.position).On(0, 360f).Speed(Speed.FAST).FixedWidth(2f)).Wait(0.75f); - // }) - //); - - //#region Building Block Sequences - - //public static AISequence LINE_CIRCLE_STRAFE_60 = new AISequence( - // ShootAOE(AOE.New(self).Speed(Speed.MEDIUM_SLOW).FixedWidth(5f)) - // .Wait(0.1f), - // Strafe(true, 30f, 50) - // .Wait(0.3f), - // ShootLine(50, 100f, Vector3.zero, Speed.VERY_FAST) - // .Wait(0.2f), - // Strafe(true, 30f, 50) - //); - - //#endregion - - //#region Full Moveset Sequences - - ///* - // * 40 basic bullets, with a 360 wave at the start, middle, and end. - // */ - //public static Move SHOOT3_WAVE3 = new Move( - // 3, - // "SHOOT3_WAVE3", - // "40 basic bullets, with a 360 wave at the start, middle, and end.", - // new AISequence( - // Teleport().Wait(0.5f), - // AOE_360, - // Shoot3().Wait(0.1f).Times(20), - // AOE_360, - // Shoot3().Wait(0.1f).Times(20), - // AOE_360.Wait(0.5f) - // ) - //); - - //public static Move HEX_CURVE_INTRO = new Move( - // 4, - // "HEX_CURVE_INTRO", - // "Introduces the player to the hex curve attack", - // new AISequence( - // ShootHexCurve(true), - // AOE_360.Wait(2.5f), - // ShootHexCurve(false), - // AOE_360.Wait(2.5f), - // ShootHexCurve(true), - // AOE_360, - // ShootHexCurve(false).Wait(1f), - // AOE_360.Wait(1f), - // AOE_360.Wait(1.5f), - // Teleport().Wait(0.5f) - // ) - //); - - //public static AISequence BIG_HOMING_STRAFE = new AISequence( - // CameraMove(false, new Vector3(0, 17.5f, -35f)).Wait(1f), - // Teleport(NORTH_FAR).Wait(1f), - // ShootHomingStrafe(strafeAmount: 65).Times(10), - // Teleport(NORTH_FAR).Wait(1f), - // ShootHomingStrafe(strafeAmount: 15).Times(15), - // CameraMove(true).Wait(2f) - //); - - //public static AISequence DOUBLE_HEX_CURVE = new AISequence( - // Teleport(CENTER).Wait(1.5f), - // PlayerLock(true), - // ShootHexCurve(true), - // AOE_360.Wait(0.5f), - // ShootHexCurve(true, New(self).AngleOffset(30f)).Wait(0.5f), - // AOE_360.Wait(1f), - // AOE_360.Wait(1f), - // PlayerLock(false) - //); - - //public static AISequence HOMING_STRAFE_WAVE_SHOOT = new Move( - // 5.5f, - // "HOMING_STRAFE_WAVE_SHOOT", - // "Does a homing strafe, followed by two shoot_2_waves.", - // new AISequence( - // Teleport().Wait(0.2f), - // ShootHomingStrafe(strafeAmount: 15).Wait(0.01f).Times(15).Wait(0.3f), // This is hard; adding wait is reasonable - // SHOOT_2_WAVES.Times(2) - // ) - //); - - ///* - // * A really intricate pattern. 6 projectiles that explode into 6 more projectiles, - // * repeated twice to forme a lattice. Safe spot is a midpoint between any two of - // * the first projectiles, near the far edge of the arena. - // * - // * ** This might have changed due to the way ShootDeathHex was implemented. - // */ - //public static AISequence DEATH_HEX = new AISequence( - // 9, - // Teleport(CENTER).Wait(0.5f), - // ShootDeathHex(2f).Wait(1f), - // ShootDeathHex(1f).Wait(2f), - // ShootArc(skeleton: New(self).MaxTime(0.25f)).Wait(1f), - // ShootArc(skeleton: New(self).MaxTime(0.25f)).Wait(1f), - // ShootArc(skeleton: New(self).MaxTime(0.25f)).Wait(0.75f) - //); - - ///* - // * Fires six slow circles around the arena in a circular pattern. - // * Then repeats twice, with lines appearing on the left and right sides. - // */ - //public static AISequence WAVE_CIRCLE = new AISequence(5, - // Teleport(WEST_MED), - // SLOW_WAVE_CIRCLE.Times(6), - // SLOW_WAVE_CIRCLE.Times(3), - // ShootLine(50, 75f, Vector3.left, Speed.MEDIUM_SLOW), - // SLOW_WAVE_CIRCLE.Times(3), - // ShootLine(50, 75f, Vector3.right, Speed.MEDIUM_SLOW), - // SLOW_WAVE_CIRCLE.Times(3), - // ShootLine(50, 75f, Vector3.left, Speed.MEDIUM_SLOW), - // SLOW_WAVE_CIRCLE.Times(3), - // ShootLine(50, 75f, Vector3.right, Speed.MEDIUM_SLOW) - //); - - //public static AISequence JUMP_ROPE_FAST = new AISequence( - // 4, - // CameraMove(false, new Vector3(0, 17.5f, -35)).Wait(1f), - // Teleport(WEST_FAR, 35), - // ShootLine(50, 100f, speed: Speed.SNIPE).Times(2), - // Teleport(EAST_FAR, 35), - // ShootLine(50, 100f, speed: Speed.SNIPE).Times(2), - // Teleport(WEST_FAR, 35), - // ShootLine(50, 100f, speed: Speed.SNIPE).Times(2), - // Teleport(EAST_FAR, 35), - // ShootLine(50, 100f, speed: Speed.SNIPE).Times(2), - // CameraMove(true) - //); - - //public static AISequence DOUBLE_HEX_CURVE_HARD = new AISequence( - // 10, - // Teleport(CENTER).Wait(1f), - // ShootHexCurve(true, New(self).AngleOffset(0f)).Wait(0.5f), - // ShootHexCurve(true, New(self).AngleOffset(30f)), - // SHOOT3_WAVE3, - // Teleport(CENTER), - // ShootHexCurve(false, New(self).AngleOffset(0f)), - // ShootHexCurve(false, New(self).AngleOffset(30f)), - // // This homing might be too hard; especially with this amount of 360s. - // Shoot3(New(self).Size(Size.MEDIUM).Homing()).Wait(0.1f).Times(10), - // AOE_360, - // Shoot3(New(self).Size(Size.MEDIUM).Homing()).Wait(0.1f).Times(5), - // AOE_360, - // Shoot3(New(self).Size(Size.MEDIUM).Homing()).Wait(0.1f).Times(5), - // AOE_360.Wait(0.5f), - // AOE_360.Wait(0.5f) - //); - - //public static AISequence JUMP_ROPE_SLOW_CIRCLES = new AISequence(5.5f, - // Teleport(WEST_FAR), - // LINE_STRAFE_60.Times(6), - // LINE_CIRCLE_STRAFE_60.Times(6) - //); - - //public static AISequence FOUR_WAY_SWEEP_WITH_HOMING = new AISequence(6, () => - //{ - // List sequences = new List(); - // for (int i = 0; i < 4; i++) - // { - // for (int j = 0; j < 7; j++) - // { - // sequences.Add(ShootArc(4, skeleton: New(self).Target(Vector3.forward).AngleOffset(j * 6f).Size(Size.MEDIUM)).Wait(0.1f)); - // } - // sequences.Add(Shoot1(New(self).Size(Size.LARGE).Homing())); - // for (int j = 7; j < 15; j++) - // { - // sequences.Add(ShootArc(4, skeleton: New(self).Target(Vector3.forward).AngleOffset(j * 6f).Size(Size.MEDIUM)).Wait(0.1f)); - // } - // sequences.Add(AOE_360); - // } - // for (int i = 0; i < 4; i++) - // { - // for (int j = 0; j < 5; j++) - // { - // sequences.Add(ShootArc(4, skeleton: New(self).Target(Vector3.forward).AngleOffset(j * -6f).Size(Size.MEDIUM)).Wait(0.1f)); - // } - // sequences.Add(Shoot1(New(self).Size(Size.LARGE).Homing())); - // for (int j = 5; j < 10; j++) - // { - // sequences.Add(ShootArc(4, skeleton: New(self).Target(Vector3.forward).AngleOffset(j * -6f).Size(Size.MEDIUM)).Wait(0.1f)); - // } - // sequences.Add(Shoot1(New(self).Size(Size.LARGE).Homing())); - // for (int j = 10; j < 15; j++) - // { - // sequences.Add(ShootArc(4, skeleton: New(self).Target(Vector3.forward).AngleOffset(j * -6f).Size(Size.MEDIUM)).Wait(0.1f)); - // } - // sequences.Add(AOE_360); - // } - // return sequences.ToArray(); - //}); - - //public static AISequence SWEEP_BACK_AND_FORTH_MEDIUM = new AISequence( - // 5.5f, - // Teleport().Wait(0.25f), - // PlayerLock(true), - // new AISequence(() => { - // List sequences = new List(); - // for (int i = -30; i < 80; i += 5) - // { - // sequences.Add(Shoot1(New(self).AngleOffset(i)).Wait(0.01f)); - // } - // //sequences.Add(Shoot1(speed: Speed.MEDIUM, size: Size.LARGE, type: Type.HOMING).Wait(0.01f)); - // for (int i = 80; i > -80; i -= 5) - // { - // sequences.Add(Merge( - // Shoot1(New(self).AngleOffset(i)), - // Shoot1(New(self).AngleOffset(i).Size(Size.MEDIUM).Speed(Speed.SLOW)) - // ).Wait(0.02f)); - // } - // //sequences.Add(Shoot1(speed: Speed.MEDIUM, size: Size.LARGE, type: Type.HOMING).Wait(0.01f)); - // for (int i = -80; i < 80; i += 5) - // { - // sequences.Add(Shoot1(New(self).AngleOffset(i)).Wait(0.01f)); - // } - // //sequences.Add(Shoot1(speed: Speed.MEDIUM, size: Size.LARGE, type: Type.HOMING).Wait(0.01f)); - // for (int i = 80; i > -80; i -= 5) - // { - // sequences.Add(Merge( - // Shoot1(New(self).AngleOffset(i)), - // Shoot1(New(self).AngleOffset(i).Size(Size.MEDIUM).Speed(Speed.SLOW)) - // ).Wait(0.02f)); - // } - // return sequences.ToArray(); - // }).Wait(0.75f), - // PlayerLock(false) - //); - - //public static AISequence SWEEP_BACK_AND_FORTH_ADVANCED = new AISequence( - // 6.5f, - // Teleport().Wait(0.25f), - // PlayerLock(true), - // new AISequence(() => { - // List sequences = new List(); - // for (int i = -30; i < 80; i += 5) - // { - // sequences.Add(Shoot1(New(self).AngleOffset(i)).Wait(0.01f)); - // } - // //sequences.Add(Shoot1(speed: Speed.MEDIUM, size: Size.LARGE, type: Type.HOMING).Wait(0.01f)); - // for (int i = 80; i > -80; i -= 5) - // { - // sequences.Add(Merge( - // Shoot1(New(self).AngleOffset(i)), - // Shoot1(New(self).AngleOffset(i).Size(Size.MEDIUM).Speed(Speed.SLOW)) - // ).Wait(0.02f)); - // } - // for (int i = -80; i < 80; i += 5) - // { - // sequences.Add(Merge( - // Shoot1(New(self).AngleOffset(i)), - // Shoot1(New(self).AngleOffset(i).Size(Size.TINY).Speed(Speed.FAST)) - // ).Wait(0.02f)); - // } - // //sequences.Add(Shoot1(speed: Speed.MEDIUM, size: Size.LARGE, type: Type.HOMING).Wait(0.01f)); - // for (int i = 80; i > -30; i -= 5) - // { - // sequences.Add(Merge( - // Shoot1(New(self).AngleOffset(i)), - // Shoot1(New(self).AngleOffset(i).Size(Size.MEDIUM).Speed(Speed.SLOW)) - // ).Wait(0.02f)); - // } - // return sequences.ToArray(); - // }).Wait(0.75f), - // PlayerLock(false) - // ); - - //public static AISequence RANDOM_200_WAVE = new AISequence(7, () => { - // List sequences = new List(); - // for (int j = 0; j < 200; j++) { - // switch (Random.Range(0, 3)) - // { - // case 0: sequences.Add(Merge( - // Shoot1(New(self).AngleOffset(Random.Range(0, 360f)).Size(Size.SMALL).Speed(Speed.FAST)), - // Shoot1(New(self).AngleOffset(Random.Range(0, 360f)).Size(Size.SMALL).Speed(Speed.FAST)), - // Shoot1(New(self).AngleOffset(Random.Range(0, 360f)).Size(Size.TINY).Speed(Speed.FAST)) - // )); break; - // case 1: sequences.Add(Merge( - // Shoot1(New(self).AngleOffset(Random.Range(0, 360f)).Size(Size.MEDIUM).Speed(Speed.MEDIUM)), - // Shoot1(New(self).AngleOffset(Random.Range(0, 360f)).Size(Size.MEDIUM).Speed(Speed.MEDIUM) - // ))); break; - // case 2: sequences.Add(Shoot1(New(self).AngleOffset(Random.Range(0, 360f)).Size(Size.LARGE).Speed(Speed.SLOW))); break; - // } - // if (j % 20 == 0) { - // sequences.Add(Shoot1(New(self).Size(Size.MEDIUM).Homing())); - // } - // if (j % 40 == 0) { - // sequences.Add(new AISequence(() => - // { - // Projectile - // .New(self) - // .Size(Size.MEDIUM) - // .Speed(Speed.MEDIUM) - // .AngleOffset(Random.Range(0, 360f)) - // .MaxTime(0.5f) - // .OnDestroyTimeout(CallbackDictionary.SPAWN_WAVE) - // .Create(); - // })); - // } - // sequences.Add(Pause(0.05f)); - // } - // return sequences.ToArray(); - //}); - - //public static AISequence SWEEP_WALL_CLOCKWISE = new AISequence(5, () => - //{ - // List sequences = new List(); - - // for (int angle = 0; angle < 72; angle += 6) - // { - // sequences.Add(ShootWall(angleOffset: angle).Wait(0.1f)); - // } - - // for (int angle = 72; angle >= 0; angle -= 6) - // { - // sequences.Add(ShootWall(angleOffset: angle).Wait(0.1f)); - // } - // return sequences.ToArray(); - //}); - - //public static AISequence SWEEP_WALL_COUNTERCLOCKWISE = new AISequence(5, () => - //{ - // List sequences = new List(); - - // for (int angle = 0; angle >= -72; angle -= 6) - // { - // sequences.Add(ShootWall(angleOffset: angle).Wait(0.1f)); - // } - - // for (int angle = -72; angle <= 0; angle += 6) - // { - // sequences.Add(ShootWall(angleOffset: angle).Wait(0.1f)); - // } - // return sequences.ToArray(); - - //}); - - //public static AISequence SWEEP_WALL_BACK_AND_FORTH = new AISequence( - // 6, - // PlayerLock(true), - // SWEEP_WALL_CLOCKWISE, - // SWEEP_WALL_COUNTERCLOCKWISE, - // PlayerLock(false) - //); - - //public static AISequence WAVE_REVERSE_TARGET = new AISequence( - // 5, - // new AISequence(() => - // { - // for (int i = 0; i < 50; i++) - // { - // Projectile - // .New(self) - // .Speed(Speed.FAST) - // .Size(Size.MEDIUM) - // .MaxTime(1f) - // .AngleOffset(i * (360f / 50f)) - // .OnDestroyTimeout(CallbackDictionary.SPAWN_1_TOWARDS_PLAYER) - // .Create(); - // } - // }).Wait(2f) - //); - - //public static AISequence WAVE_REVERSE_TARGET_HOMING = new AISequence( - // 7, - // new AISequence(() => - // { - // for (int i = 0; i < 50; i++) - // { - // Projectile - // .New(self) - // .Speed(Speed.FAST) - // .Size(Size.MEDIUM) - // .MaxTime(1f) - // .AngleOffset(i * (360f / 50f)) - // .Homing() - // .OnDestroyTimeout(CallbackDictionary.SPAWN_1_HOMING_TOWARDS_PLAYER) - // .Create(); - // } - // }).Wait(2f) - //); - - - //public static AISequence WAVE_REVERSE = new AISequence( - // 4, - // new AISequence(() => - // { - // for (int i = 0; i < 50; i++) - // { - // Projectile - // .New(self) - // .Speed(Speed.FAST) - // .Size(Size.MEDIUM) - // .MaxTime(1.5f) - // .AngleOffset(i * (360f / 50f)) - // .OnDestroyTimeout(CallbackDictionary.REVERSE) - // .Create(); - // } - // }) - //); - - //public static AISequence WAVE_REVERSE_FASTER = new AISequence( - // 4, - // new AISequence(() => - // { - // for (int i = 0; i < 50; i++) - // { - // Projectile - // .New(self) - // .Speed(Speed.FAST) - // .Size(Size.MEDIUM) - // .MaxTime(1.5f) - // .AngleOffset(i * (360f / 50f)) - // .OnDestroyTimeout(CallbackDictionary.REVERSE_FASTER) - // .Create(); - // } - // }) - //); - - //public static AISequence CIRCLE_IN_OUT = new AISequence( - // 6, - // Teleport(CENTER).Wait(0.5f), - // WAVE_REVERSE.Wait(1.5f).Times(5).Wait(3f) - //); - - //public static AISequence CIRCLE_JUMP_ROPE = new AISequence( - // 8.5f, - // Teleport(CENTER).Wait(0.5f), - // WAVE_REVERSE_FASTER.Wait(1f), - // WAVE_REVERSE_FASTER, - // Shoot1(New(self).Size(Size.TINY).Speed(Speed.VERY_FAST)).Wait(0.1f).Times(60) // This pushes it a bit over 8. - // // Adding any of the below additional attacks makes it too hard for gameplay purposes. - // //Shoot1(size: Size.TINY, speed: Speed.VERY_FAST, angleOffset: -20f).Wait(0.1f).Times(30) - // //Shoot3(speed: Speed.FAST, size: Size.SMALL).Wait(0.1f).Times(60) - // //Shoot1(size: Size.TINY, speed: Speed.VERY_FAST).Wait(0.25f).Times(6).Then(Shoot1(size: Size.MEDIUM, speed: Speed.FAST, type: Type.HOMING).Wait(0.25f)).Times(4) - //); - - //public static AISequence SHOOT_2_WAVES_45 = new AISequence( - // 4f, - // Teleport().Wait(0.25f), - // ShootArc(4, -45f, 45f, New(self).Size(Size.LARGE).Speed(Speed.MEDIUM_SLOW).MaxTime(1f).OnDestroyTimeout(CallbackDictionary.SPAWN_WAVE)).Wait(2f) - //); - - //public static AISequence SHOOT_4_WAVES_BEHIND = new AISequence( - // 5.5f, - // Teleport(CENTER).Wait(0.5f), - // Shoot1(New(self).Size(Size.LARGE).Speed(Speed.MEDIUM_SLOW).MaxTime(2f).Target(SOUTH_FAR).AngleOffset(220f).OnDestroyTimeout(CallbackDictionary.SPAWN_WAVE)).Wait(0.5f), - // Shoot1(New(self).Size(Size.LARGE).Speed(Speed.SLOW).MaxTime(2f).Target(SOUTH_FAR).AngleOffset(200f).OnDestroyTimeout(CallbackDictionary.SPAWN_WAVE)).Wait(0.5f), - // Shoot1(New(self).Size(Size.LARGE).Speed(Speed.SLOW).MaxTime(2f).Target(SOUTH_FAR).AngleOffset(160f).OnDestroyTimeout(CallbackDictionary.SPAWN_WAVE)).Wait(0.5f), - // Shoot1(New(self).Size(Size.LARGE).Speed(Speed.SLOW).MaxTime(2f).Target(SOUTH_FAR).AngleOffset(140f).OnDestroyTimeout(CallbackDictionary.SPAWN_WAVE)).Wait(5f) - //); - - //// Testing if we can modify AOE attacks at runtime (the answer is a mind-numbing yes!) - //public static AISequence AOE_TEST = new AISequence( - // 4f, - // () => { - // List sequences = new List(); - // AOE a = AOE.New(self).Speed(Speed.MEDIUM).InnerSpeed(Speed.SNAIL).On(0, 360f); - // AOE.AOEComponent created = null; - // sequences.Add(new AISequence(() => { created = a.Create(); })); - // sequences.Add(Pause(2f)); - // sequences.Add(new AISequence(() => { created.data = created.data.InnerSpeed(Speed.FROZEN).Speed(Speed.FROZEN); })); - // sequences.Add(Pause(10f)); - // return sequences.ToArray(); - // } - //); - - //// Lets the player know the cardinal directions will be dangerous soon. - //public static AISequence TELEGRAPH_CARDINAL = new AISequence( - // 4f, - // Merge( - // ShootArc(100, -7, 7, New(self).Target(SOUTH_FAR)).Wait(0.2f).Times(3), - // ShootArc(100, -7, 7, New(self).Target(WEST_FAR)).Wait(0.2f).Times(3), - // ShootArc(100, -7, 7, New(self).Target(NORTH_FAR)).Wait(0.2f).Times(3), - // ShootArc(100, -7, 7, New(self).Target(EAST_FAR)).Wait(0.2f).Times(3) - // ), - // Merge( - // ShootArc(100, -15, 15, New(self).Target(SOUTH_FAR)).Wait(0.2f).Times(3), - // ShootArc(100, -15, 15, New(self).Target(WEST_FAR)).Wait(0.2f).Times(3), - // ShootArc(100, -15, 15, New(self).Target(NORTH_FAR)).Wait(0.2f).Times(3), - // ShootArc(100, -15, 15, New(self).Target(EAST_FAR)).Wait(0.2f).Times(3) - // ), - // Merge( - // ShootArc(100, -25, 25, New(self).Target(SOUTH_FAR)).Wait(0.2f).Times(3), - // ShootArc(100, -25, 25, New(self).Target(WEST_FAR)).Wait(0.2f).Times(3), - // ShootArc(100, -25, 25, New(self).Target(NORTH_FAR)).Wait(0.2f).Times(3), - // ShootArc(100, -25, 25, New(self).Target(EAST_FAR)).Wait(0.2f).Times(3) - // ) - //); - - ///* - // * Shoots 4 waves at cardinal directions; when they hit the edge, they spin around - // * slowly enough to outrun without dashing. Projectile waves come in that require shield. - // */ - //public static AISequence AOE_TEST_2 = new AISequence( - // 6f, - // TELEGRAPH_CARDINAL, - - // ShootAOE(AOE.New(self) - // .Speed(Speed.MEDIUM) - // .InnerSpeed(Speed.SLOW) - // .Target(Vector3.forward) - // .MaxTime(2f) - // .On(-22.5f, 22.5f) - // .On(90 - 22.5f, 90 + 22.5f) - // .On(180 - 22.5f, 180 + 22.5f) - // .On(270 - 22.5f, 270 + 22.5f) - // .OnDestroyTimeout((self) => self.Clone().Freeze().RotationSpeed(20f).MaxTime(12.6f).Create()) - // .OnDestroyOutOfBounds(AOECallbackDictionary.DONT_DESTROY_OOB) - // ) - // .Wait(3.2f), - - - // ShootAOE(AOE.New(self) - // .Speed(Speed.FAST) - // .InnerSpeed(Speed.SNAIL) - // .Target(Vector3.forward) - // .MaxTime(1f) - // .On(-22.5f, 22.5f) - // .On(90 - 22.5f, 90 + 22.5f) - // .On(180 - 22.5f, 180 + 22.5f) - // .On(270 - 22.5f, 270 + 22.5f) - // .OnDestroyTimeout((self) => self.Clone().Freeze().RotationSpeed(20f).MaxTime(10.4f).Create()) - // ) - // .Wait(1.2f), - - // ShootAOE(AOE.New(self) - // .Speed(Speed.FAST) - // .InnerScale(0f) - // .MaxTime(0.6f) - // .InnerSpeed(Speed.FROZEN) - // .Target(Vector3.forward) - // .On(0, 360f) - // .OnDestroyTimeout((self) => self.Clone().Freeze().MaxTime(9.6f).Create()) - // ) - // .Wait(0.6f), - - // ShootArc(100, 0, 360).Wait(1.5f).Times(6).Wait(5f) - //); - - //#endregion - - } -} diff --git a/Assets/Scripts/Boss Core/AOE/AOE.cs b/Assets/Scripts/Boss Core/AOE/AOE.cs index 46f2abd..949ec52 100644 --- a/Assets/Scripts/Boss Core/AOE/AOE.cs +++ b/Assets/Scripts/Boss Core/AOE/AOE.cs @@ -1,254 +1,193 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; + using CombatCore; -using BossCore; -using System.Runtime.CompilerServices; namespace AOEs -{ - public delegate void AOECallbackDelegate(AOEComponent self); - - public class AOE - { - - // This is a hack. It works, but the compiler will give a warning about hiding - // the outer method. There's probably a better way, but this gives nice syntax. +{ + public class AOE : MonoBehaviour + { + // A reference containing the data we'll be using. + public AOEData data; - //public class RegionObj { - // public RegionObj On(float from, float to) { - // // Do the actual math here - // return new RegionObj(); - // } - //} - - //public static RegionObj On(float from, float to) { - // // Do the actual math here - // return new RegionObj(); - //} + private Vector3 Start; + private Vector3 Target; - // How many sections are in the AOE attack mesh - public const int NUM_SECTIONS = 360 / 5; - - // The number of degrees subtended by an AOE region. - public const float THETA_STEP = 360f / NUM_SECTIONS; - - // The height at which we render the AOE, so it doesn't clip the ground. - public const float HEIGHT = 0.5f; + // Initialize values to the latest ones- start and target, if null, should + // be set to the live boss/player positions. + public void Awake() + { + Start = data.Start.GetValue(); + Target = data.Target.GetValue(); - // Every AOE has the same material, for now. We cache it here. - public static Material AOE_MATERIAL; - - // Mostly so we know what side we're on. - public Entity Entity { get; set; } - - // internal. Tracks what triangles are on or off in the mesh - public bool[] Regions { get; protected set; } = new bool[NUM_SECTIONS]; - - // Origin of the attack - public ProxyVector3 Start { get; set; } = AI.AISequence.BOSS_POSITION; - - // Where the attack is facing (the 0 line is defined by start-target) - public ProxyVector3 Target { get; set; } = AI.AISequence.DELAYED_PLAYER_POSITION; - - // internal. How much this attack is rotated from the north line. - public float InternalRotation { get; set; } = 0f; - - // How much this attack is rotated from the center line. - public float AngleOffset { get; set; } = 0f; - - // The scale of the inside ring, from 0-1 relative to the outside ring. - // This value has no effect if "fixedWidth" is set; it will impact the - // profile of the attack if "innerExpansionSpeed" is set and different - // from "expansionSpeed". - public float InnerScale { get; set; } = 0.95f; - - // Current scale. This is exactly equal to the world unit radius of the attack. - public float Scale { get; set; } = 1f; - - // How fast the inner ring expands - private Speed _innerSpeed = Speed.MEDIUM; - public Speed InnerSpeed - { - get - { - return _innerSpeed; - } + // Remove any height from the start and target vectors + Vector3 topDownSpawn = new Vector3(Start.x, 0, Start.z); + Vector3 topDownTarget = new Vector3(Target.x, 0, Target.z); - set + float degrees = Vector3.Angle(Vector3.forward, topDownTarget - topDownSpawn); + if (topDownTarget.x < topDownSpawn.x) { - if (Mathf.Abs(FixedWidth) < 0.01f) - { - _innerSpeed = value; - _outerSpeed = value; - } + degrees = 360 - degrees; } - } - - // How fast the outer ring expands - private Speed _outerSpeed = Speed.MEDIUM; - public Speed OuterSpeed { - get { - return _outerSpeed; - } - - set { - if (Mathf.Abs(FixedWidth) < 0.01f) { - _innerSpeed = value; - _outerSpeed = value; - } - } - } - - // Does nothing if 0. Else, represents how many units there are between - // the inner and outer ring at all times. - // Setting fixed width and then speed will change both at once. - // TODO fix logic to what it used to be. - public float FixedWidth { get; set; } = 0f; - - // internal. Time since the move started - public float CurrentTime { get; set; } = 0f; - - // The maximum lifetime of this attack - public float MaxTime { get; set; } = 100f; - - // How much damage this attack does. - public float Damage { get; set; } = 5f; - - // How fast this guy rotates. - public float RotationSpeed { get; set; } = 0f; - - // Whether or not this AOE is destroyed when it goes out of bounds. - public bool shouldDestroyOnOutOfBounds; - - #region callbacks + data.InternalRotation = degrees + data.AngleOffset; - public void ShouldDestroyOnOutOfBounds(bool to) { - this.shouldDestroyOnOutOfBounds = to; + // Compute the final rotation + Quaternion rotation = Quaternion.AngleAxis(degrees + data.AngleOffset, Vector3.up); + gameObject.transform.rotation = rotation; + RecomputeMeshHole(); + + // We set the scale to 0 so that timing based attacks work properly. + // Otherwise the scale is 1, because computing the mesh required it. + // If the scale is not 1, then it's most likely a clone- so we keep the scale as-is. + if (Mathf.Approximately(data.Scale, 1f)) + { + data.Scale = 0; + transform.localScale = data.Scale * Vector3.one; + } } - - public AOECallbackDelegate OnDestroyOutOfBounds { get; set; } = AOECallbackDictionary.NOTHING; - - public AOECallbackDelegate OnDestroyTimeout { get; set; } = AOECallbackDictionary.NOTHING; - #endregion - - public AOE() : this(BossController.self) { } - public AOE(Entity self) + public void Update() { - this.Entity = self; - - for (int i = 0; i < Regions.Length; i++) + // Timeout + data.CurrentTime += Time.deltaTime; + if (data.CurrentTime > data.MaxTime) { - Regions[i] = false; + data.OnDestroyTimeout(this); + Destroy(this.gameObject); } - this.shouldDestroyOnOutOfBounds = true; - } - public AOE On(float from, float to) - { - if (to < from) + // Hit the arena walls + // should be "innerscale"- what about AOE attacks without hole in center? + if (data.Scale > GameManager.Arena.RadiusInWorldUnits + Start.magnitude) { - return On(to, from); + data.OnDestroyOutOfBounds(this); + if (data.shouldDestroyOnOutOfBounds) + { + Destroy(this.gameObject); + } } - if (from < 0 && to > 0) - { - return On(from + 360, 360).On(0, to); - } + data.Scale += (float)data.OuterSpeed * Time.deltaTime; + gameObject.transform.localScale = data.Scale * Vector3.one; - from = from < 0 ? from + 360 : from; - to = to < 0 ? to + 360 : to; + // Rotate it, if needed. + data.InternalRotation += data.RotationSpeed * Time.deltaTime; + gameObject.transform.rotation = Quaternion.AngleAxis(data.InternalRotation, Vector3.up); + //gameObject.transform.Rotate(Vector3.up, data.rotationSpeed * Time.deltaTime); - for (int i = 0; i < NUM_SECTIONS; i++) + // If the inner expansion speed is set, we must recompute the mesh- except if it's equal + // to the outer expansion speed, which is the same as just scaling. Then we don't recompute. + if (Mathf.Abs((float)data.InnerSpeed) > 0.01f && + Mathf.Abs((float)data.OuterSpeed) > 0.01f && + !Mathf.Approximately((float)data.OuterSpeed, (float)data.InnerSpeed)) { - float angle = (i + 0.5f) * THETA_STEP; - if (angle >= from && angle <= to) - { - Regions[i] = true; - } + float ideal = ((float)data.InnerSpeed / (float)data.OuterSpeed); + data.InnerScale = data.InnerScale - ((data.InnerScale - ideal) * Time.deltaTime); + + RecomputeMeshHole(); + return; } - return this; - } - public AOE Off(float from, float to) - { - if (to < from) + // If we have a fixed width to maintain, we must recompute. + if (Mathf.Abs(data.FixedWidth) > 0.01f && Mathf.Abs(data.Scale) > 0.01f) { - return Off(to, from); + data.InnerScale = (data.Scale < data.FixedWidth) ? 0f : (data.Scale - data.FixedWidth) / data.Scale; + + RecomputeMeshHole(); + return; } + } - if (from < 0 && to > 0) + /* + * Called on collision with player. Triggers damage. + */ + public virtual void OnTriggerStay(Collider other) + { + GameObject otherObject = other.gameObject; + Entity otherEntity = otherObject.GetComponent(); + if (otherEntity != null && !otherEntity.IsInvincible() && otherEntity.GetFaction() != Entity.Faction.enemy) { - return Off(from + 360, 360).Off(0, to); - } + // Position relative to us; not absolute + Vector3 playerPositionFlat = new Vector3(other.transform.position.x - transform.position.x, 0f, other.transform.position.z - transform.position.z); - from = from < 0 ? from + 360 : from; - to = to < 0 ? to + 360 : to; + // Inside of the safe circle + if (playerPositionFlat.magnitude < data.InnerScale * data.Scale) + { + return; + } - for (int i = 0; i < NUM_SECTIONS; i++) - { - float angle = (i + 0.5f) * THETA_STEP; - if (angle >= from && angle <= to) + // Outside the AOE attack (should be impossible) + if (playerPositionFlat.magnitude > data.Scale) { - Regions[i] = false; + return; } - } - return this; - } - // Stops this AOE from moving, until otherwise specified. - public AOE Freeze() - { - this.InnerSpeed = Speed.FROZEN; - this.OuterSpeed = Speed.FROZEN; - this.RotationSpeed = 0f; + // Get the section the player is colliding with + float degrees = Vector3.Angle(Vector3.forward, playerPositionFlat); + if (playerPositionFlat.x < 0) + { + degrees = 360 - degrees; + } + degrees -= data.InternalRotation; + degrees = Mathf.Repeat(degrees, 360f); - return this; - } + int section = (int)(degrees / AOEData.THETA_STEP); - public AOE Clone() - { - return MemberwiseClone() as AOE; + if (data.Regions[section]) + { + // Note: we pass in a null entity; callbacks might break + Entity.DamageEntity(otherEntity, null, data.Damage); + } + } } - public AOEComponent Create() + // Makes a mesh, possibly with a hole if variable size in the middle. + private void RecomputeMeshHole() { - // Set up the gameobject - GameObject obj = new GameObject(); - obj.transform.position = Entity.transform.position; - obj.layer = LayerMask.NameToLayer("AOE"); - obj.name = "AOE"; - obj.SetActive(false); // hack so we can assign variables on init - - MeshFilter meshFilter = obj.AddComponent(); - meshFilter.mesh = new Mesh(); - - MeshRenderer meshRenderer = obj.AddComponent(); - if (AOE_MATERIAL == null) + MeshFilter meshFilter = GetComponent(); + + List verticesList = new List(); + for (int i = 0; i < AOEData.NUM_SECTIONS; i++) { - AOE_MATERIAL = new Material(Resources.Load("Art/Materials/AOE")); + if (!data.Regions[i]) + { + continue; + } + + float theta1 = Mathf.Deg2Rad * (90f + (i * AOEData.THETA_STEP)); + float theta2 = Mathf.Deg2Rad * (90f + ((i + 1) * AOEData.THETA_STEP)); + + verticesList.Add(new Vector3(data.InnerScale * Mathf.Cos(theta1), 0f, data.InnerScale * Mathf.Sin(theta1))); + verticesList.Add(new Vector3(Mathf.Cos(theta1), 0f, Mathf.Sin(theta1))); + + verticesList.Add(new Vector3(data.InnerScale * Mathf.Cos(theta2), 0f, data.InnerScale * Mathf.Sin(theta2))); + verticesList.Add(new Vector3(Mathf.Cos(theta2), 0f, Mathf.Sin(theta2))); } - meshRenderer.material = AOE_MATERIAL; + Vector3[] vertices = verticesList.ToArray(); - CapsuleCollider collider = obj.AddComponent(); - collider.center = Vector3.zero; - collider.radius = 1f; - collider.isTrigger = true; + int[] triangles = new int[vertices.Length / 4 * 6]; + for (int i = 0; i < vertices.Length / 4; i++) + { + triangles[(6 * i) + 0] = (4 * i) + 0; + triangles[(6 * i) + 1] = (4 * i) + 2; + triangles[(6 * i) + 2] = (4 * i) + 1; - // Add the component with this as its data reference - // We specifically make a copy, so that we can use this as a template. - AOEComponent aoe = obj.AddComponent(); - aoe.data = Clone(); + triangles[(6 * i) + 3] = (4 * i) + 2; + triangles[(6 * i) + 4] = (4 * i) + 3; + triangles[(6 * i) + 5] = (4 * i) + 1; + } - obj.SetActive(true); - return aoe; - } - - public override string ToString() - { - return "AOE"; + // Unity complains about assigning a new vertices array to a mesh + if (meshFilter.sharedMesh.vertices.Length != vertices.Length) + { + meshFilter.sharedMesh.Clear(); + } + meshFilter.sharedMesh.vertices = vertices; + meshFilter.sharedMesh.triangles = triangles; + meshFilter.sharedMesh.RecalculateNormals(); + transform.position = new Vector3(Start.x, AOEData.HEIGHT, Start.z); } } -} +} \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/AOE/AOECallbackDictionary.cs b/Assets/Scripts/Boss Core/AOE/AOECallbackDictionary.cs index 90401c0..bbe0549 100644 --- a/Assets/Scripts/Boss Core/AOE/AOECallbackDictionary.cs +++ b/Assets/Scripts/Boss Core/AOE/AOECallbackDictionary.cs @@ -2,13 +2,13 @@ using System.Collections.Generic; using UnityEngine; -using static AOEs.AOE; +using static AOEs.AOEData; namespace AOEs { public class AOECallbackDictionary { - public static AOECallbackDelegate NOTHING = (self) => { Debug.Log("AOE callback nothing"); }; + public static AOECallbackDelegate NOTHING = (self) => { }; public static AOECallbackDelegate DONT_DESTROY_OOB = (self) => { self.data.ShouldDestroyOnOutOfBounds(false); }; } diff --git a/Assets/Scripts/Boss Core/AOE/AOEComponent.cs b/Assets/Scripts/Boss Core/AOE/AOEComponent.cs deleted file mode 100644 index d42e5ca..0000000 --- a/Assets/Scripts/Boss Core/AOE/AOEComponent.cs +++ /dev/null @@ -1,204 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using CombatCore; - -namespace AOEs -{ - public class AOEComponent : MonoBehaviour - { - // A reference containing the data we'll be using. - public AOE data; - - // Initialize values to the latest ones- start and target, if null, should - // be set to the live boss/player positions. - public void Awake() - { - data.Start = data.Start.GetValue(); - data.Target = data.Target.GetValue(); - - // Remove any height from the start and target vectors - Vector3 topDownSpawn = new Vector3(data.Start.x, 0, data.Start.z); - Vector3 topDownTarget = new Vector3(data.Target.x, 0, data.Target.z); - - float degrees = Vector3.Angle(Vector3.forward, topDownTarget - topDownSpawn); - if (topDownTarget.x < topDownSpawn.x) - { - degrees = 360 - degrees; - } - data.InternalRotation = degrees + data.AngleOffset; - - // Compute the final rotation - Quaternion rotation = Quaternion.AngleAxis(degrees + data.AngleOffset, Vector3.up); - gameObject.transform.rotation = rotation; - RecomputeMeshHole(); - - // We set the scale to 0 so that timing based attacks work properly. - // Otherwise the scale is 1, because computing the mesh required it. - // If the scale is not 1, then it's most likely a clone- so we keep the scale as-is. - if (Mathf.Approximately(data.Scale, 1f)) - { - data.Scale = 0; - transform.localScale = data.Scale * Vector3.one; - } - } - - - public void Update() - { - // Timeout - data.CurrentTime += Time.deltaTime; - if (data.CurrentTime > data.MaxTime) - { - //Debug.Log("Time is over! " + data.currentTime + " max: " + data.maxTime); - data.OnDestroyTimeout(this); - Destroy(this.gameObject); - } - - // Hit the arena walls - // should be "innerscale"- what about AOE attacks without hole in center? - if (data.Scale > GameManager.Arena.RadiusInWorldUnits + data.Start.GetValue().magnitude) - { - //Debug.Log("Ring hit arena. Returning."); - data.OnDestroyOutOfBounds(this); - if (data.shouldDestroyOnOutOfBounds) - { - Destroy(this.gameObject); - } - } - - // Update the size of the AOE per its expansion rate. - // We divide by two because AOEs move based on radius, not diameter; - // this makes the speeds faster than for projectiles without this correction. - //Debug.Log("Speed: " + data.expansionSpeed); - data.Scale += (float)data.OuterSpeed * Time.deltaTime; - gameObject.transform.localScale = data.Scale * Vector3.one; - - // Rotate it, if needed. - data.InternalRotation += data.RotationSpeed * Time.deltaTime; - gameObject.transform.rotation = Quaternion.AngleAxis(data.InternalRotation, Vector3.up); - //gameObject.transform.Rotate(Vector3.up, data.rotationSpeed * Time.deltaTime); - - // If the inner expansion speed is set, we must recompute the mesh- except if it's equal - // to the outer expansion speed, which is the same as just scaling. Then we don't recompute. - if (Mathf.Abs((float)data.InnerSpeed) > 0.01f && - Mathf.Abs((float)data.OuterSpeed) > 0.01f && - !Mathf.Approximately((float)data.OuterSpeed, (float)data.InnerSpeed)) - { - //Debug.Log("Separate inner AOE update"); - //Debug.Log("Separate inner update"); - float ideal = ((float)data.InnerSpeed / (float)data.OuterSpeed); - data.InnerScale = data.InnerScale - ((data.InnerScale - ideal) * Time.deltaTime); - - RecomputeMeshHole(); - return; - } - - // If we have a fixed width to maintain, we must recompute. - if (Mathf.Abs(data.FixedWidth) > 0.01f && Mathf.Abs(data.Scale) > 0.01f) - { - //Debug.Log("Fixed width AOE update"); - //Debug.Log("Fixed width update"); - data.InnerScale = (data.Scale < data.FixedWidth) ? 0f : (data.Scale - data.FixedWidth) / data.Scale; - - RecomputeMeshHole(); - return; - } - - //Debug.Log("Normal AOE update"); - } - - /* - * Called on collision with player. Triggers damage. - */ - public virtual void OnTriggerStay(Collider other) - { - GameObject otherObject = other.gameObject; - Entity otherEntity = otherObject.GetComponent(); - if (otherEntity != null && !otherEntity.IsInvincible() && otherEntity.GetFaction() != data.Entity.GetFaction()) - { - // Position relative to us; not absolute - Vector3 playerPositionFlat = new Vector3(other.transform.position.x - transform.position.x, 0f, other.transform.position.z - transform.position.z); - - // Inside of the safe circle - if (playerPositionFlat.magnitude < data.InnerScale * data.Scale) - { - return; - } - - // Outside the AOE attack (should be impossible) - if (playerPositionFlat.magnitude > data.Scale) - { - return; - } - - // Get the section the player is colliding with - float degrees = Vector3.Angle(Vector3.forward, playerPositionFlat); - if (playerPositionFlat.x < 0) - { - degrees = 360 - degrees; - } - degrees -= data.InternalRotation; - degrees = Mathf.Repeat(degrees, 360f); - //Debug.Log(degrees); - - - int section = (int)(degrees / AOE.THETA_STEP); - //Debug.Log("In section " + section); - - if (data.Regions[section]) - { - Entity.DamageEntity(otherEntity, data.Entity, data.Damage); - } - } - } - - // Makes a mesh, possibly with a hole if variable size in the middle. - private void RecomputeMeshHole() - { - MeshFilter meshFilter = GetComponent(); - - List verticesList = new List(); - for (int i = 0; i < AOE.NUM_SECTIONS; i++) - { - if (!data.Regions[i]) - { - continue; - } - - float theta1 = Mathf.Deg2Rad * (90f + (i * AOE.THETA_STEP)); - float theta2 = Mathf.Deg2Rad * (90f + ((i + 1) * AOE.THETA_STEP)); - - verticesList.Add(new Vector3(data.InnerScale * Mathf.Cos(theta1), 0f, data.InnerScale * Mathf.Sin(theta1))); - verticesList.Add(new Vector3(Mathf.Cos(theta1), 0f, Mathf.Sin(theta1))); - - verticesList.Add(new Vector3(data.InnerScale * Mathf.Cos(theta2), 0f, data.InnerScale * Mathf.Sin(theta2))); - verticesList.Add(new Vector3(Mathf.Cos(theta2), 0f, Mathf.Sin(theta2))); - } - Vector3[] vertices = verticesList.ToArray(); - - int[] triangles = new int[vertices.Length / 4 * 6]; - for (int i = 0; i < vertices.Length / 4; i++) - { - triangles[(6 * i) + 0] = (4 * i) + 0; - triangles[(6 * i) + 1] = (4 * i) + 2; - triangles[(6 * i) + 2] = (4 * i) + 1; - - triangles[(6 * i) + 3] = (4 * i) + 2; - triangles[(6 * i) + 4] = (4 * i) + 3; - triangles[(6 * i) + 5] = (4 * i) + 1; - } - - // Unity complains about assigning a new vertices array to a mesh - if (meshFilter.sharedMesh.vertices.Length != vertices.Length) - { - meshFilter.sharedMesh.Clear(); - } - meshFilter.sharedMesh.vertices = vertices; - meshFilter.sharedMesh.triangles = triangles; - meshFilter.sharedMesh.RecalculateNormals(); - transform.position = new Vector3(data.Start.x, AOE.HEIGHT, data.Start.z); - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/AOE/AOEData.cs b/Assets/Scripts/Boss Core/AOE/AOEData.cs new file mode 100644 index 0000000..f3deeda --- /dev/null +++ b/Assets/Scripts/Boss Core/AOE/AOEData.cs @@ -0,0 +1,248 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using Constants; + +namespace AOEs +{ + public delegate void AOECallbackDelegate(AOE self); + + public class AOEData + { + + // This is a hack. It works, but the compiler will give a warning about hiding + // the outer method. There's probably a better way, but this gives nice syntax. +// public class RegionObj { +//#pragma warning disable RECS0146 // Member hides static member from outer class +// public RegionObj On(float from, float to) +// { +//#pragma warning restore RECS0146 // Member hides static member from outer class + // // Do the actual math here + // return new RegionObj(); + // } + //} + + //public static RegionObj On(float from, float to) { + // // Do the actual math here + // return new RegionObj(); + //} + + // How many sections are in the AOE attack mesh + public const int NUM_SECTIONS = 360 / 5; + + // The number of degrees subtended by an AOE region. + public const float THETA_STEP = 360f / NUM_SECTIONS; + + // The height at which we render the AOE, so it doesn't clip the ground. + public const float HEIGHT = 0.5f; + + // Every AOE has the same material, for now. We cache it here. + public static Material AOE_MATERIAL; + + // internal. Tracks what triangles are on or off in the mesh + public bool[] Regions { get; protected set; } = new bool[NUM_SECTIONS]; + + // Origin of the attack + public ProxyVector3 Start { get; set; } = Positions.BOSS_POSITION; + + // Where the attack is facing (the 0 line is defined by start-target) + public ProxyVector3 Target { get; set; } = Positions.DELAYED_PLAYER_POSITION; + + // internal. How much this attack is rotated from the north line. + public float InternalRotation { get; set; } = 0f; + + // How much this attack is rotated from the center line. + public float AngleOffset { get; set; } = 0f; + + // The scale of the inside ring, from 0-1 relative to the outside ring. + // This value has no effect if "fixedWidth" is set; it will impact the + // profile of the attack if "innerExpansionSpeed" is set and different + // from "expansionSpeed". + public float InnerScale { get; set; } = 0.95f; + + // Current scale. This is exactly equal to the world unit radius of the attack. + public float Scale { get; set; } = 1f; + + // How fast the inner ring expands + private Speed _innerSpeed = Speed.MEDIUM; + public Speed InnerSpeed + { + get + { + return _innerSpeed; + } + + set + { + if (Mathf.Abs(FixedWidth) < 0.01f) + { + _innerSpeed = value; + _outerSpeed = value; + } + } + } + + // How fast the outer ring expands + private Speed _outerSpeed = Speed.MEDIUM; + public Speed OuterSpeed { + get { + return _outerSpeed; + } + + set { + if (Mathf.Abs(FixedWidth) < 0.01f) { + _innerSpeed = value; + _outerSpeed = value; + } + } + } + + // Does nothing if 0. Else, represents how many units there are between + // the inner and outer ring at all times. + // Setting fixed width and then speed will change both at once. + // TODO fix logic to what it used to be. + public float FixedWidth { get; set; } = 0f; + + // internal. Time since the move started + public float CurrentTime { get; set; } = 0f; + + // The maximum lifetime of this attack + public float MaxTime { get; set; } = 100f; + + // How much damage this attack does. + public float Damage { get; set; } = 5f; + + // How fast this guy rotates. + public float RotationSpeed { get; set; } = 0f; + + // Whether or not this AOE is destroyed when it goes out of bounds. + public bool shouldDestroyOnOutOfBounds; + + #region callbacks + + public void ShouldDestroyOnOutOfBounds(bool to) { + this.shouldDestroyOnOutOfBounds = to; + } + + public AOECallbackDelegate OnDestroyOutOfBounds { get; set; } = AOECallbackDictionary.NOTHING; + + public AOECallbackDelegate OnDestroyTimeout { get; set; } = AOECallbackDictionary.NOTHING; + + #endregion + + public AOEData() + { + for (int i = 0; i < Regions.Length; i++) + { + Regions[i] = false; + } + this.shouldDestroyOnOutOfBounds = true; + } + + public AOEData On(float from, float to) + { + if (to < from) + { + return On(to, from); + } + + if (from < 0 && to > 0) + { + return On(from + 360, 360).On(0, to); + } + + from = from < 0 ? from + 360 : from; + to = to < 0 ? to + 360 : to; + + for (int i = 0; i < NUM_SECTIONS; i++) + { + float angle = (i + 0.5f) * THETA_STEP; + if (angle >= from && angle <= to) + { + Regions[i] = true; + } + } + return this; + } + + public AOEData Off(float from, float to) + { + if (to < from) + { + return Off(to, from); + } + + if (from < 0 && to > 0) + { + return Off(from + 360, 360).Off(0, to); + } + + from = from < 0 ? from + 360 : from; + to = to < 0 ? to + 360 : to; + + for (int i = 0; i < NUM_SECTIONS; i++) + { + float angle = (i + 0.5f) * THETA_STEP; + if (angle >= from && angle <= to) + { + Regions[i] = false; + } + } + return this; + } + + // Stops this AOE from moving, until otherwise specified. + public AOEData Freeze() + { + this.InnerSpeed = Speed.FROZEN; + this.OuterSpeed = Speed.FROZEN; + this.RotationSpeed = 0f; + + return this; + } + + public AOEData Clone() + { + return MemberwiseClone() as AOEData; + } + + public AOE Create() + { + // Set up the gameobject + GameObject obj = new GameObject(); + obj.transform.position = Start.GetValue(); // TODO move this into initialization of AOEComponent + obj.layer = LayerMask.NameToLayer("AOE"); + obj.name = "AOE"; + obj.SetActive(false); // hack so we can assign variables on init + + MeshFilter meshFilter = obj.AddComponent(); + meshFilter.mesh = new Mesh(); + + MeshRenderer meshRenderer = obj.AddComponent(); + if (AOE_MATERIAL == null) + { + AOE_MATERIAL = new Material(Resources.Load("Art/Materials/AOE")); + } + meshRenderer.material = AOE_MATERIAL; + + CapsuleCollider collider = obj.AddComponent(); + collider.center = Vector3.zero; + collider.radius = 1f; + collider.isTrigger = true; + + // Add the component with this as its data reference + // We specifically make a copy, so that we can use this as a template. + AOE aoe = obj.AddComponent(); + aoe.data = Clone(); + + obj.SetActive(true); + return aoe; + } + + public override string ToString() + { + return "AOE"; + } + } +} diff --git a/Assets/Scripts/Boss Core/AOE/AOEData.cs.meta b/Assets/Scripts/Boss Core/AOE/AOEData.cs.meta new file mode 100644 index 0000000..1858372 --- /dev/null +++ b/Assets/Scripts/Boss Core/AOE/AOEData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a3d58942f22b74be3ae4f25612eb761f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/BossController.cs b/Assets/Scripts/Boss Core/BossController.cs index 4395b74..6f04a43 100644 --- a/Assets/Scripts/Boss Core/BossController.cs +++ b/Assets/Scripts/Boss Core/BossController.cs @@ -1,81 +1,85 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; -using Projectiles; -using AI; using UnityEngine.Profiling; -/* - * TODO: refactor the shootXXX methods to have similar parameters. - * "target" should be a nullable; if null and locked, then use old position; - * if null and unlocked, use current player position; if not null, use specified target. - * - * Next, add Speed/Size/Type parameters to all; angle offsets. - * - * Find some way to add the code currently in Start via sequences; i.e., parameters - * that increase in step by a certain amount, for a specified number of times. - */ +using AI; + public class BossController : MonoBehaviour { - // Toggles insane mode. This just makes everything a living hell. - // Specifically, every waiting period is reduced and movement speed is buffed. - public static bool insaneMode; + [Tooltip("If enabled, reduces delays between attacks and increases base movement speed.")] + [SerializeField] + private bool insaneMode = false; + [Tooltip("If enabled, the boss won't attack you or move at the start.")] [SerializeField] - public bool DebugMode = true; + private bool Chill = false; // The Entity representing this faction. Assigned to projectiles we create. - public static CombatCore.Entity self; - public static string BOSS_NAME = "Boss"; - - // Used for the "PlayerLock" move. Keeps track of the current player position - // for events and sequences that need a slightly out of date version. - public static Vector3 playerLockPosition; - public static bool isPlayerLocked; + private CombatCore.Entity self; // Phase iteration logic - private static List phases; - private static AIPhase currentPhase; - private static int phaseIndex = -1; + private AIRoutine routine; - // Event queue variables. How we schedule our attacks. - private static Queue queuedSequences; - private static Queue events; - private static bool paused; - private static bool running; + // Event queue variables. This is how we schedule our attacks. + private Queue queuedSequences; + private bool paused; + private bool running = true; - private void Awake() - { - //eventQueue = new EventQueue(); - //eventQueue = GameManager.EventQueue; + private System.Diagnostics.Stopwatch stopWatch; + + #region Debugging code that should be refactored soon™ + // Debug code. Used to set the routine from the inspector rather than changing code. + private enum _Routine { + Tutorial, + //Main, + Test, + TestLatest, + //UnitTest + Unsorted, + } + [SerializeField] + private _Routine Routine = _Routine.Tutorial; + #endregion + void Awake() + { + if (self == null) + { + self = GetComponent(); + } queuedSequences = new Queue(); - events = new Queue(); - paused = false; - running = true; - - self = GetComponent(); - self.name = BOSS_NAME; + stopWatch = new System.Diagnostics.Stopwatch(); } // Use this for initialization void Start() { Profiler.BeginSample("Initialize phases"); - AIPhase.Load(); + //AIPhase.Load(); Profiler.EndSample(); + - phases = new List(); - - //phases.Add(AIPhase.PHASE_TUTORIAL_1); - //phases.Add(AIPhase.PHASE_TUTORIAL_2); - //phases.Add(AIPhase.PHASE_TUTORIAL_3); - //phases.Add(AIPhase.PHASE1); - phases.Add(AIPhase.PHASE_TEST); - //phases.Add(AIPhase.PHASE_UNIT_TEST); + //AISequence.ShouldAllowInstantiation = true; + switch (Routine) { + case _Routine.Tutorial: + routine = new Routines.Tutorial(); + break; + case _Routine.Test: + routine = new Routines.Test(); + break; + case _Routine.TestLatest: + routine = new Routines.TestLatest(); + break; + case _Routine.Unsorted: + routine = new Routines.Unsorted(); + break; + } + //AISequence.ShouldAllowInstantiation = false; + // Kick off the execution engine StartCoroutine(ExecuteQueue()); NextPhase(); } @@ -83,74 +87,75 @@ void Start() /* * Transitions to the next phase by loading in the next set of moves. */ - public static void NextPhase() { - phaseIndex++; - if (phaseIndex > phases.Count) { - Debug.LogError("You win!"); - } + public void NextPhase() + { + Debug.Log("Next phase"); + queuedSequences.Clear(); + StopAllCoroutines(); + StartCoroutine(ExecuteQueue()); + + routine.NextPhase(); - currentPhase = phases[phaseIndex]; - self.healthMax = currentPhase.maxHealth; - GameManager.Arena.RadiusInWorldUnits = currentPhase.maxArenaRadius; + self.healthMax = routine.CurrentPhase.MaxHealth; + GameManager.Arena.RadiusInWorldUnits = routine.CurrentPhase.MaxArenaRadius; // Heal up to the new max health. CombatCore.Entity.HealEntity(self, float.PositiveInfinity); - self.SetInvincible(true); - Add(new Moves.Basic.Teleport(World.Arena.CENTER).Wait(3f)); - Add(new AISequence(() => { self.SetInvincible(false); })); + // Add i-frames for 3 seconds while we move to center & regain health. + if (!Chill) + { + Add(new Moves.Basic.Invincible(true)); + Add(new Moves.Basic.Teleport(Constants.Positions.CENTER).Wait(3f)); + Add(new Moves.Basic.Invincible(false)); + } + } + + public void ResetBoss() + { + // Flush the execution engine + running = false; + StopAllCoroutines(); + queuedSequences.Clear(); + + // Reset the routine and restart it from the first phase + routine.Reset(); + + // Restart the execution engine + running = true; + StartCoroutine("ExecuteQueue"); + + NextPhase(); } - public static void Add(AISequence sequence) + private void Add(AISequence sequence) { - if (GameManager.Boss.DebugMode) + if (AISequence.IsValid(sequence)) { - if (sequence == null) - { - Debug.LogError("Null AISequence added to queue."); - return; - } - - // Generate warning if there's a named sequence without a description. - // - // Note that "glue" AISequences are allowed; those that don't subclass AISequence - // don't need to provide a description. This includes subclassed AISequences that - // have additional Wait()s or Then()s called. - if (sequence.Description == null && !sequence.Name.Equals("AISequence")) - { - Debug.LogWarning("Found AISequence with a name, but without a description. Name: " + sequence.Name); - } - - // Generate warning if there's a sequence with too high a difficulty. - if (sequence.Difficulty >= 8f) - { - Debug.LogWarning("Found AISequence \"" + sequence.Name + "\" with very high difficulty: " + sequence.Difficulty + ". "); - } - - Debug.Log("Added AISequence" + - (sequence.Name.Equals("AISequence") ? " " : " \"" + sequence.Name + "\" ") + - "to queue. Here's what it says it'll do: \"" + - (sequence.Description ?? sequence.ToString()) + "\"."); + queuedSequences.Enqueue(sequence); + } else { + Debug.LogError("Refusing to add invalid sequence: " + sequence == null ? "null" : sequence.Name); } - - queuedSequences.Enqueue(sequence); } - // Update is called once per frame void Update() { - // Every frame, prompt the queue for then next event. - //GameManager.EventQueue.Update(); + if (Chill) { + return; + } // If the queue ran out of events, pull the next AISequence in the phase if (queuedSequences.Count == 0) { - Add(currentPhase.GetNext()); + Add(routine.CurrentPhase.GetNext()); } } - // event queue + /// + /// The main "thread" that executes the next event on the event queue. + /// If there aren't any sequences, then we spin until there are some. + /// private IEnumerator ExecuteQueue() { while (running) @@ -161,42 +166,92 @@ private IEnumerator ExecuteQueue() yield return new WaitForSeconds(0.05f); } - AISequence nextSequence = queuedSequences.Dequeue(); - yield return Execute(nextSequence); + AISequence nextSequence = queuedSequences.Peek(); + if (AISequence.IsValid(nextSequence)) + { + yield return Execute(nextSequence); + } else { + Debug.LogError("Refusing to execute invalid AISequence."); + } + queuedSequences.Dequeue(); //Profiler.EndSample(); } } - // event queue - private static IEnumerator Execute(AISequence sequence) + /// + /// Executes a given AISequence. This will wait for the duration specified + /// in any events that make up this sequence. This will also respect the + /// "paused" variable, and wait until it is true before continuing to the + /// next event. + /// + /// The sequence to be executed. + private IEnumerator Execute(AISequence sequence) { - if (sequence.events != null) + if (sequence.Events != null) { - for (int i = 0; i < sequence.events.Length; i++) + for (int i = 0; i < sequence.Events.Length; i++) { + // If the event queue is paused, then wait until it's unpaused. while (paused) - { - yield return new WaitForSecondsRealtime(0.05f); - } - - sequence.events[i].action?.Invoke(); + { + yield return new WaitForSecondsRealtime(0.05f); + } + + stopWatch.Reset(); + stopWatch.Start(); + sequence.Events[i].action?.Invoke(); + stopWatch.Stop(); + + long elapsedMillis = stopWatch.ElapsedMilliseconds; + float elapsedSeconds = stopWatch.ElapsedMilliseconds / 1000.0f; + //if (elapsedMillis > 0) + //{ + //Debug.Log("Elapsed time for execution: " + elapsedSeconds + ". Execution frame: " + Time.frameCount); + //Debug.Log($"Sequence name: {sequence.Name} event iteration: {i}. Elapsed time: {elapsedSeconds} at frame: {Time.frameCount}"); + //} // TODO reduce the wait time if the above invocation takes too long - yield return new WaitForSecondsRealtime(sequence.events[i].duration); - } - } - else - { - AISequence[] children = sequence.GetChildren(); - for (int i = 0; i < children.Length; i++) + if (Time.timeScale > 0) + { + float waitTime = (sequence.Events[i].duration / Time.timeScale) - elapsedSeconds; + //yield return new WaitForSecondsRealtime((sequence.Events[i].duration / Time.timeScale) - elapsedSeconds); + //Debug.Log($"Waiting for: {waitTime} seconds."); + yield return new WaitForSecondsRealtime(waitTime); + } + else + { + Debug.LogError("Time scale was set to 0, but the game was not paused."); + } + } + } + else + { + AISequence[] children = sequence.Children(); + for (int i = 0; i < children.Length; i++) { + + //Debug.Log($"Sequence name: {sequence.Name} child sequence iteration: {i}. At frame: {Time.frameCount}"); yield return Execute(children[i]); + //yield return StartCoroutine(Execute(children[i])); + //IEnumerator ienum = Execute(children[i]); + + //yield return ienum; } } } - public static void ExecuteAsync(AISequence sequence) + /// + /// Runs an AISequence immediately. Used primarily for callbacks that can't + /// be properly scheduled on the event queue. + /// + /// The sequence to be executed immediately. + public void ExecuteAsync(AISequence sequence) { - GameManager.Boss.StartCoroutine(Execute(sequence)); + if (AISequence.IsValid(sequence)) + { + GameManager.Boss.StartCoroutine(Execute(sequence)); + } else { + Debug.LogError("Refusing to execute invalid AISequence."); + } } /* @@ -205,7 +260,7 @@ public static void ExecuteAsync(AISequence sequence) * This happens separately from the event queue, and will pause any future * events until after this dash is completed. */ - public static IEnumerator Dash(Vector3 targetPosition) + public IEnumerator Dash(Vector3 targetPosition) { paused = true; @@ -238,7 +293,7 @@ public static IEnumerator Dash(Vector3 targetPosition) * Should be used when launching an attack at the player to let them know * about the boundless depths of white-hot furi that the boss has for them. */ - public static void Glare() + public void Glare() { Quaternion lookRotation = Quaternion.LookRotation(GameManager.Player.transform.position - GameManager.Boss.transform.position); GameManager.Boss.transform.rotation = lookRotation; diff --git a/Assets/Scripts/Boss Core/Moves/Basic/AOE_131.cs b/Assets/Scripts/Boss Core/Moves/Basic/AOE_131.cs deleted file mode 100644 index 3897529..0000000 --- a/Assets/Scripts/Boss Core/Moves/Basic/AOE_131.cs +++ /dev/null @@ -1,30 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using AI; -using AOEs; -using BossCore; -using Moves.Basic; -using Projectiles; -using static BossController; - -namespace Moves.Basic -{ - public class AOE_131 : AISequence - { - public AOE_131() : base - ( - new Teleport().Wait(0.5f), - new PlayerLock(true), - new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 5 }.On(-60, 60)).Wait(0.19f), - new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 20 }.On(-60, -40).On(-10, 10).On(40, 60)).Wait(0.76f), - new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 5 }.On(-60, 60)).Wait(0.2f), - new PlayerLock(false).Wait(1f) - ) - { - Description = "Shoots an AOE attack in a 1-3-1 pattern."; - Difficulty = 5f; - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_2_Waves.cs b/Assets/Scripts/Boss Core/Moves/Basic/Shoot_2_Waves.cs deleted file mode 100644 index 3d65d8a..0000000 --- a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_2_Waves.cs +++ /dev/null @@ -1,23 +0,0 @@ -using AI; -using Projectiles; -using BossCore; - -using static BossController; - -namespace Moves.Basic -{ - public class Shoot_2_Waves : AISequence - { - public Shoot_2_Waves() : base - ( - new Teleport().Wait(0.5f), - new ShootArc(100, -45f, 45f, new Projectile { AngleOffset = -2.5f, Size = Size.MEDIUM, Speed = Speed.VERY_FAST }), - new ShootArc(100, -45f, 45f, new Projectile { AngleOffset = 2.5f, Size = Size.MEDIUM, Speed = Speed.VERY_FAST }), - new Pause(1f) - ) - { - Description = "Shoots 2 90 waves as one block, encouraging dodging through them."; - Difficulty = 4f; - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Split_6.cs b/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Split_6.cs deleted file mode 100644 index 7b4e163..0000000 --- a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Split_6.cs +++ /dev/null @@ -1,34 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using AI; -using AOEs; -using BossCore; -using Moves.Basic; -using Projectiles; -using static BossController; - -namespace Moves.User -{ - public class Shoot_Split_6 : AISequence - { - public Shoot_Split_6() : base - ( - new Teleport().Wait(0.5f), - new Shoot1( - new ProjectileCurving(0f, false) - { - MaxTime = 0.25f, - Speed = Speed.VERY_FAST, - OnDestroyTimeout = CallbackDictionary.SPAWN_6 - } - ), - new Pause(0.5f) - ) - { - Description = "Shoots a projectile that splits into 6 more projectiles."; - Difficulty = 4f; - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Split_6_Curve.cs b/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Split_6_Curve.cs deleted file mode 100644 index 0a132bf..0000000 --- a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Split_6_Curve.cs +++ /dev/null @@ -1,33 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using AI; -using AOEs; -using BossCore; -using Moves.Basic; -using Projectiles; -using static BossController; - -namespace Moves.User -{ - public class Shoot_Split_6_Curve : AISequence - { - public Shoot_Split_6_Curve() : base - ( - new Teleport().Wait(0.5f), - new Shoot1( - new ProjectileDeathHex - { - MaxTime = 0.25f, - Speed = Speed.VERY_FAST - } - ), - new Pause(0.5f) - ) - { - Description = "Shoots a projectile that splits into 6 curving projectiles."; - Difficulty = 5f; - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Wave_Middle_Gap.cs b/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Wave_Middle_Gap.cs deleted file mode 100644 index 7e15f4c..0000000 --- a/Assets/Scripts/Boss Core/Moves/Basic/Shoot_Wave_Middle_Gap.cs +++ /dev/null @@ -1,26 +0,0 @@ -using AI; -using Projectiles; -using BossCore; - -using static BossController; -using static AI.AISequence; - -namespace Moves.Basic -{ - public class Shoot_Wave_Middle_Gap : AISequence - { - public Shoot_Wave_Middle_Gap() : base - ( - new Teleport().Wait(0.5f), - Merge( - new ShootArc(150, 22.5f, 22.5f + 60f), - new ShootArc(150, -22.5f, -22.5f - 60f) - ), - new Pause(1f) - ) - { - Description = "Shoots two 60 degree waves with a 45 degree gap in the middle."; - Difficulty = 3f; - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Sweep.cs b/Assets/Scripts/Boss Core/Moves/Basic/Sweep.cs deleted file mode 100644 index d7a1893..0000000 --- a/Assets/Scripts/Boss Core/Moves/Basic/Sweep.cs +++ /dev/null @@ -1,47 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using AI; -using UnityEngine; - -using Projectiles; -using static BossController; -using static AI.AISequence; - -namespace Moves.Basic -{ - public class Sweep : AISequence - { - public Sweep(bool reverse = false) : base - ( - new Teleport().Wait(0.25f), - new PlayerLock(true), - For(reverse ? 90 : -30, - reverse ? -30 : 90, - reverse ? -5 : 5, - i => new Shoot1(new Projectile { AngleOffset = i }).Wait(0.05f) - ), - /* - new AISequence(() => - { - int start = reverse ? 90 : -30; - int end = reverse ? -30 : 90; - int step = reverse ? -5 : 5; - - List sequences = new List(); - for (int i = start; i != end; i += step) - { - sequences.Add(new Shoot1(new Projectile().AngleOffset(i)).Wait(0.05f)); - } - return sequences.ToArray(); - }), - */ - new PlayerLock(false), - Pause(0.25f) - ) - { - Description = "Shoots a sweep from " + (reverse ? -30 : 90) + - " degrees to " + (reverse ? 90 : -30) + " degrees offset from the player's current position."; - Difficulty = 2f; - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Sweep_Back_And_Forth.cs b/Assets/Scripts/Boss Core/Moves/Basic/Sweep_Back_And_Forth.cs deleted file mode 100644 index 5208f95..0000000 --- a/Assets/Scripts/Boss Core/Moves/Basic/Sweep_Back_And_Forth.cs +++ /dev/null @@ -1,40 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using AI; -using UnityEngine; - -using Projectiles; -using static BossController; -using static AI.AISequence; - -namespace Moves.Basic -{ - public class Sweep_Back_And_Forth : AISequence - { - public Sweep_Back_And_Forth() : base - ( - new Teleport().Wait(0.25f), - new PlayerLock(true), - new AISequence(() => - { - List sequences = new List(); - for (int i = -30; i < 90; i += 5) - { - sequences.Add(new Shoot1(new Projectile { AngleOffset = i }).Wait(0.05f)); - } - sequences.Add(Pause(0.25f)); - for (int i = 30; i > -90; i -= 5) - { - sequences.Add(new Shoot1(new Projectile { AngleOffset = i }).Wait(0.05f)); - } - return sequences.ToArray(); - }), - new PlayerLock(false), - new Pause(0.5f) - ) - { - Description = "Shoots a sweep from -30 degrees to +90 degrees offset from the player's current position, then another from -90 to +30 degrees."; - Difficulty = 3f; - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Basic/Sweep_Both.cs b/Assets/Scripts/Boss Core/Moves/Basic/Sweep_Both.cs deleted file mode 100644 index 3cc4ee2..0000000 --- a/Assets/Scripts/Boss Core/Moves/Basic/Sweep_Both.cs +++ /dev/null @@ -1,38 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using AI; -using UnityEngine; - -using Projectiles; -using static BossController; -using static AI.AISequence; - -namespace Moves.Basic -{ - public class Sweep_Both : AISequence - { - public Sweep_Both() : base - ( - new Teleport().Wait(0.25f), - new PlayerLock(true), - new AISequence(() => - { - - List sequences = new List(); - for (int i = 0; i < 120; i += 5) - { - sequences.Add(new Shoot1(new Projectile { AngleOffset = i - 60 })); - sequences.Add(new Shoot1(new Projectile { AngleOffset = 60 - i })); - sequences.Add(new Pause(0.05f)); - } - return sequences.ToArray(); - }), - new PlayerLock(false), - new Pause(0.5f) - ) - { - Description = "Sweeps both left and right at the same time."; - Difficulty = 4f; - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Pause.cs b/Assets/Scripts/Boss Core/Moves/Basic_Generators/Pause.cs deleted file mode 100644 index 5885717..0000000 --- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Pause.cs +++ /dev/null @@ -1,15 +0,0 @@ -using AI; - -namespace Moves.Basic -{ - public class Pause : AISequence - { - public Pause(float duration) : base - ( - new AIEvent[] { new AIEvent(duration, () => { }) } - ) - { - Description = "Waiting for " + duration + " seconds."; - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/PlayerLock.cs b/Assets/Scripts/Boss Core/Moves/Basic_Generators/PlayerLock.cs deleted file mode 100644 index 3c7ac30..0000000 --- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/PlayerLock.cs +++ /dev/null @@ -1,24 +0,0 @@ -using AI; -using Projectiles; -using static BossController; - -namespace Moves.Basic -{ - public class PlayerLock : AISequence - { - public PlayerLock(bool enableLock = true) : base - ( - () => - { - if (enableLock) - { - playerLockPosition = GameManager.Player.transform.position; - } - isPlayerLocked = enableLock; - } - ) - { - Description = (enableLock ? "Locked onto" : "Unlocked from") + " the player."; - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Shoot1.cs b/Assets/Scripts/Boss Core/Moves/Basic_Generators/Shoot1.cs deleted file mode 100644 index 4300f04..0000000 --- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Shoot1.cs +++ /dev/null @@ -1,23 +0,0 @@ -using AI; -using Projectiles; -using static BossController; - -namespace Moves.Basic -{ - public class Shoot1 : AISequence - { - public Shoot1(Projectile skeleton = null) : base - ( - () => - { - Glare(); - - Projectile newStruc = skeleton != null ? skeleton.Clone() : new Projectile(); - newStruc.Create(); - } - ) - { - Description = "Shot one " + (skeleton == null ? "default projectile at the player." : skeleton + "."); - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Shoot3.cs b/Assets/Scripts/Boss Core/Moves/Basic_Generators/Shoot3.cs deleted file mode 100644 index 32193d3..0000000 --- a/Assets/Scripts/Boss Core/Moves/Basic_Generators/Shoot3.cs +++ /dev/null @@ -1,28 +0,0 @@ -using AI; -using Projectiles; -using static BossController; - -namespace Moves.Basic -{ - public class Shoot3 : AISequence - { - - public Shoot3(Projectile skeleton = null) : base - ( - () => - { - Glare(); - - for (int i = 0; i < 3; i++) - { - Projectile newStruc = skeleton != null ? skeleton.Clone() : new Projectile(); - newStruc.AngleOffset = -30 + (30 * i) + newStruc.AngleOffset; - newStruc.Create(); - } - } - ) - { - Description = "Shot three " + (skeleton == null ? "default projectiles at the player." : skeleton + "."); - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Double_Laser_Sweep.cs b/Assets/Scripts/Boss Core/Moves/Test/Double_Laser_Sweep.cs deleted file mode 100644 index 56fbafe..0000000 --- a/Assets/Scripts/Boss Core/Moves/Test/Double_Laser_Sweep.cs +++ /dev/null @@ -1,38 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using AI; -using Moves.Basic; -using Projectiles; -using AOEs; -using BossCore; -using static BossController; - -namespace Moves.Test -{ - public class Double_Laser_Sweep : AISequence - { - public Double_Laser_Sweep() : base - ( - new Teleport().Wait(0.5f), - new PlayerLock(true), - Merge( - new Laser().Wait(1f), - new Laser(90, -90, 5, -90).Wait(1f) - ), - new Pause(1f), - Merge( - new Laser().Wait(1f), - new Laser(90, -90, 5, -90).Wait(1f) - ), - new PlayerLock(false), - new Pause(1f) - ) - { - Description = "Sweeps two lasers back and forth."; - Difficulty = 6.5f; - } - - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Double_Laser_Sweep_AOE.cs b/Assets/Scripts/Boss Core/Moves/Test/Double_Laser_Sweep_AOE.cs deleted file mode 100644 index 5b2703a..0000000 --- a/Assets/Scripts/Boss Core/Moves/Test/Double_Laser_Sweep_AOE.cs +++ /dev/null @@ -1,40 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using AI; -using Moves.Basic; -using Projectiles; -using AOEs; -using BossCore; -using static BossController; - -namespace Moves.Test -{ - public class Double_Laser_Sweep_AOE : AISequence - { - public Double_Laser_Sweep_AOE() : base - ( - new Teleport().Wait(0.5f), - new PlayerLock(true), - Merge( - new Laser().Wait(1f), - new Laser(90, -90, 5, -90).Wait(1f), - new ShootAOE(new AOE { FixedWidth = 3f, OuterSpeed = Speed.FAST }.On(-60, 60)) - ), - new Pause(1f), - Merge( - new Laser().Wait(1f), - new Laser(90, -90, 5, -90).Wait(1f), - new ShootAOE(new AOE { FixedWidth = 3f, OuterSpeed = Speed.FAST }.On(-60, 60)) - ), - new PlayerLock(false), - new Pause(1f) - ) - { - Description = "Sweeps two lasers back and forth, with two AOE attacks in between."; - Difficulty = 7f; - } - - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Laser_Sweep_With_AOE.cs b/Assets/Scripts/Boss Core/Moves/Test/Laser_Sweep_With_AOE.cs deleted file mode 100644 index 56b8ffa..0000000 --- a/Assets/Scripts/Boss Core/Moves/Test/Laser_Sweep_With_AOE.cs +++ /dev/null @@ -1,38 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using AI; -using Moves.Basic; -using Projectiles; -using AOEs; -using BossCore; -using static BossController; - -namespace Moves.Test -{ - public class Laser_Sweep_With_AOE : AISequence - { - public Laser_Sweep_With_AOE() : base - ( - new Teleport().Wait(0.5f), - new PlayerLock(true), - Merge( - new Laser().Wait(1f), - new Pause(1f).Then(new ShootAOE(new AOE { FixedWidth = 3f, OuterSpeed = Speed.FAST }.On(-60, 60))) - ), - new Pause(1f), - Merge( - new Laser(90, -90, 5, -90).Wait(1f), - new Pause(1f).Then(new ShootAOE(new AOE { FixedWidth = 3f, OuterSpeed = Speed.FAST }.On(-60, 60))) - ), - new PlayerLock(false), - new Pause(1f) - ) - { - Description = "Sweeps a laser back and forth, with two AOE attacks in between."; - Difficulty = 5.5f; - } - - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Lightning_Arena.cs b/Assets/Scripts/Boss Core/Moves/Test/Lightning_Arena.cs deleted file mode 100644 index f028f14..0000000 --- a/Assets/Scripts/Boss Core/Moves/Test/Lightning_Arena.cs +++ /dev/null @@ -1,36 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using AI; -using UnityEngine; - -using Projectiles; -using static BossController; -using BossCore; -using Moves.Basic; - -namespace Moves.Test -{ - public class Lightning_Arena : AISequence - { - public Lightning_Arena() : base - ( - new Teleport(World.Arena.CENTER).Wait(0.25f), - new AISequence(() => - { - List sequences = new List(); - - for (int i = 0; i < 1; i++) - { - sequences.Add(new Shoot1( - new ProjectileLightning { AngleOffset = i * 90f }).Wait(0.1f)); - } - return sequences.ToArray(); - }), - Pause(1f) - ) - { - Description = "Spawns lightning on the whole arena"; - Difficulty = 5f; - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Lightning_With_AOE.cs b/Assets/Scripts/Boss Core/Moves/Test/Lightning_With_AOE.cs deleted file mode 100644 index ee623e3..0000000 --- a/Assets/Scripts/Boss Core/Moves/Test/Lightning_With_AOE.cs +++ /dev/null @@ -1,50 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using AI; -using UnityEngine; - -using AOEs; -using BossCore; -using Moves.Test; -using Moves.Basic; -using static BossController; - -namespace Moves.Test -{ - public class Lightning_With_AOE : AISequence - { - public Lightning_With_AOE() : base - ( - new ShootAOE(new AOE - { - AngleOffset = (-25), - RotationSpeed = (15f), - FixedWidth = (10f), - OuterSpeed = (Speed.MEDIUM_SLOW) - } - .On(-22.5f, 22.5f) - .On(90 - 22.5f, 90 + 22.5f) - .On(180 - 22.5f, 180 + 22.5f) - .On(270 - 22.5f, 270 + 22.5f) - ).Wait(1.5f), - new Lightning_Arena().Wait(0.5f), - new ShootAOE(new AOE - { - AngleOffset = (-25), - RotationSpeed = (15f), - FixedWidth = (10f), - OuterSpeed = (Speed.MEDIUM_SLOW) - } - .On(-22.5f, 22.5f) - .On(90 - 22.5f, 90 + 22.5f) - .On(180 - 22.5f, 180 + 22.5f) - .On(270 - 22.5f, 270 + 22.5f) - ).Wait(1.5f), - new Lightning_Arena().Wait(2.5f) - ) - { - Description = "Lightning with aoe"; - Difficulty = 6f; - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Pincer.cs b/Assets/Scripts/Boss Core/Moves/Test/Pincer.cs deleted file mode 100644 index d89784f..0000000 --- a/Assets/Scripts/Boss Core/Moves/Test/Pincer.cs +++ /dev/null @@ -1,44 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using AI; -using Moves.Basic; -using Projectiles; -using AOEs; -using BossCore; -using static BossController; - -namespace Moves.Test -{ - public class Pincer : AISequence - { - public Pincer(float offset=0f, Speed speed=Speed.SNIPE) : base - ( - () => { - //Debug.Log("Pincer sees player at: " + GameManager.Player.transform.position); - Debug.Log("Pincer called"); - List sequences = new List(); - - float curveAmount = - -4f * // base - (float)speed * // turning radius is tighter when we go faster - (20f / (GameManager.Boss.transform.position - GameManager.Player.transform.position).magnitude) * // contribution due to distance from player - Mathf.Sqrt(2) * Mathf.Sin(Mathf.Deg2Rad * offset); // contribution due to initial firing offset - - float maxTime = Mathf.Deg2Rad * offset / Mathf.Sin(Mathf.Deg2Rad * offset) * ((GameManager.Boss.transform.position - GameManager.Player.transform.position).magnitude / 50f); - maxTime += 0.1f; - - sequences.Add(new Shoot1(new ProjectileCurving(curveAmount, false) { Speed = Speed.SNIPE, AngleOffset = offset, MaxTime = maxTime })); - sequences.Add(new Shoot1(new ProjectileCurving(-curveAmount, false) { Speed = Speed.SNIPE, AngleOffset = -offset, MaxTime = maxTime })); - - return sequences.ToArray(); - } - - ) - { - Debug.Log("Pincer created"); - Description = "Shoots two projectiles with an offset of +/-" + offset + " degrees with speed " + speed; - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Pincer_Sweep.cs b/Assets/Scripts/Boss Core/Moves/Test/Pincer_Sweep.cs deleted file mode 100644 index 217bf3a..0000000 --- a/Assets/Scripts/Boss Core/Moves/Test/Pincer_Sweep.cs +++ /dev/null @@ -1,33 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using AI; -using Moves.Basic; -using Projectiles; -using AOEs; -using BossCore; -using static BossController; - -namespace Moves.Test -{ - public class Pincer_Sweep : AISequence - { - public Pincer_Sweep() : base - ( - /* - () => { - List sequences = new List(); - for (int i = 150; i >= 0; i -= 5) { - sequences.Add(new Pincer(i).Wait(0.05f)); - } - return sequences.ToArray(); - } - */ - For(150, 0, -5, i => new Pincer(i).Wait(0.05f)) - ) - { - Description = "Sweeps pincer projectiles from +150 to +0 degrees"; - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Player_Strafe_Waves.cs b/Assets/Scripts/Boss Core/Moves/Test/Player_Strafe_Waves.cs deleted file mode 100644 index dc0e07e..0000000 --- a/Assets/Scripts/Boss Core/Moves/Test/Player_Strafe_Waves.cs +++ /dev/null @@ -1,39 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using AI; -using Moves.Basic; -using AOEs; -using static BossController; - -namespace Moves.Test -{ - public class Player_Strafe_Waves : AISequence - { - - public Player_Strafe_Waves() : base - ( - /* - () => { - List sequences = new List(); - sequences.Add(new Teleport()); - sequences.Add(new PlayerLock(true)); - for (int i = 0; i < 6; i++) - { - sequences.Add(new Strafe(true, 60, 25, GameManager.Player.transform.position)); - sequences.Add(new ShootAOE(AOE.New(self).On(-60, 60))); - sequences.Add(new Pause(0.75f)); - } - sequences.Add(new PlayerLock(false)); - sequences.Add(new Pause(1f)); - return sequences.ToArray(); - } - */ - For(6, i => new Strafe(true, 60, 25, GameManager.Player.transform.position)).Then(new ShootAOE(new AOE().On(-60, 60))).Wait(0.75f) - ) - { - - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/Moves/Test/Quick_Waves.cs b/Assets/Scripts/Boss Core/Moves/Test/Quick_Waves.cs deleted file mode 100644 index 6b21a00..0000000 --- a/Assets/Scripts/Boss Core/Moves/Test/Quick_Waves.cs +++ /dev/null @@ -1,70 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using AI; -using Moves.Basic; -using Projectiles; -using AOEs; -using BossCore; -using static BossController; - -namespace Moves.Test -{ - public class Quick_Waves : AISequence - { - public Quick_Waves() : base - ( - /* - () => { - List sequences = new List(); - - for (int i = 0; i < 7; i++) - { - int nextAttack = Random.Range(0, 5); - switch (nextAttack) - { - case 0: - sequences.Add( - new ShootArc(100, -60, 60, new Projectile().Size(Size.HUGE).Speed(Speed.VERY_FAST)).Wait(0.05f).Times(3)); break; - case 1: - sequences.Add( - new ShootAOE(AOE.New(self).On(-60, 60).FixedWidth(3f).Speed(Speed.VERY_FAST))); break; - case 2: - sequences.Add( - new Shoot1(new ProjectileLightning())); break; - case 3: - sequences.Add( - Merge( - new ShootArc(150, 22.5f, 22.5f + 60f, new Projectile().Size(Size.MEDIUM).Speed(Speed.VERY_FAST)), - new ShootArc(150, -22.5f, -22.5f - 60f, new Projectile().Size(Size.MEDIUM).Speed(Speed.VERY_FAST)) - )); break; - case 4: - sequences.Add( - new ShootArc(100, -60, 60, new Projectile().Speed(Speed.VERY_FAST).Size(Size.SMALL)).Wait(0.1f).Times(5) - ); break; - } - sequences.Add(Pause(0.6f)); - } - - return sequences.ToArray(); - } - */ - - Either( - new ShootArc(100, -60, 60, new Projectile { Size = Size.HUGE, Speed = Speed.VERY_FAST }).Wait(0.05f).Times(3), - new ShootAOE(new AOE { OuterSpeed = Speed.VERY_FAST, FixedWidth = 3 }.On(-60, 60)), - new Shoot1(new ProjectileLightning()), - Merge( - new ShootArc(150, 22.5f, 22.5f + 60f, new Projectile { Size = Size.MEDIUM, Speed = Speed.VERY_FAST }), - new ShootArc(150, -22.5f, -22.5f - 60f, new Projectile { Size = Size.MEDIUM, Speed = Speed.VERY_FAST }) - ), - new ShootArc(100, -60, 60, new Projectile { Speed = Speed.VERY_FAST, Size = Size.SMALL }).Wait(0.1f).Times(5) - ).Wait(0.6f).Times(7) - ) - { - Description = "Fires a quick barrage of random wave-based attacks."; - Difficulty = 6f; - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Random_Leading.cs b/Assets/Scripts/Boss Core/Moves/Test/Random_Leading.cs deleted file mode 100644 index 347e18a..0000000 --- a/Assets/Scripts/Boss Core/Moves/Test/Random_Leading.cs +++ /dev/null @@ -1,78 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using AI; -using Projectiles; -using AOEs; -using Moves.Basic; - -namespace Moves.Test -{ - /// - /// I really like the lasers. - /// - public class Random_Leading : AISequence - { - public Random_Leading(int count = 20) : base - ( - /* - new PlayerLock(true), - new AISequence(() => - { - List sequences = new List(); - for (int i = 0; i < 50; i++) - { - sequences.Add( - new Shoot1( - new ProjectileReverse() - .Speed(BossCore.Speed.VERY_FAST) - .Start(Quaternion.AngleAxis(i * (360f / 50f), Vector3.up) - * (5 * Vector3.forward))) - ); - } - return Merge(sequences.ToArray()); - }), - new PlayerLock(false) - */ - new Shoot1( - new ProjectileReverse() - { - Start = RANDOM_IN_ARENA, - Target = PLAYER_POSITION, - Size = Size.HUGE, - Speed = BossCore.Speed.FAST, - MaxTime = 4f - } - ).Wait(0.15f).Times(count), - new ShootAOE(new AOE { OuterSpeed = BossCore.Speed.MEDIUM, FixedWidth = 5f }.On(0, 360)).Wait(0.5f), - new Laser(-60, 480, 5, 60), - new Laser(60, 480, 5, 45), - new Laser(120, 480, 5, 30), - new Shoot1( - new ProjectileReverse() - { - Start = RANDOM_IN_ARENA, - Target = PLAYER_POSITION, - Size = Size.HUGE, - Speed = BossCore.Speed.FAST, - MaxTime = 4f - } - ).Wait(0.15f).Times(count), - new ShootAOE(new AOE { OuterSpeed = BossCore.Speed.MEDIUM, FixedWidth = 5f }.On(0, 360)).Wait(0.5f), - new Shoot1( - new ProjectileReverse() - { - Start = RANDOM_IN_ARENA, - Target = PLAYER_POSITION, - Size = Size.HUGE, - Speed = BossCore.Speed.FAST, - MaxTime = 4f - } - ).Wait(0.15f).Times(count), - new ShootAOE(new AOE { OuterSpeed = BossCore.Speed.MEDIUM, FixedWidth = 5f }.On(0, 360)).Wait(0.5f) - ) - { - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Test/ReverseTest.cs b/Assets/Scripts/Boss Core/Moves/Test/ReverseTest.cs deleted file mode 100644 index fc02566..0000000 --- a/Assets/Scripts/Boss Core/Moves/Test/ReverseTest.cs +++ /dev/null @@ -1,59 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using AI; -using Projectiles; -using Moves.Basic; - -namespace Moves.Test -{ - public class SpinReverse : AISequence - { - public SpinReverse(int count = 50) : base - ( - /* - new PlayerLock(true), - new AISequence(() => - { - List sequences = new List(); - for (int i = 0; i < 50; i++) - { - sequences.Add( - new Shoot1( - new ProjectileReverse() - .Speed(BossCore.Speed.VERY_FAST) - .Start(Quaternion.AngleAxis(i * (360f / 50f), Vector3.up) - * (5 * Vector3.forward))) - ); - } - return Merge(sequences.ToArray()); - }), - new PlayerLock(false) - */ - ForConcurrent(count, i => - new Shoot1( - new ProjectileCurving(187, false) - { - Start = (PLAYER_POSITION + Quaternion.AngleAxis(i * (360f / count), Vector3.up) * (10 * Vector3.forward)), - Target = (PLAYER_POSITION + Quaternion.AngleAxis(i * (360f / count), Vector3.up) * (10 * Vector3.forward) + Quaternion.AngleAxis(i * (360f / count), Vector3.up) * (10 * Vector3.right)), - Speed = (BossCore.Speed.FAST), - MaxTime = (0.75f), - OnDestroyTimeout = self => - new Shoot1( - new ProjectileReverse() - { - Start = (self.transform.position), - Target = (PLAYER_POSITION), - Speed = (BossCore.Speed.SNIPE), - MaxTime = (0.75f) - } - ) - } - ) - ) - ) - { - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Sniper_Final.cs b/Assets/Scripts/Boss Core/Moves/Test/Sniper_Final.cs deleted file mode 100644 index f2ad7b9..0000000 --- a/Assets/Scripts/Boss Core/Moves/Test/Sniper_Final.cs +++ /dev/null @@ -1,62 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using AI; -using Moves.Basic; -using Projectiles; -using AOEs; -using static BossController; -using static World.Arena; -using BossCore; - -namespace Moves.Test -{ - public class Sniper_Final : AISequence - { - public Sniper_Final() : base - ( - new Teleport(NORTH_FAR).Wait(0.5f), - new ShootAOE(new AOE { - OuterSpeed = Speed.SLOW, - InnerSpeed = Speed.FROZEN, - InnerScale = 0f, - Target = SOUTH_FAR, - MaxTime = 2f, - OnDestroyTimeout = - self => - { - AOE clone = self.data.Clone(); - clone.MaxTime = 10f; - clone.Freeze(); - clone.Create(); - } - }.On(-80, 80) - ) - .Wait(1f), - new AISequence( - new AISequence( - new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(0.25f), - new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 20f, Target = SOUTH_FAR }.On(-15, 15)).Wait(0.75f), - new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(1f), - new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(0.25f), - new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 20f, Target = SOUTH_FAR }.On(-45, -15).On(15, 45)).Wait(0.75f), - new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(1f) - ).Times(2), - new AISequence( - new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)), - new ShootAOE(new AOE { Start = WEST_FAR, Target = EAST_FAR, OuterSpeed = Speed.FAST, FixedWidth = 7f }.On(-90, 90)).Wait(0.25f), - new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 20f, Target = SOUTH_FAR }.On(-15, 15)).Wait(0.75f), - new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(1f), - new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)), - new ShootAOE(new AOE { Start = EAST_FAR, Target = WEST_FAR, OuterSpeed = Speed.FAST, FixedWidth = 7f }.On(-90, 90)).Wait(0.25f), - new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 20f, Target = SOUTH_FAR }.On(-45, -15).On(15, 45)).Wait(0.75f), - new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(1f) - ).Times(2), - new Shoot1(new Projectile { Speed = Speed.SNAIL, Size = Size.HUGE, MaxTime = 1f, OnDestroyTimeout = CallbackDictionary.SPAWN_1_HOMING_TOWARDS_PLAYER }).Wait(2.5f), - new Shoot1(new Projectile { Speed = Speed.SNAIL, Size = Size.HUGE, MaxTime = 1f, OnDestroyTimeout = CallbackDictionary.SPAWN_1_HOMING_TOWARDS_PLAYER }).Wait(2.5f) - ) - ) - { } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Test/Test.cs b/Assets/Scripts/Boss Core/Moves/Test/Test.cs deleted file mode 100644 index cc9a051..0000000 --- a/Assets/Scripts/Boss Core/Moves/Test/Test.cs +++ /dev/null @@ -1,44 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using AI; -using Moves.Basic; -using Projectiles; -using AOEs; -using BossCore; -using static BossController; - -namespace Moves.Test -{ - public class Test : AISequence - { - public Test() : base - ( - /* - new PlayerLock(true), - new AISequence(() => - { - List sequences = new List(); - - for (int angle = 0; angle < 72; angle += 6) - { - sequences.Add(new ShootWall(angleOffset: angle).Wait(0.1f)); - } - - for (int angle = 72; angle >= 0; angle -= 6) - { - sequences.Add(new ShootWall(angleOffset: angle).Wait(0.1f)); - } - return sequences.ToArray(); - }), - new PlayerLock(false) - */ - //For(6, i => new Shoot1(new Projectile().AngleOffset(i * 60)).Wait(0.25f)).Wait(0.5f) - new ShootArc(500, 0, 360, new Projectile { MaxTime = 2f }).Wait(0.05f) - ) - { - - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_1_Several.cs b/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_1_Several.cs deleted file mode 100644 index c095006..0000000 --- a/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_1_Several.cs +++ /dev/null @@ -1,26 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using AI; - -using Moves.Basic; - -namespace Moves.Tutorial1 -{ - public class Shoot_1_Several : AISequence - { - public Shoot_1_Several() : base - ( - new Teleport().Wait(0.5f), - new AISequence(() => - { - return new Shoot1().Wait(0.1f).Times(Random.Range(5, 10)); - }), - new Pause(1.5f) - ) - { - Description = "Shoots between 5 and 10 default projectiles at the player."; - Difficulty = 2f; - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_3_Several.cs b/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_3_Several.cs deleted file mode 100644 index 5cc2cc8..0000000 --- a/Assets/Scripts/Boss Core/Moves/Tutorial1/Shoot_3_Several.cs +++ /dev/null @@ -1,26 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using AI; - -using Moves.Basic; - -namespace Moves.Tutorial1 -{ - public class Shoot_3_Several : AISequence - { - public Shoot_3_Several() : base - ( - new Teleport().Wait(0.5f), - new AISequence(() => - { - return new Shoot3().Wait(0.1f).Times(Random.Range(7, 12)); - }), - new Pause(1.5f) - ) - { - Description = "Shoots between 7 and 12 three-way projectiles at the player."; - Difficulty = 3f; - } - } -} diff --git a/Assets/Scripts/Boss Core/Moves/Tutorial2/Force_Block.cs b/Assets/Scripts/Boss Core/Moves/Tutorial2/Force_Block.cs deleted file mode 100644 index 8bdd5bf..0000000 --- a/Assets/Scripts/Boss Core/Moves/Tutorial2/Force_Block.cs +++ /dev/null @@ -1,26 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using AI; -using Projectiles; -using static BossController; - -using Moves.Basic; - -namespace Moves.Tutorial2 -{ - public class Force_Block : AISequence - { - public Force_Block() : base - ( - new Teleport().Wait(0.25f), - new ShootArc(100, -90, 90, new Projectile { Size = Size.TINY }).Wait(0.1f).Times(10), - new Pause(4f) - ) - { - Description = "Fires 10 sets of tiny projectiles in a 180 degree arc, too dense to dash through."; - Difficulty = 5f; - } - } -} diff --git a/Assets/Scripts/Boss Core/Projectile/Projectile.cs b/Assets/Scripts/Boss Core/Projectile/Projectile.cs index 7e7f5e6..ed22702 100644 --- a/Assets/Scripts/Boss Core/Projectile/Projectile.cs +++ b/Assets/Scripts/Boss Core/Projectile/Projectile.cs @@ -1,140 +1,205 @@ using System.Collections; using System.Collections.Generic; -using BossCore; -using CombatCore; using UnityEngine; -using UnityEngine.Profiling; +using CombatCore; -namespace Projectiles -{ - /* - * Used for handling events for Projectiles. Currently death events are supported. - */ - public delegate AI.AISequence ProjectileCallback(ProjectileComponent self); +using UnityEngine.Profiling; - public class Projectile +namespace Projectiles { + public class Projectile : MonoBehaviour { - public Entity Entity { get; set; } - - public virtual ProxyVector3 Start { get; set; } = AI.AISequence.BOSS_POSITION; - public virtual ProxyVector3 Target { get; set; } = AI.AISequence.DELAYED_PLAYER_POSITION; - public virtual float AngleOffset { get; set; } = 0f; - - public virtual Speed Speed { get; set; } = Speed.MEDIUM; - public virtual Size Size { get; set; } = Size.SMALL; - - public virtual float MaxTime { get; set; } = 10f; - public virtual float Damage { get; set; } = ((float)Size.SMALL + 0.5f) * 2f; - - public virtual Vector3 Velocity { get; set; } = Vector3.forward; + // The data representing this component's specific appearance and behavior. + public ProjectileData data; - /* - * Called after object is destroyed due to time limit. - */ - public ProjectileCallback OnDestroyTimeout { get; set; } = CallbackDictionary.NOTHING; + public Vector3 FixedStart; + public Vector3 FixedTarget; - /* - * Called after object is destroyed due to hitting the arena. - */ - public ProjectileCallback OnDestroyOutOfBounds { get; set; } = CallbackDictionary.NOTHING; + // Some cached GameObject values for increased performance. + private Transform trans; + private MeshRenderer rend; + public bool shouldUpdate = true; - /* - * Called when the object hits the player - */ - public ProjectileCallback OnDestroyCollision { get; set; } = CallbackDictionary.NOTHING; - - #region Constructors + // Time is updated in the component rather than the Projectile for increased performance + public float currentTime; + private float maxTime; - public Projectile() : this(BossController.self) { } + public static Material blueMaterial; + public static Material orangeMaterial; + public static Material orangeRedMaterial; - public Projectile(Entity entity) + public void Awake() { - Entity = entity; + if (blueMaterial == null) + { + blueMaterial = Resources.Load("Art/Materials/BlueTransparent"); + orangeMaterial = Resources.Load("Art/Materials/OrangeTransparent"); + orangeRedMaterial = Resources.Load("Art/Materials/OrangeRedTransparent"); + } + + trans = transform; + rend = GetComponent(); } - - #endregion - - /// - /// This method is called at the end of every Update() call. When overridden, - /// this can be used to specify custom movement. - /// - /// The ProjectileComponent of this active GameObject. - public virtual void CustomUpdate(ProjectileComponent component) { } - - /// - /// Provides a custom material. By default, material is chosen based on the size - /// of the Projectile. - /// - /// The material to render with. - public virtual Material CustomMaterial() { return null; } - - /// - /// Clones this Projectile data object. - /// - /// This is mostly used internally by the ShootX() AISequences. If you try to - /// use Projectiles without first cloning them, then any time you reuse a reference, - /// you will be modifying the position of the same one every time. - /// - /// The clone. - public Projectile Clone() + + public void Initialize() { - return MemberwiseClone() as Projectile; + // Resolve the proxy variables for start and target + // This also "locks" them so they don't keep updating. + FixedStart = data.Start.GetValue(); + FixedTarget = data.Target.GetValue(); + + // Sets size (and assigns default material, if none set) + gameObject.transform.localScale = SizeToScale(data.Size) * Vector3.one; + + Material material = data.CustomMaterial(); + if (material != null) + { + gameObject.GetComponent().material = material; + } + else + { + switch (data.Size) + { + case Size.TINY: + case Size.SMALL: + gameObject.GetComponent().material = blueMaterial; + break; + case Size.MEDIUM: + gameObject.GetComponent().material = orangeMaterial; + break; + case Size.LARGE: + case Size.HUGE: + gameObject.GetComponent().material = orangeRedMaterial; + break; + default: + gameObject.GetComponent().material = orangeMaterial; + break; + } + } + + // Computes the starting position, rotation, and velocity. + + // Remove any height from the start and target vectors + Vector3 topDownSpawn = new Vector3(FixedStart.x, 0, FixedStart.z); + Vector3 topDownTarget = new Vector3(FixedTarget.x, 0, FixedTarget.z); + + // Add in rotation offset from the angleOffset parameter + Quaternion offset = Quaternion.AngleAxis(data.AngleOffset, Vector3.up); + + // Compute the final rotation + // TODO update this to be rotation around the up axis to fix 180 degree bug + Quaternion rotation = offset * Quaternion.FromToRotation(Vector3.forward, topDownTarget - topDownSpawn); + + this.gameObject.transform.position = (Vector3)FixedStart; + this.gameObject.transform.rotation = rotation; + //this.gameObject.GetComponent().velocity = rotation * (Vector3.forward * (float)data.speed); + this.data.Velocity = rotation * (Vector3.forward * (float)data.Speed); + + shouldUpdate = true; + rend.enabled = true; + currentTime = 0; + maxTime = data.MaxTime; } - /// - /// Generates a new GameObject with a ProjectileComponent that references this - /// data object. - /// - /// The ProjectileComponent added to the new GameObject. - public ProjectileComponent Create() + /* + * A helper function that retuns the local scale of a projectile, given + * its size. This corresponds to its diameter. + */ + public static float SizeToScale(Size size) { - Profiler.BeginSample("Projectile.Create"); + return 1.0f + ((float)size / 2.0f); + } - Profiler.BeginSample("Projectile.Create GameObject Instantiate"); - // Create new GameObject - //GameObject newObj = GameObject.Instantiate(Resources.Load("Prefabs/Projectile")); - GameObject newObj = ProjectileManager.Checkout(); - Profiler.EndSample(); - - Profiler.BeginSample("Projectile.Create Component Instantiate"); - // Create a new Projectile component - ProjectileComponent projectile = newObj.GetComponent(); + void Update() + { + if (!shouldUpdate) + { + return; + } + Profiler.BeginSample("Projectile update loop"); + Profiler.BeginSample("Time check"); + //data.currentTime += Time.deltaTime; + currentTime += Time.deltaTime; + + if (currentTime >= maxTime) + { + if (data.OnDestroyTimeout != CallbackDictionary.NOTHING) + { + GameManager.Boss.ExecuteAsync(data.OnDestroyTimeout.Compile().Invoke(this)); + } + Cleanup(); + } Profiler.EndSample(); - Profiler.BeginSample("Projectile.Create data Clone()"); - // Make a memberwise clone of the most derived type - projectile.data = Clone(); + Profiler.BeginSample("Movement speed check"); + if (data.Speed != Constants.Speed.FROZEN) + { + Profiler.EndSample(); + Profiler.BeginSample("Movement update"); + trans.position += (Time.deltaTime * data.Velocity); + Profiler.EndSample(); + + Profiler.BeginSample("Bounds check"); + if (trans.position.sqrMagnitude > 5625f) + { + if (data.OnDestroyOutOfBounds != CallbackDictionary.NOTHING) + { + GameManager.Boss.ExecuteAsync(data.OnDestroyOutOfBounds.Compile().Invoke(this)); + } + Cleanup(); + + } + } Profiler.EndSample(); - Profiler.BeginSample("Projectile.Create data Initialize()"); - // Do the initialization (resolve null variables -> live variables) - projectile.Initialize(); + Profiler.BeginSample("Custom update"); + data.CustomUpdate(this); Profiler.EndSample(); - - Profiler.BeginSample("Projectile.Create data CustomCreate()"); - // Do any custom derived initialization logic (you can access the component now) - projectile.data.CustomCreate(projectile); Profiler.EndSample(); + } + private void Cleanup() { + Profiler.BeginSample("Cleanup"); + shouldUpdate = false; + rend.enabled = false; + ProjectileManager.Return(gameObject); Profiler.EndSample(); - return projectile; } /* - * Allows for custom instantiation once the component is created and can - * be referenced. Things like accessing the RigidBody are done here, as well - * as being able to reference live variables, like the updated target value - * (via component.data.target). + * Called on collision with player. Triggers collison death. */ - public virtual void CustomCreate(ProjectileComponent component) { } - - public override string ToString() + public virtual void OnTriggerEnter(Collider other) { - // TODO can make this more descriptive; i.e. if entity is boss and preTarget is null, then add "aimed at the player". - return "Projectile" - + " with speed " + Speed - + ", size " + Size; + Profiler.BeginSample("Projectile Collision"); + GameObject otherObject = other.gameObject; + Entity otherEntity = otherObject.GetComponentInParent(); + if (otherEntity != null) + { + // All projectiles break if they do damage + if (!otherEntity.IsInvincible() && otherEntity.GetFaction() != Entity.Faction.enemy) + { + //Debug.Log("Projectile collided, should apply damage"); + // Note that the entity causing the damage is null; callbacks may fail. + Entity.DamageEntity(otherEntity, null, data.Damage); + if (data.OnDestroyCollision != CallbackDictionary.NOTHING) + { + GameManager.Boss.ExecuteAsync(data.OnDestroyCollision.Compile().Invoke(this)); + } + Cleanup(); + } + } + Profiler.EndSample(); } + + /* + * Get the preferred material for this projectile. + * The standard only sets material based on size; if you want your projectile + * to have its own material, override this method and return it here. + * + * If you want to use the standard projectile logic, simply return null here. + */ + public virtual Material GetCustomMaterial() { return null; } } + } diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileCallbackDictionary.cs b/Assets/Scripts/Boss Core/Projectile/ProjectileCallbackDictionary.cs index d78f120..21cd509 100644 --- a/Assets/Scripts/Boss Core/Projectile/ProjectileCallbackDictionary.cs +++ b/Assets/Scripts/Boss Core/Projectile/ProjectileCallbackDictionary.cs @@ -2,19 +2,21 @@ using System.Collections.Generic; using UnityEngine; -using BossCore; +using Constants; using static AI.AISequence; using Moves.Basic; namespace Projectiles -{ +{ + using ProjectileCallbackExpression = System.Linq.Expressions.Expression; + public static class CallbackDictionary { - public static ProjectileCallback NOTHING = self => new Pause(0f); + public static ProjectileCallbackExpression NOTHING = self => new Pause(0f); - public static ProjectileCallback FREEZE = self => + public static ProjectileCallbackExpression FREEZE = self => new Shoot1( - new Projectile(self.data.Entity) + new ProjectileData { Start = self.transform.position, MaxTime = 5f, @@ -22,9 +24,9 @@ public static class CallbackDictionary } ); - public static ProjectileCallback SPAWN_6_CURVING = self => + public static ProjectileCallbackExpression SPAWN_6_CURVING = self => ForConcurrent(6, i => new Shoot1( - new ProjectileCurving(self.data.Entity, (float)self.data.Speed * 2f, true) + new ProjectileCurving((float)self.data.Speed * 2f, true) { Start = self.transform.position, Target = self.data.Velocity, @@ -33,9 +35,9 @@ public static class CallbackDictionary } )); - public static ProjectileCallback SPAWN_6 = self => + public static ProjectileCallbackExpression SPAWN_6 = self => ForConcurrent(6, i => new Shoot1( - new ProjectileCurving(self.data.Entity, 0f, true) + new ProjectileCurving(0f, true) { Start = self.transform.position, Target = self.data.Velocity, @@ -45,12 +47,12 @@ public static class CallbackDictionary )); // Spawns a wave at the death position. - public static ProjectileCallback SPAWN_WAVE = self => - new ShootAOE(new AOEs.AOE(self.data.Entity) { Start = self.transform.position }.On(0, 360f)); + public static ProjectileCallbackExpression SPAWN_WAVE = self => + new ShootAOE(new AOEs.AOEData { Start = self.transform.position }.On(0, 360f)); - public static ProjectileCallback SPAWN_1_TOWARDS_PLAYER = self => + public static ProjectileCallbackExpression SPAWN_1_TOWARDS_PLAYER = self => new Shoot1( - new Projectile(self.data.Entity) + new ProjectileData { Start = self.transform.position, MaxTime = self.data.MaxTime, @@ -58,9 +60,9 @@ public static class CallbackDictionary } ); - public static ProjectileCallback SPAWN_1_HOMING_TOWARDS_PLAYER = self => + public static ProjectileCallbackExpression SPAWN_1_HOMING_TOWARDS_PLAYER = self => new Shoot1( - new ProjectileHoming(self.data.Entity) + new ProjectileHoming(0) { Start = self.transform.position, MaxTime = self.data.MaxTime, @@ -69,9 +71,9 @@ public static class CallbackDictionary } ); - public static ProjectileCallback REVERSE = (self) => + public static ProjectileCallbackExpression REVERSE = (self) => new Shoot1( - new Projectile(self.data.Entity) + new ProjectileData { Start = self.transform.position, Target = self.data.Start, @@ -80,11 +82,12 @@ public static class CallbackDictionary } ); - public static ProjectileCallback REVERSE_FASTER = (self) => + /* + public static ProjectileCallbackExpression REVERSE_FASTER = (self) => { if (self.data.Speed == Speed.LIGHTNING) { - return NOTHING(self); + return NOTHING.Compile().Invoke(self); } Speed currentSpeed = self.data.Speed; @@ -92,7 +95,7 @@ public static class CallbackDictionary Speed nextSpeed = speeds[System.Array.IndexOf(speeds, currentSpeed) + 1]; return new Shoot1( - new Projectile(self.data.Entity) + new Projectile { Start = self.transform.position, Target = self.data.Start, @@ -102,5 +105,6 @@ public static class CallbackDictionary } ); }; + */ } } diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileComponent.cs b/Assets/Scripts/Boss Core/Projectile/ProjectileComponent.cs deleted file mode 100644 index a4bd4fe..0000000 --- a/Assets/Scripts/Boss Core/Projectile/ProjectileComponent.cs +++ /dev/null @@ -1,201 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using CombatCore; - -using UnityEngine.Profiling; - -namespace Projectiles { - public class ProjectileComponent : MonoBehaviour - { - // The data representing this component's specific appearance and behavior. - public Projectile data; - - // Some cached GameObject values for increased performance. - private Transform trans; - private MeshRenderer rend; - public bool shouldUpdate = true; - - // Time is updated in the component rather than the Projectile for increased performance - public float currentTime; - private float maxTime; - - public static Material blueMaterial; - public static Material orangeMaterial; - public static Material orangeRedMaterial; - - public void Awake() - { - if (blueMaterial == null) - { - blueMaterial = Resources.Load("Art/Materials/BlueTransparent"); - orangeMaterial = Resources.Load("Art/Materials/OrangeTransparent"); - orangeRedMaterial = Resources.Load("Art/Materials/OrangeRedTransparent"); - } - - trans = transform; - rend = GetComponent(); - } - - public void Initialize() - { - // Resolve the proxy variables for start and target - // This also "locks" them so they don't keep updating. - data.Start = data.Start.GetValue(); - data.Target = data.Target.GetValue(); - - // Sets size (and assigns default material, if none set) - gameObject.transform.localScale = SizeToScale(data.Size) * Vector3.one; - - Material material = data.CustomMaterial(); - if (material != null) - { - gameObject.GetComponent().material = material; - } - else - { - switch (data.Size) - { - case Size.TINY: - case Size.SMALL: - gameObject.GetComponent().material = blueMaterial; - break; - case Size.MEDIUM: - gameObject.GetComponent().material = orangeMaterial; - break; - case Size.LARGE: - case Size.HUGE: - gameObject.GetComponent().material = orangeRedMaterial; - break; - default: - gameObject.GetComponent().material = orangeMaterial; - break; - } - } - - // Computes the starting position, rotation, and velocity. - - // Remove any height from the start and target vectors - Vector3 topDownSpawn = new Vector3(data.Start.x, 0, data.Start.z); - Vector3 topDownTarget = new Vector3(data.Target.x, 0, data.Target.z); - - // Add in rotation offset from the angleOffset parameter - Quaternion offset = Quaternion.AngleAxis(data.AngleOffset, Vector3.up); - - // Compute the final rotation - // TODO update this to be rotation around the up axis to fix 180 degree bug - Quaternion rotation = offset * Quaternion.FromToRotation(Vector3.forward, topDownTarget - topDownSpawn); - - this.gameObject.transform.position = (Vector3)data.Start; - this.gameObject.transform.rotation = rotation; - //this.gameObject.GetComponent().velocity = rotation * (Vector3.forward * (float)data.speed); - this.data.Velocity = rotation * (Vector3.forward * (float)data.Speed); - - shouldUpdate = true; - rend.enabled = true; - currentTime = 0; - maxTime = data.MaxTime; - } - - /* - * A helper function that retuns the local scale of a projectile, given - * its size. This corresponds to its diameter. - */ - public static float SizeToScale(Size size) - { - return 1.0f + ((float)size / 2.0f); - } - - void Update() - { - if (!shouldUpdate) - { - return; - } - Profiler.BeginSample("Projectile update loop"); - Profiler.BeginSample("Time check"); - //data.currentTime += Time.deltaTime; - currentTime += Time.deltaTime; - - if (currentTime >= maxTime) - { - BossController.ExecuteAsync(data.OnDestroyTimeout(this)); - //Destroy(this.gameObject); - Cleanup(); - } - Profiler.EndSample(); - - Profiler.BeginSample("Movement"); - if (data.Speed != BossCore.Speed.FROZEN) - { - trans.position += (Time.deltaTime * data.Velocity); - Profiler.EndSample(); - - Profiler.BeginSample("Bounds check"); - if (trans.position.sqrMagnitude > 5625f) - { - BossController.ExecuteAsync(data.OnDestroyOutOfBounds(this)); - Cleanup(); - - } - } - Profiler.EndSample(); - - Profiler.BeginSample("Custom update"); - data.CustomUpdate(this); - Profiler.EndSample(); - Profiler.EndSample(); - } - - private void Cleanup() { - Profiler.BeginSample("Cleanup"); - shouldUpdate = false; - rend.enabled = false; - ProjectileManager.Return(gameObject); - Profiler.EndSample(); - } - - /* - * Called on collision with player. Triggers collison death. - */ - public virtual void OnTriggerEnter(Collider other) - { - Profiler.BeginSample("Projectile Collision"); - GameObject otherObject = other.gameObject; - Entity otherEntity = otherObject.GetComponentInParent(); - if (otherEntity != null) - { - // All projectiles break if they do damage - if (!otherEntity.IsInvincible() && otherEntity.GetFaction() != data.Entity.GetFaction()) - { - //Debug.Log("Projectile collided, should apply damage"); - Entity.DamageEntity(otherEntity, data.Entity, data.Damage); - BossController.ExecuteAsync(data.OnDestroyCollision(this)); - Destroy(this.gameObject); - } - - // Player's projectiles always break on the boss, even if he's invincible - if (data.Entity.GetFaction() == Entity.Faction.player) - { - if (otherEntity.IsInvincible()) - { - data.OnDestroyCollision(this); - Destroy(this.gameObject); - } - } - } - Profiler.EndSample(); - } - - /* - * Get the preferred material for this projectile. - * The standard only sets material based on size; if you want your projectile - * to have its own material, override this method and return it here. - * - * If you want to use the standard projectile logic, simply return null here. - */ - public virtual Material GetCustomMaterial() { return null; } - } - -} diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileComponent.cs.meta b/Assets/Scripts/Boss Core/Projectile/ProjectileComponent.cs.meta deleted file mode 100644 index 3031854..0000000 --- a/Assets/Scripts/Boss Core/Projectile/ProjectileComponent.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 53649a2517c5d4c128e97a0a97c82839 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileCurving.cs b/Assets/Scripts/Boss Core/Projectile/ProjectileCurving.cs index c0801ff..9b2572a 100644 --- a/Assets/Scripts/Boss Core/Projectile/ProjectileCurving.cs +++ b/Assets/Scripts/Boss Core/Projectile/ProjectileCurving.cs @@ -6,7 +6,7 @@ namespace Projectiles { - public class ProjectileCurving : Projectile + public class ProjectileCurving : ProjectileData { private readonly float curveAmount; @@ -17,11 +17,6 @@ public class ProjectileCurving : Projectile private readonly bool leavesTrail; public ProjectileCurving(float curveAmount, bool leavesTrail) - : this(BossController.self, curveAmount, leavesTrail) - { } - - public ProjectileCurving(Entity self, float curveAmount, bool leavesTrail) - : base(self) { this.curveAmount = curveAmount; this.leavesTrail = leavesTrail; @@ -32,7 +27,7 @@ public override Material CustomMaterial() return Resources.Load("Art/Materials/GreenTransparent"); } - public override void CustomUpdate(ProjectileComponent component) + public override void CustomUpdate(Projectile component) { Quaternion rot = Quaternion.AngleAxis(Time.deltaTime * curveAmount, Vector3.up); //body.velocity = rot * body.velocity; @@ -43,12 +38,12 @@ public override void CustomUpdate(ProjectileComponent component) if (component.currentTime > count / numSpawners) { count++; - ProjectileComponent newComp = new Projectile(Entity) + new ProjectileData { Start = component.transform.position, MaxTime = MaxTime - component.currentTime, Size = Size.SMALL, - Speed = BossCore.Speed.FROZEN + Speed = Constants.Speed.FROZEN }.Create(); } } diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileData.cs b/Assets/Scripts/Boss Core/Projectile/ProjectileData.cs new file mode 100644 index 0000000..1d41c9b --- /dev/null +++ b/Assets/Scripts/Boss Core/Projectile/ProjectileData.cs @@ -0,0 +1,141 @@ +using Constants; + +using UnityEngine; +using UnityEngine.Profiling; + +namespace Projectiles +{ + //using ProjectileCallback = System.Linq.Expressions.Expression>; + using ProjectileCallbackExpression = System.Linq.Expressions.Expression; + + /* + * Used for handling events for Projectiles. Currently death events are supported. + */ + public delegate AI.AISequence ProjectileCallback(Projectile self); + + /// + /// A class representing the underlying data of a Projectile GameObject. + /// + /// This does not represent any one physical GameObject, and multiple GameObjects can be created + /// from this ProjectileData object. + /// + public class ProjectileData + { + // Experimental. Static Projectiles that are commonly used (note: there don't tend to be duplicate projectiles) + public static ProjectileData DEFAULT = new ProjectileData(); + public static ProjectileData DEFAULT_LARGE_SLOW = new ProjectileData { Size = Size.LARGE, Speed = Speed.SLOW }; + public static ProjectileData DEFAULT_MEDIUM_MEDIUM = new ProjectileData { Size = Size.MEDIUM, Speed = Speed.MEDIUM }; + public static ProjectileData DEFAULT_SMALL_FAST = new ProjectileData { Size = Size.SMALL, Speed = Speed.FAST }; + + public virtual ProxyVector3 Start { get; set; } = Positions.BOSS_POSITION; + public virtual ProxyVector3 Target { get; set; } = Positions.DELAYED_PLAYER_POSITION; + public virtual float AngleOffset { get; set; } = 0f; + + public virtual Speed Speed { get; set; } = Speed.MEDIUM; + + // todo make this update damage appropriately + public virtual Size Size { get; set; } = Size.SMALL; + + public virtual float MaxTime { get; set; } = 10f; + public virtual float Damage { get; set; } = ((float)Size.SMALL + 0.5f) * 2f; + + public virtual Vector3 Velocity { get; set; } = Vector3.forward; + + /* + * Called after MaxTime number of seconds have elapsed. + */ + public ProjectileCallbackExpression OnDestroyTimeout { get; set; } = CallbackDictionary.NOTHING; + + /* + * Called after object is destroyed due to hitting the arena. + */ + public ProjectileCallbackExpression OnDestroyOutOfBounds { get; set; } = CallbackDictionary.NOTHING; + + /* + * Called when the object hits the player + */ + public ProjectileCallbackExpression OnDestroyCollision { get; set; } = CallbackDictionary.NOTHING; + + /// + /// This method is called at the end of every Update() call. When overridden, + /// this can be used to specify custom movement. + /// + /// The ProjectileComponent of this active GameObject. + public virtual void CustomUpdate(Projectile component) { } + + /// + /// Provides a custom material. By default, material is chosen based on the size + /// of the Projectile. + /// + /// The material to render with. + public virtual Material CustomMaterial() { return null; } + + /// + /// Clones this Projectile data object. + /// + /// This is mostly used internally by the ShootX() AISequences. If you try to + /// use Projectiles without first cloning them, then any time you reuse a reference, + /// you will be modifying the position of the same one every time. + /// + /// The clone. + public ProjectileData Clone() + { + return MemberwiseClone() as ProjectileData; + } + + /// + /// Generates a new GameObject with a ProjectileComponent that references this + /// data object. + /// + /// The ProjectileComponent added to the new GameObject. + public Projectile Create() + { + Profiler.BeginSample("Projectile.Create"); + + Profiler.BeginSample("Projectile.Create GameObject Instantiate"); + // Create new GameObject + //GameObject newObj = GameObject.Instantiate(Resources.Load("Prefabs/Projectile")); + GameObject newObj = ProjectileManager.Checkout(); + Profiler.EndSample(); + + Profiler.BeginSample("Projectile.Create Component Instantiate"); + // Create a new Projectile component + Projectile projectile = newObj.GetComponent(); + Profiler.EndSample(); + + Profiler.BeginSample("Projectile.Create data Clone()"); + // Make a memberwise clone of the most derived type + projectile.data = Clone(); + Profiler.EndSample(); + + Profiler.BeginSample("Projectile.Create data Initialize()"); + // Do the initialization (resolve null variables -> live variables) + projectile.Initialize(); + Profiler.EndSample(); + + Profiler.BeginSample("Projectile.Create data CustomCreate()"); + // Do any custom derived initialization logic (you can access the component now) + projectile.data.CustomCreate(projectile); + Profiler.EndSample(); + + Profiler.EndSample(); + return projectile; + } + + /* + * Allows for custom instantiation once the component is created and can + * be referenced. Things like accessing the RigidBody are done here, as well + * as being able to reference live variables, like the updated target value + * (via component.data.target). + */ + public virtual void CustomCreate(Projectile component) { } + + public override string ToString() + { + // TODO can make this more descriptive; i.e. if entity is boss and preTarget is null, then add "aimed at the player". + return "Projectile" + + " with speed " + Speed + + ", size " + Size; + } + } +} diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileData.cs.meta b/Assets/Scripts/Boss Core/Projectile/ProjectileData.cs.meta new file mode 100644 index 0000000..475af54 --- /dev/null +++ b/Assets/Scripts/Boss Core/Projectile/ProjectileData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4e0b4264d4f684864b07dfa47dec7636 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileDeathHex.cs b/Assets/Scripts/Boss Core/Projectile/ProjectileDeathHex.cs index 8018013..6ba9377 100644 --- a/Assets/Scripts/Boss Core/Projectile/ProjectileDeathHex.cs +++ b/Assets/Scripts/Boss Core/Projectile/ProjectileDeathHex.cs @@ -5,12 +5,9 @@ namespace Projectiles { - public class ProjectileDeathHex : Projectile + public class ProjectileDeathHex : ProjectileData { - - public ProjectileDeathHex() : this(BossController.self) { } - - public ProjectileDeathHex(Entity self) : base(self) { + public ProjectileDeathHex() { MaxTime = 1f; Damage = 25f; OnDestroyTimeout = CallbackDictionary.SPAWN_6_CURVING; diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileHoming.cs b/Assets/Scripts/Boss Core/Projectile/ProjectileHoming.cs index 644c8a7..874b969 100644 --- a/Assets/Scripts/Boss Core/Projectile/ProjectileHoming.cs +++ b/Assets/Scripts/Boss Core/Projectile/ProjectileHoming.cs @@ -5,9 +5,11 @@ namespace Projectiles { - public class ProjectileHoming : Projectile + public class ProjectileHoming : ProjectileData { + public static new ProjectileHoming DEFAULT = new ProjectileHoming { Size = Size.MEDIUM }; + private GameObject targetObject; private float curDivergence; @@ -20,27 +22,41 @@ public class ProjectileHoming : Projectile // Was this projectile once close to the player? private bool wasClose; - public ProjectileHoming() : this(BossController.self) { } + private int difficulty; + + public ProjectileHoming() : this(0) { } - public ProjectileHoming(Entity self) : base(self) { } + public ProjectileHoming(int difficulty=0) { + this.difficulty = difficulty; + if (difficulty == 1) { + Target = Constants.Positions.SMOOTHED_LEADING_PLAYER_POSITION; + } + } - public override void CustomCreate(ProjectileComponent component) + public override void CustomCreate(Projectile component) { - targetObject = component.data.Entity.GetFaction() == Entity.Faction.enemy ? GameManager.Player.gameObject : GameManager.Boss.gameObject; + targetObject = GameManager.Player.gameObject; // TODO maybe make me a customizable parameter? wasClose = false; curDivergence = 0f; - homingScale = (float)component.data.Speed / 7f; + homingScale = (float)component.data.Speed / 7f; // maybe make this one customizable too } public override Material CustomMaterial() { return Resources.Load("Art/Materials/PurpleTransparent"); } - public override void CustomUpdate(ProjectileComponent component) { - Vector3 idealVelocity = ((float)Speed) * (targetObject.transform.position - component.transform.position).normalized; + public override void CustomUpdate(Projectile component) { + switch (difficulty) { + case 0: HomingLevel0(component); break; + case 1: HomingLevel0(component); break; + } + } + + private void HomingLevel0(Projectile component) { + Vector3 idealVelocity = ((float)Speed) * (Target.GetValue() - component.transform.position).normalized; float idealRotation = Vector3.SignedAngle(idealVelocity, Velocity, Vector3.up); - float distance = Vector3.Distance(targetObject.transform.position, component.transform.position); + float distance = Vector3.Distance(Target.GetValue(), component.transform.position); if (!wasClose && distance < 10f) { diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileLightning.cs b/Assets/Scripts/Boss Core/Projectile/ProjectileLightning.cs index cfc7ea5..091436a 100644 --- a/Assets/Scripts/Boss Core/Projectile/ProjectileLightning.cs +++ b/Assets/Scripts/Boss Core/Projectile/ProjectileLightning.cs @@ -7,7 +7,7 @@ namespace Projectiles { - public class ProjectileLightning : Projectile + public class ProjectileLightning : ProjectileData { private readonly int level; private Vector3 initialTarget; @@ -16,19 +16,19 @@ public class ProjectileLightning : Projectile private int count; private readonly int numSpawners = 30; - public ProjectileLightning(int level=0) : this(BossController.self, level) { } + public ProjectileLightning() : this(0, 1f) { } - public ProjectileLightning(Entity self, int level) : this(self, level, 1f) { } + private ProjectileLightning(int level) : this(level, 1f) { } - private ProjectileLightning(Entity self, int level, float initialMaxTime) : base(self) + private ProjectileLightning(int level, float initialMaxTime) { this.level = level; this.initialMaxTime = initialMaxTime; base.MaxTime = 0.05f; - Speed = BossCore.Speed.LIGHTNING; - OnDestroyTimeout = LIGHTNING_RECUR; + Speed = Constants.Speed.LIGHTNING; + //OnDestroyTimeout = LIGHTNING_RECUR; } public override float MaxTime @@ -48,7 +48,7 @@ public override float MaxTime } } - public override void CustomCreate(ProjectileComponent component) + public override void CustomCreate(Projectile component) { // Make the target the player position, but at a radius of 100. // This prevents "bunching" around the true target. @@ -60,7 +60,7 @@ public override Material CustomMaterial() return Resources.Load("Art/Materials/BlueTransparent"); } - public override void CustomUpdate(ProjectileComponent component) + public override void CustomUpdate(Projectile component) { if ((component.transform.position - GameManager.Player.transform.position).magnitude < 5f) { @@ -70,17 +70,19 @@ public override void CustomUpdate(ProjectileComponent component) if (component.currentTime > count / numSpawners) { count++; - new Projectile + new ProjectileData { Start = component.transform.position, MaxTime = initialMaxTime - component.currentTime, Size = Size.SMALL, - Speed = BossCore.Speed.FROZEN + Speed = Constants.Speed.FROZEN }.Create(); } } // Recursively generates more lightning + // TODO move this into the CustomUpdate so this compiles + /* private static ProjectileCallback LIGHTNING_RECUR = (self) => { ProjectileLightning lightningSelf = self.data as ProjectileLightning; @@ -105,7 +107,7 @@ public override void CustomUpdate(ProjectileComponent component) return Merge( For(times, i => new Moves.Basic.Shoot1( - new ProjectileLightning(lightningSelf.Entity, lightningSelf.level + 1, lightningSelf.initialMaxTime - lightningSelf.MaxTime) + new ProjectileLightning(lightningSelf.level + 1, lightningSelf.initialMaxTime - lightningSelf.MaxTime) { Start = self.transform.position, Target = lightningSelf.initialTarget, @@ -118,5 +120,6 @@ public override void CustomUpdate(ProjectileComponent component) ) ); }; + */ } } \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileManager.cs b/Assets/Scripts/Boss Core/Projectile/ProjectileManager.cs index e5d9fad..3391f53 100644 --- a/Assets/Scripts/Boss Core/Projectile/ProjectileManager.cs +++ b/Assets/Scripts/Boss Core/Projectile/ProjectileManager.cs @@ -44,8 +44,10 @@ public static GameObject Checkout() { if (hotCache.Count > 0) { + GameObject obj = hotCache.Dequeue(); + //obj.GetComponent().Poke(); Profiler.EndSample(); - return hotCache.Dequeue(); + return obj; } if (cache.Count > 0) diff --git a/Assets/Scripts/Boss Core/Projectile/ProjectileReverse.cs b/Assets/Scripts/Boss Core/Projectile/ProjectileReverse.cs index 2bf2d78..1aecece 100644 --- a/Assets/Scripts/Boss Core/Projectile/ProjectileReverse.cs +++ b/Assets/Scripts/Boss Core/Projectile/ProjectileReverse.cs @@ -4,17 +4,17 @@ namespace Projectiles { - public class ProjectileReverse : Projectile + public class ProjectileReverse : ProjectileData { private Vector3 initialTarget; - public override void CustomCreate(ProjectileComponent component) + public override void CustomCreate(Projectile component) { component.currentTime = 0; initialTarget = (Target.GetValue() - Start.GetValue()).normalized; } - public override void CustomUpdate(ProjectileComponent component) + public override void CustomUpdate(Projectile component) { Velocity = (float)Speed * func(component.currentTime) * initialTarget; } diff --git a/Assets/Scripts/Boss Core/Projectile/Type.cs b/Assets/Scripts/Boss Core/Projectile/Type.cs deleted file mode 100644 index 96d517a..0000000 --- a/Assets/Scripts/Boss Core/Projectile/Type.cs +++ /dev/null @@ -1,16 +0,0 @@ -using UnityEngine; -using System.Collections; -using System.Collections.Generic; - -namespace Projectiles -{ - public enum Type - { - BASIC, - INDESTRUCTIBLE, - HOMING, - CURVING, - DEATHHEX, - LIGHTNING - } -} diff --git a/Assets/Scripts/Boss Core/Projectile/Type.cs.meta b/Assets/Scripts/Boss Core/Projectile/Type.cs.meta deleted file mode 100644 index 96103b1..0000000 --- a/Assets/Scripts/Boss Core/Projectile/Type.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ceaf1095298de4a2d9e86e91fc1e6e87 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/ProxyFloat.cs b/Assets/Scripts/Boss Core/ProxyFloat.cs new file mode 100644 index 0000000..93ff1a6 --- /dev/null +++ b/Assets/Scripts/Boss Core/ProxyFloat.cs @@ -0,0 +1,62 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Constants +{ + public class ProxyFloat : ProxyVariable + { + private float mulOffset = 1; + private float addOffset = 0; + + public ProxyFloat(ProxiedValueGet get) : base(get) { } + + public override float GetValue() + { + float proxyVal = (float)get(); + return (mulOffset * proxyVal) + addOffset; + } + + // Creates a new proxy vector3 that just holds a simple pass-through value. + public static implicit operator ProxyFloat(float other) + { + return new ProxyFloat(() => other); + } + + public static ProxyFloat operator +(ProxyFloat thisValue, float offset) { + return new ProxyFloat(thisValue.get) + { + mulOffset = thisValue.mulOffset, + addOffset = thisValue.addOffset + offset + }; + } + + public static ProxyFloat operator -(ProxyFloat thisValue, float offset) + { + return new ProxyFloat(thisValue.get) + { + mulOffset = thisValue.mulOffset, + addOffset = thisValue.addOffset - offset + }; + } + + public static ProxyFloat operator *(ProxyFloat thisValue, float offset) + { + return new ProxyFloat(thisValue.get) + { + mulOffset = thisValue.mulOffset * offset, + addOffset = thisValue.addOffset * offset + }; + } + + public static ProxyFloat operator /(ProxyFloat thisValue, float offset) + { + return new ProxyFloat(thisValue.get) + { + mulOffset = thisValue.mulOffset / offset, + addOffset = thisValue.addOffset / offset + }; + } + + } +} diff --git a/Assets/Scripts/Boss Core/ProxyFloat.cs.meta b/Assets/Scripts/Boss Core/ProxyFloat.cs.meta new file mode 100644 index 0000000..1b94539 --- /dev/null +++ b/Assets/Scripts/Boss Core/ProxyFloat.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4e2015264b6634957a8904675ebd5456 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Boss Core/ProxyVariable.cs b/Assets/Scripts/Boss Core/ProxyVariable.cs index a199599..8fa7c7e 100644 --- a/Assets/Scripts/Boss Core/ProxyVariable.cs +++ b/Assets/Scripts/Boss Core/ProxyVariable.cs @@ -2,7 +2,7 @@ using System.Collections.Generic; using UnityEngine; -namespace BossCore +namespace Constants { /// /// For referencing values that cannot be directly saved diff --git a/Assets/Scripts/Boss Core/ProxyVector3.cs b/Assets/Scripts/Boss Core/ProxyVector3.cs index 1e45790..045bf93 100644 --- a/Assets/Scripts/Boss Core/ProxyVector3.cs +++ b/Assets/Scripts/Boss Core/ProxyVector3.cs @@ -2,7 +2,7 @@ using System.Collections.Generic; using UnityEngine; -namespace BossCore +namespace Constants { public class ProxyVector3 : ProxyVariable { diff --git a/Assets/Scripts/Boss Core/Speed.cs b/Assets/Scripts/Boss Core/Speed.cs deleted file mode 100644 index 0ad3be5..0000000 --- a/Assets/Scripts/Boss Core/Speed.cs +++ /dev/null @@ -1,18 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace BossCore { - public enum Speed - { - FROZEN = 0, - SNAIL = 10, - SLOW = 15, - MEDIUM_SLOW = 20, - MEDIUM = 25, - FAST = 35, - VERY_FAST = 45, - SNIPE = 50, // This is realistically the fastest speed you should use. - LIGHTNING = 75 - }; -} \ No newline at end of file diff --git a/Assets/Scripts/Boss Core/Speed.cs.meta b/Assets/Scripts/Boss Core/Speed.cs.meta deleted file mode 100644 index cc258e2..0000000 --- a/Assets/Scripts/Boss Core/Speed.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: de455f844a05c4255a8634165f451c54 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/CityGen.meta b/Assets/Scripts/CityGen.meta new file mode 100644 index 0000000..33ee86c --- /dev/null +++ b/Assets/Scripts/CityGen.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 53b7b675881d144ba821d59b6d2d7289 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CityGen/CityGen.cs b/Assets/Scripts/CityGen/CityGen.cs new file mode 100644 index 0000000..aaa2729 --- /dev/null +++ b/Assets/Scripts/CityGen/CityGen.cs @@ -0,0 +1,83 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class CityGen : MonoBehaviour { + + private GameObject arenaObjPrefab; + private GameObject blockPrefab; + + private List initialTransforms; + private List initialPositions; + private List finalPositions; + + public float scale = 1f; + private Vector3 offset = new Vector3(50, 0, 50); + + public int Depth = 28; + public int MaxWidth = 8; + + // Use this for initialization + void Start () { + arenaObjPrefab = Resources.Load("Models/City_Roundabout_Arena"); + blockPrefab = Resources.Load("Prefabs/City_Block_1"); + + initialTransforms = new List(); + initialPositions = new List(); + finalPositions = new List(); + + GameObject arenaBlock = GameObject.Instantiate(arenaObjPrefab); + initialTransforms.Add(arenaBlock.transform); + //GameObject.Instantiate(blockPrefab, Vector3.zero, Quaternion.identity); + + for (int depth = -1; depth < Depth; depth++) + { + float maxWidth = Mathf.Max(MaxWidth, scale * depth); + for (int width = (int)(-maxWidth); width <= maxWidth; width++) + { + if ((width == -1 || width == 0) && (depth == -1 || depth == 0)) + { + continue; + } + GameObject newObj = GameObject.Instantiate(blockPrefab, offset + new Vector3(200f * width, 0f, 200f * depth), Quaternion.AngleAxis(Random.Range(0, 3) * 90f, Vector3.up)); + initialTransforms.Add(newObj.transform); + } + } + + MoveDown(); + } + + private Vector3 finalOffset = new Vector3(0, -1000, 0); + bool shouldMove = true; + private float currTime = 0f; + private float maxTime = 5f; + + public void MoveDown() + { + shouldMove = true; + //GameManager.Boss.Add(new Moves.Basic.MoveCamera()); + } + + // Update is called once per frame + void Update () { + if (Time.time > 10f) + { + if (shouldMove) + { + foreach (Transform t in initialTransforms) + { + initialPositions.Add(t.position); + finalPositions.Add(t.position + finalOffset); + } + shouldMove = false; + } + currTime += Time.deltaTime; + for (int i = 0; i < initialTransforms.Count; i++) + { + Transform t = initialTransforms[i]; + t.position = Vector3.Lerp(initialPositions[i], finalPositions[i], currTime / maxTime); + } + GameObject.Find("PlayerCamera").GetComponent().MinZoom = Mathf.Lerp(20, 120, currTime * 2 / maxTime); + } + } +} diff --git a/Assets/Scripts/CityGen/CityGen.cs.meta b/Assets/Scripts/CityGen/CityGen.cs.meta new file mode 100644 index 0000000..f54d186 --- /dev/null +++ b/Assets/Scripts/CityGen/CityGen.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 02ac74be2279844638bd92459b4241f6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Combat Core/Abilities.cs b/Assets/Scripts/Combat Core/Abilities.cs index 5cb6d20..7dd506d 100644 --- a/Assets/Scripts/Combat Core/Abilities.cs +++ b/Assets/Scripts/Combat Core/Abilities.cs @@ -59,16 +59,35 @@ private static bool DebugAbil(Entity subject, Vector3 targetPosition, params obj private static bool PlayerDash(Entity subject, Vector3 targetPosition, params object[] args) { float range = (float)args[0]; - Debug.Log ("PlayerDash: " + range); + //Debug.Log ("PlayerDash: " + range); Vector3 dir = targetPosition - subject.transform.position; Vector3 targetPos = subject.transform.position + dir.normalized * Mathf.Min (range, dir.magnitude); Controller c = subject.GetComponent (); c.StartCoroutine (c.Dashing (targetPos)); - if (subject.HasStatus("ShieldRegen")) { + // If we're tied to the shield, first untie + if (subject.HasStatus("ShieldRegen")) + { subject.RemoveStatus(Status.Get("ShieldRegen")); } + // If the shield is placed down, then drop it to the ground. + if (subject.HasStatus("Shield Placed")) + { + subject.RemoveStatus(Status.Get("Shield Placed")); + + // Throw it + Status shieldThrown = Status.Get("Shield Thrown"); + shieldThrown.GetComponent().SetTarget(subject.transform.position); + subject.AddStatus(shieldThrown); + + GameManager.HUD.shieldAvailable = false; + + // But then also freeze it + GameManager.ThrownShield.GetComponent().velocity = Vector3.zero; + GameManager.ThrownShield.GetComponent().Unfreeze(); + } + return true; } @@ -76,7 +95,7 @@ private static bool PlayerDash(Entity subject, Vector3 targetPosition, params ob // this needs to throw the shield model (+animation) private static bool PlayerThrow(Entity subject, Vector3 targetPosition, params object[] args) { - Debug.Log("Player shield throw"); + //Debug.Log("Player shield throw"); bool? shouldReturn = CheckValidity(subject); if (shouldReturn.HasValue) { @@ -100,7 +119,7 @@ private static bool PlayerThrow(Entity subject, Vector3 targetPosition, params o // this needs a better model for the blocking shield private static bool PlayerBlock(Entity subject, Vector3 targetPosition, params object[] args) { - Debug.Log("Player Block"); + //Debug.Log("Player Block"); bool? shouldReturn = CheckValidity(subject); if (shouldReturn.HasValue) { @@ -125,7 +144,7 @@ private static bool PlayerBlock(Entity subject, Vector3 targetPosition, params o // If we're tied to the shield, then reclaim it if (subject.HasStatus("ShieldRegen")) { - Debug.Log("Tied to shield, reclaiming it"); + //Debug.Log("Tied to shield, reclaiming it"); subject.RemoveStatus("Shield Placed"); subject.RemoveStatus("ShieldRegen"); return true; @@ -133,14 +152,14 @@ private static bool PlayerBlock(Entity subject, Vector3 targetPosition, params o // If we're not tied, but close to the shield, also reclaim it. else if ((GameManager.PlacedShield.transform.position - subject.transform.position).magnitude < 5f) { - Debug.Log("Close to shield, reclaiming it"); + //Debug.Log("Close to shield, reclaiming it"); subject.RemoveStatus("Shield Placed"); return true; } // Too far away. else { - Debug.Log("Too far to reclaim shield"); + //Debug.Log("Too far to reclaim shield"); return false; } } @@ -150,11 +169,11 @@ private static bool PlayerBlock(Entity subject, Vector3 targetPosition, params o { if ((GameManager.ThrownShield.transform.position - subject.transform.position).magnitude < 5f) { - Debug.Log("Close to thrown shield, reclaiming it"); + //Debug.Log("Close to thrown shield, reclaiming it"); subject.RemoveStatus("Shield Thrown"); return true; } - Debug.Log("Shield is currently thrown. Go pick it up!"); + //Debug.Log("Shield is currently thrown. Go pick it up!"); return false; } diff --git a/Assets/Scripts/Combat Core/StatusComponents/Reflecting.cs b/Assets/Scripts/Combat Core/StatusComponents/Reflecting.cs index 3b89000..8d76f82 100644 --- a/Assets/Scripts/Combat Core/StatusComponents/Reflecting.cs +++ b/Assets/Scripts/Combat Core/StatusComponents/Reflecting.cs @@ -23,6 +23,7 @@ public override void OnDamageTaken(Entity subject, Entity attacker, float rawDam public override void OnRevert(Entity subject) { + /* for (int i = -hitsAbsorbed / 2; i <= hitsAbsorbed / 2; i++) { //Projectile.spawnBasic(subject, subject.transform.position, subject.transform.forward, 2f, i * 30f, Speed.VERY_FAST); @@ -34,6 +35,7 @@ public override void OnRevert(Entity subject) AngleOffset = (i * 30f) }.Create(); } + */ subject.SetRooted (false); subject.SetInvincible (false); diff --git a/Assets/Scripts/Combat Core/StatusComponents/ShieldPlaced.cs b/Assets/Scripts/Combat Core/StatusComponents/ShieldPlaced.cs index 994e7dc..4f991fc 100644 --- a/Assets/Scripts/Combat Core/StatusComponents/ShieldPlaced.cs +++ b/Assets/Scripts/Combat Core/StatusComponents/ShieldPlaced.cs @@ -61,7 +61,6 @@ public override void OnApply(Entity subject) int shieldStatus = Mathf.Min(4, (int)(shieldEntity.ShieldPerc * 5)); - Debug.Log(shieldStatus); oldShieldStatus = shieldStatus; _shield = shield.transform.GetChild(shieldStatus).gameObject; diff --git a/Assets/Scripts/Combat Core/StatusComponents/ShieldThrown.cs b/Assets/Scripts/Combat Core/StatusComponents/ShieldThrown.cs index 668bc4f..44b2d22 100644 --- a/Assets/Scripts/Combat Core/StatusComponents/ShieldThrown.cs +++ b/Assets/Scripts/Combat Core/StatusComponents/ShieldThrown.cs @@ -18,75 +18,17 @@ public override void OnApply(Entity subject) { GameManager.HeldShield.SetActive(false); - // TODO: fix this to work properly. Projectile system will be private to Boss - // in some future release. - - // Spawns a homing projectile - ProjectileComponent homingProj = new ProjectileHoming(subject) - { - Target = target, - MaxTime = 2f, - Size = Size.MEDIUM, - OnDestroyTimeout = StopMoving, - OnDestroyOutOfBounds = StopMoving, - OnDestroyCollision = Bounce - }.Create(); - - - //.. and then makes a shield instance as a child of the projectile - GameObject.Destroy(homingProj.GetComponent()); - // Try to spawn a shield. If one exists (it shouldn't), fail. if (GameManager.ThrownShield == null) { GameManager.ThrownShield = GameObject.Instantiate(Resources.Load("Prefabs/Shield")); GameManager.ThrownShield.name = "Thrown Shield"; - GameManager.ThrownShield.transform.position = subject.transform.position; - GameManager.ThrownShield.transform.parent = homingProj.transform; + GameManager.ThrownShield.transform.position = subject.transform.position + Constants.Positions.CENTER; + //GameManager.ThrownShield.transform.parent = homingProj.transform; GameManager.ThrownShield.GetComponent().shouldReset = false; } } - // Just make the shield freeze - private static readonly ProjectileCallback StopMoving = (self) => - { - Transform child = self.transform.GetChild(0); - Rigidbody body = child.GetComponent(); - self.gameObject.AddComponent(); - - body.useGravity = true; - body.isKinematic = false; - body.velocity = Vector3.zero; - - self.transform.GetChild(0).GetComponent().shouldReset = true; - self.transform.GetChild(0).parent = null; - return AI.AISequence.Pause(0f); - }; - - // Makes the shield "bounce" in a randomized direction - private static readonly ProjectileCallback Bounce = (self) => - { - self.gameObject.AddComponent(); - if (self.transform.childCount < 1) return AI.AISequence.Pause(0f); - Rigidbody body = self.transform.GetChild(0).GetComponent(); - body.useGravity = true; - body.isKinematic = false; - - // Randomly choose (relative) left or right as a base direction - float degrees = Random.Range(0, 2) == 0 ? -90 : 90; - - // Add +/- 45 degrees to that direction - float offset = Random.Range(-1f, 1f); - degrees += offset * 45f; - - // Then make the shield go that way - Quaternion rotation = Quaternion.AngleAxis(degrees, Vector3.up); - body.AddForce(250f * (rotation * self.GetComponent().velocity.normalized), ForceMode.Impulse); - self.transform.GetChild(0).GetComponent().shouldReset = true; - self.transform.GetChild(0).parent = null; - return AI.AISequence.Pause(0f); - }; - public override void OnRevert(Entity subject) { GameObject.Destroy(GameManager.ThrownShield); diff --git a/Assets/Scripts/Constants.cs b/Assets/Scripts/Constants.cs new file mode 100644 index 0000000..fefefbd --- /dev/null +++ b/Assets/Scripts/Constants.cs @@ -0,0 +1,105 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Constants +{ + public enum Speed + { + FROZEN = 0, + SNAIL = 10, + SLOW = 15, + MEDIUM_SLOW = 20, + MEDIUM = 25, + FAST = 35, + VERY_FAST = 45, + SNIPE = 50, // This is realistically the fastest speed you should use. + LIGHTNING = 75 + }; + + /// + /// Keeps track of various useful positions, in the form of ProxyVector3s. + /// These can be used like Vector3s, but contain live updating data until they are + /// queried with "GetValue()". + /// + /// Also keeps track of arena positions. + /// + public static class Positions + { + #region Proxy vector3s + + /// + /// The live player position. + /// + public static ProxyVector3 PLAYER_POSITION = new ProxyVector3(() => { return GameManager.Player.transform.position + CENTER; }); + + /// + /// Grabs the delayed player position. If the "PlayerLock" move is locked on, then + /// this will return the player position at the time the move was run. Otherwise, this + /// returns the same value as PLAYER_POSITION. + /// + /// + public static ProxyVector3 DELAYED_PLAYER_POSITION = Moves.Basic.PlayerLock._delayed_player_position; + + // Experimental. Leads ahead of the player based on their current velocity and distance from boss. + // This is quite realtime, but can be jittery as a result. + public static ProxyVector3 LEADING_PLAYER_POSITION = new ProxyVector3(() => + { + float distance = (GameManager.Boss.transform.position - GameManager.Player.transform.position).magnitude; + //Vector3 offset = (distance / 2f * GameManager.Player.GetComponent().velocity.normalized); + Vector3 offset = 1f * GameManager.Player.GetComponent().velocity.normalized; + + return PLAYER_POSITION.GetValue() + offset; + }); + + // Smooths the value of LEADING_PLAYER_POSITION using two samples over time. + // This is less "realtime", but provides a smoother tracking. + private static Vector3 last_lead = Vector3.zero; + private static Vector3 curr_lead = Vector3.zero; + public static ProxyVector3 SMOOTHED_LEADING_PLAYER_POSITION = new ProxyVector3(() => + { + Vector3 raw_value = LEADING_PLAYER_POSITION.GetValue(); + + last_lead = curr_lead; + curr_lead = raw_value; + + return (last_lead + curr_lead) / 2.0f; + + }); + + public static ProxyVector3 BOSS_POSITION = new ProxyVector3(() => { return GameManager.Boss.transform.position; }); + public static ProxyVector3 RANDOM_IN_ARENA = new ProxyVector3(() => + { + float angle = Random.value * 360; + float distance = Random.Range(0, GameManager.Arena.RadiusInWorldUnits); + return distance * (Quaternion.AngleAxis(angle, Vector3.up) * Vector3.forward) + CENTER; + }); + + #endregion + + #region Arena Location constants + public static readonly float BOSS_HEIGHT = 1.31f; + private static readonly float FAR = 45f; + private static readonly float MED = 30f; + private static readonly float CLOSE = 15f; + + public static readonly Vector3 CENTER = new Vector3(0, BOSS_HEIGHT, 0); + + public static readonly Vector3 NORTH_FAR = new Vector3(0f, BOSS_HEIGHT, FAR); + public static readonly Vector3 SOUTH_FAR = new Vector3(0f, BOSS_HEIGHT, -FAR); + public static readonly Vector3 EAST_FAR = new Vector3(45f, BOSS_HEIGHT, 0); + public static readonly Vector3 WEST_FAR = new Vector3(-45f, BOSS_HEIGHT, 0); + + public static readonly Vector3 NORTH_MED = new Vector3(0f, BOSS_HEIGHT, MED); + public static readonly Vector3 SOUTH_MED = new Vector3(0f, BOSS_HEIGHT, -MED); + public static readonly Vector3 EAST_MED = new Vector3(30f, BOSS_HEIGHT, 0); + public static readonly Vector3 WEST_MED = new Vector3(-30f, BOSS_HEIGHT, 0); + + public static readonly Vector3 NORTH_CLOSE = new Vector3(0f, BOSS_HEIGHT, CLOSE); + public static readonly Vector3 SOUTH_CLOSE = new Vector3(0f, BOSS_HEIGHT, -CLOSE); + public static readonly Vector3 EAST_CLOSE = new Vector3(15f, BOSS_HEIGHT, 0); + public static readonly Vector3 WEST_CLOSE = new Vector3(-15f, BOSS_HEIGHT, 0); + #endregion + } + +} diff --git a/Assets/Scripts/Constants.cs.meta b/Assets/Scripts/Constants.cs.meta new file mode 100644 index 0000000..64b315e --- /dev/null +++ b/Assets/Scripts/Constants.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bbf0e61870cf54fe3bda1dd420f99d09 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs index 9679ea7..6908af2 100644 --- a/Assets/Scripts/GameManager.cs +++ b/Assets/Scripts/GameManager.cs @@ -59,7 +59,7 @@ public static float TimeScale private GameObject thrownShield = null; [SerializeField] - private HUD hud; + private HUD hud = null; #endregion #region STATIC_METHODS @@ -79,9 +79,10 @@ public static void ResetGame() Boss.transform.position = instance.startingBossPosition; Entity bossData = Player.GetComponent (); Entity.HealEntity (bossData, float.PositiveInfinity); - bossData.ClearStatuses (); - //TODO reset boss behavior - + bossData.ClearStatuses (); + //TODO reset boss behavior + + Boss.ResetBoss(); Debug.Log ("Reset boss"); //player diff --git a/Assets/Scripts/KeepOnArena.cs b/Assets/Scripts/KeepOnArena.cs index a4025bd..884c2a8 100644 --- a/Assets/Scripts/KeepOnArena.cs +++ b/Assets/Scripts/KeepOnArena.cs @@ -6,22 +6,31 @@ public class KeepOnArena : MonoBehaviour { public bool shouldReset = false; + private Rigidbody body; // Use this for initialization void Start () { - + this.body = GetComponent(); } // Update is called once per frame void Update () { if (shouldReset) { - //if (transform.position.magnitude > World.Arena.RadiusInWorldUnits) + //if (transform.position.magnitude > Constants.Positions.RadiusInWorldUnits) if (transform.position.y < -1f) { float randomDegrees = Random.Range(0f, 359f); float randomWidth = Random.Range(5f, GameManager.Arena.RadiusInWorldUnits); - transform.position = (Quaternion.AngleAxis(randomDegrees, Vector3.up) * (randomWidth * Vector3.forward)) + Vector3.up * 10f; + transform.position = (Quaternion.AngleAxis(randomDegrees, Vector3.up) * (randomWidth * Vector3.forward)) + Vector3.up * 10f; + + if (body != null) + { + body.velocity = Vector3.zero; + body.drag = 0f; + //body.AddForce(100f * new Vector3(0f, -1f, 0f), ForceMode.Impulse); + body.AddForceAtPosition(100f * Vector3.down, new Vector3(Random.value, 0f, Random.value)); + } } } } diff --git a/Assets/Scripts/MoveRandomly.cs b/Assets/Scripts/MoveRandomly.cs index 10026fc..fe5b6a4 100644 --- a/Assets/Scripts/MoveRandomly.cs +++ b/Assets/Scripts/MoveRandomly.cs @@ -18,7 +18,7 @@ void Start () { // Update is called once per frame void Update () { if (!moving) { - newPosition = AI.AISequence.RANDOM_IN_ARENA.GetValue(); + newPosition = Constants.Positions.RANDOM_IN_ARENA.GetValue(); moving = true; } diff --git a/Assets/Scripts/ThrownShield.cs b/Assets/Scripts/ThrownShield.cs new file mode 100644 index 0000000..9ed4533 --- /dev/null +++ b/Assets/Scripts/ThrownShield.cs @@ -0,0 +1,135 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using CombatCore; +using Constants; + +public class ThrownShield : MonoBehaviour { + + private Entity entity; + private Transform bossTransform; + + private Rigidbody body; + private KeepOnArena keepOnArenaScript; + + // How fast do we move? + private const Speed speed = Speed.LIGHTNING; + + private float currentTime; + private const float maxTime = 2f; + + private float initialIdealRotation; + private float distance; + + private bool shouldDoDamage = true; + + // Use this for initialization + void Start () { + entity = GetComponent(); + bossTransform = GameManager.Boss.transform; + + body = GetComponent(); + keepOnArenaScript = GetComponent(); + + // Compute the angle between shield throw and the boss. Save that value + body.velocity = (float)speed * (GameManager.Player.GetDashTargetPoint() - transform.position).normalized; + + Vector3 idealPosition = bossTransform.position - transform.position; + idealPosition = new Vector3(idealPosition.x, 0, idealPosition.z); + + Vector3 idealVelocity = ((float)speed) * idealPosition.normalized; + initialIdealRotation = Vector3.SignedAngle(idealVelocity, body.velocity, Vector3.up); + + // Grab the initial distance between the player and boss; used for computing curvature + distance = idealPosition.magnitude; + } + + // Update is called once per frame + void Update () { + // Out of time; fall down and don't home anymore (disable this script) + currentTime += Time.deltaTime; + if (currentTime > maxTime) { + enabled = false; + Unfreeze(); + } + + // Out of bounds; continue to home, but also fall down + if (transform.position.magnitude > GameManager.Arena.RadiusInWorldUnits) + { + Unfreeze(); + } + + // If the initial rotation is "close enough", then curve the shield throw + // so that it'll hit the boss. + if (Mathf.Abs(initialIdealRotation) < 12.5f) + { + Quaternion rotation = Quaternion.AngleAxis(-initialIdealRotation * Time.deltaTime * (130f / distance), Vector3.up); + body.velocity = rotation * body.velocity; + } + } + + public void OnShieldTriggerEntered(Collider other) + { + // If we've already done damage, we can't do damage again until the player + // picks up the shield and rethrows it. + if (!shouldDoDamage) + { + return; + } + + GameObject otherObject = other.gameObject; + Entity otherEntity = otherObject.GetComponentInParent(); + if (otherEntity != null) + { + // Do damage if the target isn't invincible and not on our team + if (otherEntity.GetFaction() != Entity.Faction.player) + { + if (!otherEntity.IsInvincible()) + { + Entity.DamageEntity(otherEntity, entity, 5f); + } + + // Bounce off the target and prevent duplicate damage. + Bounce(); + shouldDoDamage = false; + } + } + } + + // Makes the shield fall down due to gravity, and interact with objects in the world + public void Unfreeze() + { + // Unfreeze y position constraint; make it spin for fun + body.constraints = RigidbodyConstraints.None; + body.useGravity = true; + body.isKinematic = false; + + body.drag = 1f; + + // Make sure it'll stay on the arena + keepOnArenaScript.shouldReset = true; + } + + // Bounce off the boss + private void Bounce() + { + enabled = false; + Unfreeze(); + + // Randomly choose straight left or right as a base direction + float degrees = Random.Range(0, 2) == 0 ? -90 : 90; + + // Add a +/- 45 degree offset from the base + float offset = Random.Range(-1f, 1f); + degrees += offset * 45f; + + // Make the shield go that way + Quaternion rotation = Quaternion.AngleAxis(degrees, Vector3.up); + //Debug.Log("Bounce degree offset: " + degrees); + Vector3 force = rotation * body.velocity.normalized; + //Debug.Log("Bounce force: " + force); + body.velocity = Vector3.zero; + body.AddForce(250f * force, ForceMode.Impulse); + } +} diff --git a/Assets/Scripts/ThrownShield.cs.meta b/Assets/Scripts/ThrownShield.cs.meta new file mode 100644 index 0000000..0ebd1b1 --- /dev/null +++ b/Assets/Scripts/ThrownShield.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ead5bed827a7c40198a19b7ac5172c78 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ThrownShieldTrigger.cs b/Assets/Scripts/ThrownShieldTrigger.cs new file mode 100644 index 0000000..1f32ab9 --- /dev/null +++ b/Assets/Scripts/ThrownShieldTrigger.cs @@ -0,0 +1,24 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +/* + * Very basic pass-through for the thrown shield. + * We want the shield on a layer separate from the boss (so that it doesn't clip + * into him), but it still needs to have a trigger for detecting collisions. + */ +public class ThrownShieldTrigger : MonoBehaviour { + + private ThrownShield shield; + + // Use this for initialization + void Start () { + shield = GetComponentInParent(); + } + + private void OnTriggerEnter(Collider other) + { + shield.OnShieldTriggerEntered(other); + } +} diff --git a/Assets/Scripts/ThrownShieldTrigger.cs.meta b/Assets/Scripts/ThrownShieldTrigger.cs.meta new file mode 100644 index 0000000..669921c --- /dev/null +++ b/Assets/Scripts/ThrownShieldTrigger.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a5aa3fd8e627444c69b97187b32a0291 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/Elements/BossHealthBar.cs b/Assets/Scripts/UI/Elements/BossHealthBar.cs index 2bb5f7f..060a42f 100644 --- a/Assets/Scripts/UI/Elements/BossHealthBar.cs +++ b/Assets/Scripts/UI/Elements/BossHealthBar.cs @@ -106,7 +106,7 @@ private IEnumerator TransitionPhases() activeBar = transform.GetChild (activeBarIndex).GetComponent (); prevBar.Front.fillAmount = 0f; - BossController.NextPhase(); + GameManager.Boss.NextPhase(); for (float dur = phaseTransitionDuration, initDur = dur; dur > 0f; dur -= Time.deltaTime) { diff --git a/Assets/Scripts/UI/Elements/HUD.cs b/Assets/Scripts/UI/Elements/HUD.cs index 7934738..06b8a30 100644 --- a/Assets/Scripts/UI/Elements/HUD.cs +++ b/Assets/Scripts/UI/Elements/HUD.cs @@ -16,7 +16,7 @@ public class HUD : MonoBehaviour private Image shieldIndicator = null; [SerializeField] - private Image shieldPointer; + private Image shieldPointer = null; [SerializeField] private Color[] shieldIndicatorColors = new Color[2]; diff --git a/Assets/Scripts/User Input/Controller.cs b/Assets/Scripts/User Input/Controller.cs index 264e90a..2641bc1 100644 --- a/Assets/Scripts/User Input/Controller.cs +++ b/Assets/Scripts/User Input/Controller.cs @@ -3,175 +3,183 @@ using UnityEngine; public class Controller : MonoBehaviour -{ - private const string ABILITY_1 = "Dash", ABILITY_2 = "Throw", ABILITY_3 = "Block"; - - [SerializeField] - private float dashRange = 15f; - - private Rigidbody physbody; - private Entity self; - - private Vector3 facePos; - private bool dashing; - - public void Awake() - { - physbody = GetComponent (); - self = GetComponent (); - dashing = false; - } - - public void Start() - { - self.AddAbility (Ability.Get (ABILITY_1)); - self.AddAbility (Ability.Get (ABILITY_2)); - self.AddAbility (Ability.Get (ABILITY_3)); - - self.tookDamage += Self_tookDamage; - self.died += Self_died; - } - - private void Self_died() - { - - } - - private void Self_tookDamage(Entity victim, Entity attacker, float rawDamage, float calcDamage, bool damageApplied, bool hitShields) - { - if (damageApplied) - { - CameraController.GetInstance ().Shake (1f, new Vector3 (rawDamage * 10f, rawDamage * 10f, rawDamage * 10f), 0.75f); - self.AddStatus (new Status ("Invincible", "", null, Status.DecayType.communal, 1, 0.25f, new CombatCore.StatusComponents.Invincible ())); - } - } - - public void Update() - { - if (dashing || self.IsRooted()) - return; - - if (Input.GetKey (KeyCode.Space)) - { - if (!self.GetAbility (ABILITY_1).Use (self, facePos, dashRange)) - { - //TODO play failed to use ability sound - } - } - if (Input.GetButtonDown("Fire1")) - { - if (!self.GetAbility (ABILITY_2).Use (self, facePos)) - { - //TODO play failed to use ability sound - } - } - if (Input.GetButtonDown("Fire2")) - { - if (!self.GetAbility (ABILITY_3).Use (self, facePos)) - { - //TODO play failed to use ability sound - } - } - } - - public IEnumerator Dashing(Vector3 targetPosition) - { - dashing = true; - physbody.velocity = Vector3.zero; - self.GetAbility (0).active = false; - self.SetInvincible (true); - - GameObject dashEffectPref = Resources.Load ("Prefabs/PlayerDashEffect"); - GameObject effect = Instantiate (dashEffectPref, gameObject.transform, false); - effect.transform.localPosition = new Vector3 (0f, 1f); - GetComponentInChildren ().enabled = false; - - Vector3 dashDir = (targetPosition - transform.position).normalized; - float accDist = 0f, maxDist = Vector3.Distance(targetPosition, transform.position); - while (accDist < maxDist) - { - float dashDistance = Mathf.Min(self.movespeed.Value * 4 * Time.deltaTime, maxDist - accDist); - RaycastHit hit; - if (Physics.Raycast (transform.position, dashDir, out hit, dashDistance, 1 << LayerMask.NameToLayer("Default"))) - { - transform.position = hit.point; - break; - } - - transform.position += dashDir * (dashDistance); - accDist += dashDistance; - yield return null; - } - - GetComponentInChildren ().enabled = true; - ParticleSystem.EmissionModule em = effect.GetComponentInChildren ().emission; - em.enabled = false; - Destroy (effect, self.GetAbility (0).cooldownMax); - - self.SetInvincible (false); - self.GetAbility (0).active = true; - physbody.velocity = Vector3.zero; - dashing = false; - } - - public void FixedUpdate() - { - if (dashing || self.IsRooted ()) - return; - - Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition); - Plane plane = new Plane (Vector3.up, Vector3.zero); - float dist; - if (plane.Raycast (camRay, out dist)) - { - facePos = camRay.origin + (dist * camRay.direction); - Vector3 dir; - if ((dir = (facePos - transform.position)).magnitude > dashRange) - { - facePos = transform.position + (dir.normalized * dashRange); - } - } - - //movement - Vector3 movementVector = new Vector3 (0f, physbody.velocity.y, 0f); - - float x = Input.GetAxisRaw ("Horizontal"); - float y = Input.GetAxisRaw ("Vertical"); - - movementVector += (Vector3.forward * y) + (Vector3.right * x); - GetComponent ().SetFloat ("SpeedPerc", Mathf.Abs (x) > 0f || Mathf.Abs (y) > 0f ? 1f : 0f); - - if (Mathf.Abs (x) > 0f || Mathf.Abs (y) > 0f) - transform.rotation = Quaternion.LookRotation (movementVector, Vector3.up); - - physbody.velocity = movementVector.normalized * self.movespeed.Value; - } - - public Vector3 GetDashTargetPoint() - { - return facePos; - } - - private void facePoint(Vector3 point) - { - Quaternion rot = Quaternion.LookRotation (point - transform.position, Vector3.up); - transform.rotation = rot; - transform.rotation = Quaternion.Euler (0f, transform.rotation.eulerAngles.y, transform.rotation.eulerAngles.z); - } - - public void OnDrawGizmos() - { - UnityEditor.Handles.color = Color.green; - UnityEditor.Handles.DrawWireArc (facePos, Vector3.up, Vector3.forward, 360f, 1f); - - UnityEditor.Handles.color = Color.red; - UnityEditor.Handles.DrawWireArc (new Vector3(transform.position.x, 0f, transform.position.z), Vector3.up, Vector3.forward, 360f, dashRange); - +{ + private const string ABILITY_1 = "Dash", ABILITY_2 = "Throw", ABILITY_3 = "Block"; + + [SerializeField] + private float dashRange = 15f; + + private Rigidbody physbody; + private Entity self; + + private Vector3 facePos; + private bool dashing; + + public void Awake() + { + physbody = GetComponent(); + self = GetComponent(); + dashing = false; + } + + public void Start() + { + self.AddAbility(Ability.Get(ABILITY_1)); + self.AddAbility(Ability.Get(ABILITY_2)); + self.AddAbility(Ability.Get(ABILITY_3)); + + self.tookDamage += Self_tookDamage; + self.died += Self_died; + } + + private void Self_died() + { + + } + + private void Self_tookDamage(Entity victim, Entity attacker, float rawDamage, float calcDamage, bool damageApplied, bool hitShields) + { + if (damageApplied) + { + CameraController.GetInstance().Shake(1f, new Vector3(rawDamage * 10f, rawDamage * 10f, rawDamage * 10f), 0.75f); + self.AddStatus(new Status("Invincible", "", null, Status.DecayType.communal, 1, 0.25f, new CombatCore.StatusComponents.Invincible())); + } + } + + public void Update() + { + if (dashing || self.IsRooted()) + return; + + if (Input.GetKey(KeyCode.Space)) + { + if (!self.GetAbility(ABILITY_1).Use(self, facePos, dashRange)) + { + //TODO play failed to use ability sound + } + } + if (Input.GetButtonDown("Fire1")) + { + if (!self.GetAbility(ABILITY_2).Use(self, facePos)) + { + //TODO play failed to use ability sound + } + } + if (Input.GetButtonDown("Fire2")) + { + if (!self.GetAbility(ABILITY_3).Use(self, facePos)) + { + //TODO play failed to use ability sound + } + } + } + + public IEnumerator Dashing(Vector3 targetPosition) + { + dashing = true; + physbody.velocity = Vector3.zero; + self.GetAbility(0).active = false; + self.SetInvincible(true); + + GameObject dashEffectPref = Resources.Load("Prefabs/PlayerDashEffect"); + GameObject effect = Instantiate(dashEffectPref, gameObject.transform, false); + effect.transform.localPosition = new Vector3(0f, 1f); + GetComponentInChildren().enabled = false; + + Vector3 dashDir = (targetPosition - transform.position).normalized; + float accDist = 0f, maxDist = Vector3.Distance(targetPosition, transform.position); + while (accDist < maxDist) + { + float dashDistance = Mathf.Min(self.movespeed.Value * 4 * Time.deltaTime, maxDist - accDist); + RaycastHit hit; + if (Physics.Raycast(transform.position, dashDir, out hit, dashDistance, 1 << LayerMask.NameToLayer("Default"))) + { + transform.position = hit.point; + break; + } + + transform.position += dashDir * (dashDistance); + accDist += dashDistance; + yield return null; + } + + GetComponentInChildren().enabled = true; + ParticleSystem.EmissionModule em = effect.GetComponentInChildren().emission; + em.enabled = false; + Destroy(effect, self.GetAbility(0).cooldownMax); + + self.SetInvincible(false); + self.GetAbility(0).active = true; + physbody.velocity = Vector3.zero; + dashing = false; + } + + public void FixedUpdate() + { + if (dashing || self.IsRooted()) + return; + + Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition); + Plane plane = new Plane(Vector3.up, Vector3.zero); + float dist; + if (plane.Raycast(camRay, out dist)) + { + facePos = camRay.origin + (dist * camRay.direction); + Vector3 dir; + if ((dir = (facePos - transform.position)).magnitude > dashRange) + { + facePos = transform.position + (dir.normalized * dashRange); + } + } + + //movement + Vector3 movementVector = new Vector3(0f, physbody.velocity.y, 0f); + + float x = Input.GetAxisRaw("Horizontal"); + float y = Input.GetAxisRaw("Vertical"); + + movementVector += (Vector3.forward * y) + (Vector3.right * x); + GetComponent().SetFloat("SpeedPerc", Mathf.Abs(x) > 0f || Mathf.Abs(y) > 0f ? 1f : 0f); + + if (Mathf.Abs(x) > 0f || Mathf.Abs(y) > 0f) + transform.rotation = Quaternion.LookRotation(movementVector, Vector3.up); + + physbody.velocity = movementVector.normalized * self.movespeed.Value; + } + + public Vector3 GetDashTargetPoint() + { + return facePos; + } + + private void facePoint(Vector3 point) + { + Quaternion rot = Quaternion.LookRotation(point - transform.position, Vector3.up); + transform.rotation = rot; + transform.rotation = Quaternion.Euler(0f, transform.rotation.eulerAngles.y, transform.rotation.eulerAngles.z); + } + + public void OnDrawGizmos() + { +#if UNITY_EDITOR + UnityEditor.Handles.color = Color.green; + UnityEditor.Handles.DrawWireArc(facePos, Vector3.up, Vector3.forward, 360f, 1f); + + UnityEditor.Handles.color = Color.red; + UnityEditor.Handles.DrawWireArc(new Vector3(transform.position.x, 0f, transform.position.z), Vector3.up, Vector3.forward, 360f, dashRange); + + UnityEditor.Handles.DrawWireArc(Constants.Positions.SMOOTHED_LEADING_PLAYER_POSITION.GetValue(), Vector3.up, Vector3.forward, 360f, 1f); + + if (!UnityEditor.EditorApplication.isPlaying) + { + return; + } GameObject shield = GameManager.PlacedShield; if (shield != null) { UnityEditor.Handles.color = Color.blue; UnityEditor.Handles.DrawWireArc(shield.transform.position, Vector3.up, Vector3.forward, 360f, 5f); } - } +#endif + } } diff --git a/Assets/Scripts/World/Arena.cs b/Assets/Scripts/World/Arena.cs index 7082ff0..83f9aac 100644 --- a/Assets/Scripts/World/Arena.cs +++ b/Assets/Scripts/World/Arena.cs @@ -6,29 +6,6 @@ namespace World { public class Arena : MonoBehaviour { - #region Arena Location constants - public static readonly float BOSS_HEIGHT = 1.31f; - private static readonly float FAR = 45f; - private static readonly float MED = 30f; - private static readonly float CLOSE = 15f; - - public static readonly Vector3 CENTER = new Vector3(0, BOSS_HEIGHT, 0); - - public static readonly Vector3 NORTH_FAR = new Vector3(0f, BOSS_HEIGHT, FAR); - public static readonly Vector3 SOUTH_FAR = new Vector3(0f, BOSS_HEIGHT, -FAR); - public static readonly Vector3 EAST_FAR = new Vector3(45f, BOSS_HEIGHT, 0); - public static readonly Vector3 WEST_FAR = new Vector3(-45f, BOSS_HEIGHT, 0); - - public static readonly Vector3 NORTH_MED = new Vector3(0f, BOSS_HEIGHT, MED); - public static readonly Vector3 SOUTH_MED = new Vector3(0f, BOSS_HEIGHT, -MED); - public static readonly Vector3 EAST_MED = new Vector3(30f, BOSS_HEIGHT, 0); - public static readonly Vector3 WEST_MED = new Vector3(-30f, BOSS_HEIGHT, 0); - - public static readonly Vector3 NORTH_CLOSE = new Vector3(0f, BOSS_HEIGHT, CLOSE); - public static readonly Vector3 SOUTH_CLOSE = new Vector3(0f, BOSS_HEIGHT, -CLOSE); - public static readonly Vector3 EAST_CLOSE = new Vector3(15f, BOSS_HEIGHT, 0); - public static readonly Vector3 WEST_CLOSE = new Vector3(-15f, BOSS_HEIGHT, 0); - #endregion [SerializeField] private float adjustSpeed = 3f; @@ -50,10 +27,14 @@ public float RadiusInWorldUnits { get { return transform.localScale.x * DEFAULT_ARENA_SCALE; } set - { + { ARENA_SCALE = value; maxArea = ARENA_SCALE * ARENA_SCALE / DEFAULT_ARENA_SCALE / DEFAULT_ARENA_SCALE * Mathf.PI; - StartCoroutine(ChangeArenaSize(GameManager.Player.GetComponent().HealthPerc * maxArea)); + if (GameManager.Player.GetComponent()) + { + StartCoroutine(ChangeArenaSize(GameManager.Player.GetComponent().HealthPerc * maxArea)); + } + } } @@ -63,14 +44,23 @@ public void Start() transform.localScale = Vector3.one * maxRadius; maxArea = Mathf.PI * maxRadius * maxRadius; - if(GameManager.Player != null) - GameManager.Player.GetComponent().tookDamage += OnPlayerDamageTaken; + if (GameManager.Player != null) + { + if (GameManager.Player.GetComponent() != null) + { + GameManager.Player.GetComponent().tookDamage += OnPlayerDamageTaken; + } + } } public void OnDestroy() { - if (GameManager.Player != null) - GameManager.Player.GetComponent().tookDamage -= OnPlayerDamageTaken; + if (GameManager.Player != null) + { + if (GameManager.Player.GetComponent() != null) { + GameManager.Player.GetComponent().tookDamage -= OnPlayerDamageTaken; + } + } } public void Update() @@ -81,7 +71,6 @@ public void Update() //drop the player if they're outside the arena if (Vector3.Distance (transform.position, GameManager.Player.transform.position) > RadiusInWorldUnits) { - Debug.Log("Player distance is greater than " + RadiusInWorldUnits); //swap out a dummy and blow it up GameManager.Player.gameObject.SetActive (false); GameObject dummyPlayer = Instantiate( @@ -128,15 +117,19 @@ private void OnPlayerDamageTaken(Entity victim, Entity attacker, float rawDamage StartCoroutine (ChangeArenaSize (maxArea * victim.HealthPerc)); } - private IEnumerator ChangeArenaSize(float targetArea) - { - while (Mathf.Abs(CurrentArea - targetArea) > threshold) - { - float newRadius = Mathf.Lerp (transform.localScale.x, (ARENA_SCALE / 50f) * Mathf.Sqrt (targetArea / Mathf.PI), Time.deltaTime * adjustSpeed); - transform.localScale = Vector3.one * newRadius; + private IEnumerator ChangeArenaSize(float targetArea) + { + float idealRadius = Mathf.Sqrt((ARENA_SCALE / DEFAULT_ARENA_SCALE) * Mathf.Sqrt(targetArea / Mathf.PI)); + while (Mathf.Abs(CurrentArea - targetArea) > threshold) + { + float newRadius = Mathf.Lerp(transform.localScale.x, idealRadius, Time.deltaTime * adjustSpeed); + transform.localScale = Vector3.one * newRadius; - yield return null; - } - } + yield return null; + } + + // Set to the ideal value + transform.localScale = Vector3.one * idealRadius; + } } } diff --git a/Logs/Packages-Update.log b/Logs/Packages-Update.log new file mode 100644 index 0000000..ff8fcae --- /dev/null +++ b/Logs/Packages-Update.log @@ -0,0 +1,13 @@ + +=== Wed Jan 16 13:41:47 2019 + +Packages were changed. +Update Mode: updateDependencies + +The following packages were added: + com.unity.collab-proxy@1.2.15 +The following packages were updated: + com.unity.ads from version 2.0.8 to 2.3.1 + com.unity.analytics from version 2.0.16 to 3.2.2 + com.unity.package-manager-ui from version 1.9.11 to 2.0.3 + com.unity.textmeshpro from version 1.2.4 to 1.3.0 diff --git a/Packages/.DS_Store b/Packages/.DS_Store deleted file mode 100644 index 5008ddf..0000000 Binary files a/Packages/.DS_Store and /dev/null differ diff --git a/Packages/manifest.json b/Packages/manifest.json index 328d2ab..77b8ab4 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -9,6 +9,10 @@ "com.unity.textmeshpro": "2.0.1", "com.unity.timeline": "1.1.0", "com.unity.ugui": "1.0.0", + "com.unity.ads": "2.0.8", + "com.unity.analytics": "2.0.16", + "com.unity.postprocessing": "2.0.16-preview", + "com.unity.purchasing": "2.0.3", "com.unity.modules.ai": "1.0.0", "com.unity.modules.androidjni": "1.0.0", "com.unity.modules.animation": "1.0.0", diff --git a/ProjectSettings/DynamicsManager.asset b/ProjectSettings/DynamicsManager.asset index 69d870a..27959d1 100644 --- a/ProjectSettings/DynamicsManager.asset +++ b/ProjectSettings/DynamicsManager.asset @@ -17,7 +17,7 @@ PhysicsManager: m_ClothInterCollisionDistance: 0 m_ClothInterCollisionStiffness: 0 m_ContactsGeneration: 1 - m_LayerCollisionMatrix: ff8cffffff8cffffff8cffffffffffffff8cffffff8cffffffffffffffffffffc894ffffc884ffffff8fffffffacffffc881ffffc8c8ffffc8a0ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff + m_LayerCollisionMatrix: ff0cffffff0cffffff0cffffffffffffff0cffffff0cffffffffffffffffffffc814ffffc804ffffff2fffffff2cffffc821ffffc81cffffc880ffffc840ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff m_AutoSimulation: 1 m_AutoSyncTransforms: 1 m_ClothInterCollisionSettingsToggle: 0 diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index 3958148..5b41217 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -5,7 +5,7 @@ EditorBuildSettings: m_ObjectHideFlags: 0 serializedVersion: 2 m_Scenes: - - enabled: 1 + - enabled: 0 path: Assets/Scenes/Main.unity guid: dd0867c38fae8f047a524149d9082269 - enabled: 1 diff --git a/ProjectSettings/GraphicsSettings.asset b/ProjectSettings/GraphicsSettings.asset index 6c2632a..0dbef41 100644 --- a/ProjectSettings/GraphicsSettings.asset +++ b/ProjectSettings/GraphicsSettings.asset @@ -31,6 +31,10 @@ GraphicsSettings: m_AlwaysIncludedShaders: - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 16000, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 16001, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 16002, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 17000, guid: 0000000000000000f000000000000000, type: 0} m_PreloadedShaders: [] m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0} diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 78f1931..ee40404 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -3,7 +3,7 @@ --- !u!129 &1 PlayerSettings: m_ObjectHideFlags: 0 - serializedVersion: 15 + serializedVersion: 18 productGUID: a520f6fbc37a6a5409e337827ba5899e AndroidProfiler: 0 AndroidFilterTouchesWhenObscured: 0 @@ -52,8 +52,8 @@ PlayerSettings: m_StackTraceTypes: 010000000100000001000000010000000100000001000000 iosShowActivityIndicatorOnLoading: -1 androidShowActivityIndicatorOnLoading: -1 - iosAppInBackgroundBehavior: 0 displayResolutionDialog: 1 + iosUseCustomAppBackgroundBehavior: 0 iosAllowHTTPDownload: 1 allowedAutorotateToPortrait: 1 allowedAutorotateToPortraitUpsideDown: 1 @@ -63,6 +63,9 @@ PlayerSettings: use32BitDisplayBuffer: 1 preserveFramebufferAlpha: 0 disableDepthAndStencilBuffers: 0 + androidStartInFullscreen: 1 + androidRenderOutsideSafeArea: 0 + androidUseSwappy: 0 androidBlitType: 0 defaultIsNativeResolution: 1 macRetinaSupport: 1 @@ -77,6 +80,7 @@ PlayerSettings: usePlayerLog: 1 bakeCollisionMeshes: 0 forceSingleInstance: 0 + useFlipModelSwapchain: 1 resizableWindow: 0 useMacAppStoreValidation: 0 macAppStoreCategory: public.app-category.games @@ -96,9 +100,6 @@ PlayerSettings: xboxEnableGuest: 0 xboxEnablePIXSampling: 0 metalFramebufferOnly: 0 - n3dsDisableStereoscopicView: 0 - n3dsEnableSharedListOpt: 1 - n3dsEnableVSync: 0 xboxOneResolution: 0 xboxOneSResolution: 0 xboxOneXResolution: 3 @@ -107,11 +108,12 @@ PlayerSettings: xboxOneDisableEsram: 0 xboxOnePresentImmediateThreshold: 0 switchQueueCommandMemory: 0 - videoMemoryForVertexBuffers: 0 - psp2PowerMode: 0 - psp2AcquireBGM: 1 + switchQueueControlMemory: 16384 + switchQueueComputeMemory: 262144 + switchNVNShaderPoolsGranularity: 33554432 + switchNVNDefaultPoolsGranularity: 16777216 + switchNVNOtherPoolsGranularity: 16777216 vulkanEnableSetSRGBWrite: 0 - vulkanUseSWCommandBuffers: 0 m_SupportedAspectRatios: 4:3: 1 5:4: 1 @@ -139,11 +141,20 @@ PlayerSettings: hololens: depthFormat: 1 depthBufferSharingEnabled: 0 + lumin: + depthFormat: 0 + frameTiming: 2 + enableGLCache: 0 + glCacheMaxBlobSize: 524288 + glCacheMaxFileSize: 8388608 oculus: sharedDepthBuffer: 0 dashSupport: 0 + lowOverheadMode: 0 enable360StereoCapture: 0 + isWsaHolographicRemotingEnabled: 0 protectGraphicsMemory: 0 + enableFrameTimingStats: 0 useHDRDisplay: 0 m_ColorGamuts: 00000000 targetPixelDensity: 30 @@ -169,7 +180,7 @@ PlayerSettings: StripUnusedMeshComponents: 1 VertexChannelCompressionMask: 4054 iPhoneSdkVersion: 988 - iOSTargetOSVersionString: 8.0 + iOSTargetOSVersionString: 9.0 tvOSSdkVersion: 0 tvOSRequireExtendedGameController: 0 tvOSTargetOSVersionString: 9.0 @@ -191,6 +202,10 @@ PlayerSettings: iPadHighResPortraitSplashScreen: {fileID: 0} iPadLandscapeSplashScreen: {fileID: 0} iPadHighResLandscapeSplashScreen: {fileID: 0} + iPhone65inPortraitSplashScreen: {fileID: 0} + iPhone65inLandscapeSplashScreen: {fileID: 0} + iPhone61inPortraitSplashScreen: {fileID: 0} + iPhone61inLandscapeSplashScreen: {fileID: 0} appleTVSplashScreen: {fileID: 0} appleTVSplashScreen2x: {fileID: 0} tvOSSmallIconLayers: [] @@ -234,15 +249,15 @@ PlayerSettings: tvOSManualSigningProvisioningProfileType: 0 appleEnableAutomaticSigning: 0 iOSRequireARKit: 0 + iOSAutomaticallyDetectAndAddCapabilities: 1 appleEnableProMotion: 0 - vulkanEditorSupport: 0 clonedFromGUID: 5f34be1353de5cf4398729fda238591b templatePackageId: com.unity.template.2d@1.0.1 templateDefaultScene: Assets/Scenes/SampleScene.unity AndroidTargetArchitectures: 5 AndroidSplashScreenScale: 0 androidSplashScreen: {fileID: 0} - AndroidKeystoreName: + AndroidKeystoreName: '{inproject}: ' AndroidKeyaliasName: AndroidBuildApkPerCpuArchitecture: 0 AndroidTVCompatibility: 1 @@ -250,20 +265,24 @@ PlayerSettings: AndroidEnableTango: 0 androidEnableBanner: 1 androidUseLowAccuracyLocation: 0 + androidUseCustomKeystore: 0 m_AndroidBanners: - width: 320 height: 180 banner: {fileID: 0} androidGamepadSupportLevel: 0 + AndroidValidateAppBundleSize: 1 + AndroidAppBundleSizeToValidate: 150 resolutionDialogBanner: {fileID: 0} m_BuildTargetIcons: [] m_BuildTargetPlatformIcons: [] m_BuildTargetBatching: [] m_BuildTargetGraphicsAPIs: [] m_BuildTargetVRSettings: [] - m_BuildTargetEnableVuforiaSettings: [] openGLRequireES31: 0 openGLRequireES31AEP: 0 + openGLRequireES32: 0 + vuforiaEnabled: 0 m_TemplateCustomTags: {} mobileMTRendering: Android: 1 @@ -392,6 +411,8 @@ PlayerSettings: switchAllowsVideoCapturing: 1 switchAllowsRuntimeAddOnContentInstall: 0 switchDataLossConfirmation: 0 + switchUserAccountLockEnabled: 0 + switchSystemResourceMemory: 16777216 switchSupportedNpadStyles: 3 switchNativeFsCacheSize: 32 switchIsHoldTypeHorizontal: 0 @@ -445,6 +466,7 @@ PlayerSettings: ps4DownloadDataSize: 0 ps4GarlicHeapSize: 2048 ps4ProGarlicHeapSize: 2560 + playerPrefsMaxSize: 32768 ps4Passcode: frAQBc8Wsa1xVPfvJcrgRYwTiizs2trQ ps4pnSessions: 1 ps4pnPresence: 1 @@ -452,6 +474,7 @@ PlayerSettings: ps4pnGameCustomData: 1 playerPrefsSupport: 0 enableApplicationExit: 0 + resetTempFolder: 1 restrictedAudioUsageRights: 0 ps4UseResolutionFallback: 0 ps4ReprojectionSupport: 0 @@ -475,55 +498,9 @@ PlayerSettings: ps4attribEyeToEyeDistanceSettingVR: 0 ps4IncludedModules: [] monoEnv: - psp2Splashimage: {fileID: 0} - psp2NPTrophyPackPath: - psp2NPSupportGBMorGJP: 0 - psp2NPAgeRating: 12 - psp2NPTitleDatPath: - psp2NPCommsID: - psp2NPCommunicationsID: - psp2NPCommsPassphrase: - psp2NPCommsSig: - psp2ParamSfxPath: - psp2ManualPath: - psp2LiveAreaGatePath: - psp2LiveAreaBackroundPath: - psp2LiveAreaPath: - psp2LiveAreaTrialPath: - psp2PatchChangeInfoPath: - psp2PatchOriginalPackage: - psp2PackagePassword: F69AzBlax3CF3EDNhm3soLBPh71Yexui - psp2KeystoneFile: - psp2MemoryExpansionMode: 0 - psp2DRMType: 0 - psp2StorageType: 0 - psp2MediaCapacity: 0 - psp2DLCConfigPath: - psp2ThumbnailPath: - psp2BackgroundPath: - psp2SoundPath: - psp2TrophyCommId: - psp2TrophyPackagePath: - psp2PackagedResourcesPath: - psp2SaveDataQuota: 10240 - psp2ParentalLevel: 1 - psp2ShortTitle: Not Set - psp2ContentID: IV0000-ABCD12345_00-0123456789ABCDEF - psp2Category: 0 - psp2MasterVersion: 01.00 - psp2AppVersion: 01.00 - psp2TVBootMode: 0 - psp2EnterButtonAssignment: 2 - psp2TVDisableEmu: 0 - psp2AllowTwitterDialog: 1 - psp2Upgradable: 0 - psp2HealthWarning: 0 - psp2UseLibLocation: 0 - psp2InfoBarOnStartup: 0 - psp2InfoBarColor: 0 - psp2ScriptOptimizationLevel: 0 splashScreenBackgroundSourceLandscape: {fileID: 0} splashScreenBackgroundSourcePortrait: {fileID: 0} + blurSplashScreenBackground: 1 spritePackerPolicy: webGLMemorySize: 256 webGLExceptionSupport: 1 @@ -537,14 +514,32 @@ PlayerSettings: webGLUseEmbeddedResources: 0 webGLCompressionFormat: 1 webGLLinkerTarget: 1 - scriptingDefineSymbols: {} + webGLThreadsSupport: 0 + webGLWasmStreaming: 0 + scriptingDefineSymbols: + 1: UNITY_POST_PROCESSING_STACK_V2 + 7: UNITY_POST_PROCESSING_STACK_V2 + 13: UNITY_POST_PROCESSING_STACK_V2 + 14: UNITY_POST_PROCESSING_STACK_V2 + 18: UNITY_POST_PROCESSING_STACK_V2 + 19: UNITY_POST_PROCESSING_STACK_V2 + 21: UNITY_POST_PROCESSING_STACK_V2 + 23: UNITY_POST_PROCESSING_STACK_V2 + 25: UNITY_POST_PROCESSING_STACK_V2 + 26: UNITY_POST_PROCESSING_STACK_V2 + 27: UNITY_POST_PROCESSING_STACK_V2 + 28: UNITY_POST_PROCESSING_STACK_V2 + 29: UNITY_POST_PROCESSING_STACK_V2 platformArchitecture: {} scriptingBackend: {} il2cppCompilerConfiguration: {} + managedStrippingLevel: {} incrementalIl2cppBuild: {} allowUnsafeCode: 0 additionalIl2CppArgs: scriptingRuntimeVersion: 1 + gcIncremental: 0 + gcWBarrierValidation: 0 apiCompatibilityLevelPerPlatform: {} m_RenderingPath: 1 m_MobileRenderingPath: 1 @@ -562,6 +557,8 @@ PlayerSettings: metroMediumTileShowName: 0 metroLargeTileShowName: 0 metroWideTileShowName: 0 + metroSupportStreamingInstall: 0 + metroLastRequiredScene: 0 metroDefaultTileSize: 1 metroTileForegroundText: 2 metroTileBackgroundColor: {r: 0.13333334, g: 0.17254902, b: 0.21568628, a: 0} @@ -569,21 +566,10 @@ PlayerSettings: a: 1} metroSplashScreenUseBackgroundColor: 0 platformCapabilities: {} + metroTargetDeviceFamilies: {} metroFTAName: metroFTAFileTypes: [] metroProtocolName: - metroCompilationOverrides: 1 - n3dsUseExtSaveData: 0 - n3dsCompressStaticMem: 1 - n3dsExtSaveDataNumber: 0x12345 - n3dsStackSize: 131072 - n3dsTargetPlatform: 2 - n3dsRegion: 7 - n3dsMediaSize: 0 - n3dsLogoStyle: 3 - n3dsTitle: GameName - n3dsProductCode: - n3dsApplicationId: 0xFF3FF XboxOneProductId: XboxOneUpdateKey: XboxOneSandboxId: @@ -608,18 +594,38 @@ PlayerSettings: XboxOneAllowedProductIds: [] XboxOnePersistentLocalStorageSize: 0 XboxOneXTitleMemory: 8 - xboxOneScriptCompiler: 0 + xboxOneScriptCompiler: 1 + XboxOneOverrideIdentityName: vrEditorSettings: daydream: daydreamIconForeground: {fileID: 0} daydreamIconBackground: {fileID: 0} cloudServicesEnabled: UNet: 1 + luminIcon: + m_Name: + m_ModelFolderPath: + m_PortalFolderPath: + luminCert: + m_CertPath: + m_SignPackage: 1 + luminIsChannelApp: 0 + luminVersion: + m_VersionCode: 1 + m_VersionName: facebookSdkVersion: 7.9.4 - apiCompatibilityLevel: 2 + facebookAppId: + facebookCookies: 1 + facebookLogging: 1 + facebookStatus: 1 + facebookXfbml: 0 + facebookFrictionlessRequests: 1 + apiCompatibilityLevel: 3 cloudProjectId: + framebufferDepthMemorylessMode: 0 projectName: organizationId: cloudEnabled: 0 enableNativePlatformBackendsForNewInputSystem: 0 disableOldInputManagerSupport: 0 + legacyClampBlendShapeWeights: 1 diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt deleted file mode 100644 index 6169583..0000000 --- a/ProjectSettings/ProjectVersion.txt +++ /dev/null @@ -1 +0,0 @@ -m_EditorVersion: 2018.2.7f1 diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 5229afa..83616de 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -20,7 +20,7 @@ TagManager: - Shield - Shield_Object - Boss - - + - Shield_Object_Trigger - - - diff --git a/ProjectSettings/UnityConnectSettings.asset b/ProjectSettings/UnityConnectSettings.asset index 3da14d5..c3ae9a0 100644 --- a/ProjectSettings/UnityConnectSettings.asset +++ b/ProjectSettings/UnityConnectSettings.asset @@ -3,25 +3,25 @@ --- !u!310 &1 UnityConnectSettings: m_ObjectHideFlags: 0 - m_Enabled: 0 + serializedVersion: 1 + m_Enabled: 1 m_TestMode: 0 - m_TestEventUrl: - m_TestConfigUrl: + m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events + m_EventUrl: https://cdp.cloud.unity3d.com/v1/events + m_ConfigUrl: https://config.uca.cloud.unity3d.com m_TestInitMode: 0 CrashReportingSettings: - m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes - m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate + m_EventUrl: https://perf-events.cloud.unity3d.com m_Enabled: 0 + m_LogBufferSize: 10 m_CaptureEditorExceptions: 1 UnityPurchasingSettings: m_Enabled: 0 m_TestMode: 0 UnityAnalyticsSettings: m_Enabled: 0 - m_InitializeOnStartup: 1 m_TestMode: 0 - m_TestEventUrl: - m_TestConfigUrl: + m_InitializeOnStartup: 1 UnityAdsSettings: m_Enabled: 0 m_InitializeOnStartup: 1