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CrowdControl/Assets/Scripts/AI/AIBase.cs

121 lines
3.6 KiB
C#

2 months ago
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using AI;
using D2D;
using D2D.Core;
using D2D.Gameplay;
using D2D.Utilities;
using TMPro;
namespace D2D
{
public abstract class AIBase : GameStateMachineUser
{
// If you want to make decisions not every update => type the delay in seconds
[SerializeField] private float _tickDelay = 1;
protected StateMachine _fsm;
protected UnitHasher _hasher;
private TMP_Text _stateLabel;
private float _timeOfNextTick;
protected virtual void Awake()
{
if (GeneralAISettings.Instance.fsmDebugEnabled)
CreateStateLabel();
_hasher = this.FindLazy<UnitHasher>();
InitStateMachine();
}
protected abstract void InitStateMachine();
private void CreateStateLabel()
{
var prefab = GeneralAISettings.Instance.debugCanvasPrefab;
var newCanvas = Instantiate(prefab, transform);
newCanvas.transform.localPosition = Vector3.zero;
_stateLabel = newCanvas.GetComponentInChildren<TMP_Text>();
}
protected void At(AIState a, AIState b, Func<bool> condition)
=> _fsm.AddTransition(a, b, condition);
// protected void To(AIState a, AIState b, Func<Transform> condition)
// => _stateMachine.AddTransition(a, b, () => condition() != null);
/*protected bool IsOutOfVision(IEnumerable<Unit> units, VisionZone visionZone)
=> units
.All(unit => ReferenceEquals(unit.gameObject, gameObject) ||
visionZone.IsOutOfVision(unit.transform, transform));*/
// private bool IsInVision(IEnumerable<Unit> units, VisionZone visionZone, Func<Unit, bool> predicate) =>
// units
// .FirstOrDefault(g =>
// visionZone.IsInVision(g.transform, transform) && predicate(g));
protected Transform GetNearest(IEnumerable<Unit> units, float d, Func<Unit, bool> predicate)
=> units
.FirstOrDefault(unit =>
!ReferenceEquals(unit.gameObject, gameObject) &&
(transform.position - unit.transform.position).sqrMagnitude < d * d &&
predicate(unit))
?.transform;
private void Update()
{
if (!enabled || !GeneralAISettings.Instance.isAIEnabled)
return;
_fsm.Tick();
if (GeneralAISettings.Instance.fsmDebugEnabled)
DisplayFsmInfo();
if (_tickDelay < 0)
{
Tick();
}
else
{
if (Time.time > _timeOfNextTick)
{
Tick();
_timeOfNextTick = Time.time + _tickDelay;
}
}
}
private void DisplayFsmInfo()
{
var basicStateInfo = _fsm.CurrentState.Commentary;
if (basicStateInfo == "")
basicStateInfo = _fsm.CurrentState.GetType().FullName.Split('.').Last();
_stateLabel.text = basicStateInfo + GetAdditionalFsmDebugInfo();
}
protected virtual string GetAdditionalFsmDebugInfo()
{
return "";
}
protected virtual void Tick()
{
}
protected override void OnGameFinish()
{
enabled = false;
}
}
}