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24 changed files with 131786 additions and 295 deletions

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@ -46428,7 +46428,7 @@ MonoBehaviour:
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@ -50662,7 +50631,7 @@ MonoBehaviour:
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@ -50678,7 +50647,7 @@ MonoBehaviour:
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m_TargetAssemblyTypeName: Character, Assembly-CSharp
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@ -50694,7 +50663,7 @@ MonoBehaviour:
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m_TargetAssemblyTypeName: Character, Assembly-CSharp
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@ -50761,6 +50730,17 @@ MonoBehaviour:
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@ -1,166 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using Unity.PlasticSCM.Editor.WebApi;
using UnityEngine;
public class NPC_Behavior : MonoBehaviour
{
[SerializeField] GameObject confettiEffect;
[SerializeField] double eventRate = 1.0; // max 60, min 0 -> how many events are fired per minute
[SerializeField] private float _startTime = 30.0f;
private NPC_EventStack _eventStack;
private Text2Speech _text2Speech;
private AudioSource _audioSource;
[SerializeField] private bool _talk = false;
[SerializeField] private bool _fullfillNeedManually = false;
[SerializeField] private float _timer;
[SerializeField] private float _newNeedDelay = 3.0f;
[SerializeField] private List<string> _lastTenNeeds = new List<string>();
private DeveloperNeeds _developerNeeds;
private float _timeBetweenEvents;
private GameObject _currentNeed = null;
private float _newNeedDelayTimer = 0.0f;
private float _effectCreationTime;
private GameObject _effect;
/// <summary>
/// The name of the current need
/// </summary>
public string CurrentNeed => _lastTenNeeds[_lastTenNeeds.Count - 1];
/// <summary>
/// Indicates if the developer has a need right now
/// </summary>
public bool HasNeed = false;
// Start is called before the first frame update
void Start()
{
_developerNeeds = GetComponent<DeveloperNeeds>();
_eventStack = GetComponent<NPC_EventStack>();
_text2Speech = GetComponent<Text2Speech>();
_audioSource = GetComponent<AudioSource>();
ResetTimer(_startTime);
}
// Update is called once per frame
void Update()
{
WatchEffect();
_timer -= Time.deltaTime;
if (_newNeedDelayTimer <= 0)
{
if (_timer <= 0 && _currentNeed == null)
{
GenerateNeed();
ResetTimer();
}
}
else
{
_newNeedDelayTimer -= Time.deltaTime;
}
// for Debugging
if (_fullfillNeedManually)
{
_fullfillNeedManually = false;
NeedFullfilled();
}
if (_talk)
{
_talk = false;
Talk();
}
}
private void ResetTimer(float startTime = 0.0f)
{
if (eventRate <= 0)
{
_timeBetweenEvents = float.MaxValue;
}
else
{
_timeBetweenEvents = 60f / (float)eventRate;
if (startTime > 0)
{
_timer = startTime;
}
else
{
_timer = Random.Range(0.5f * _timeBetweenEvents, 1.25f * _timeBetweenEvents);
}
}
}
private void WatchEffect()
{
if (_effect != null && GetEffectLifetime() >= 3.0f)
{
RemoveEffect();
}
}
private float GetEffectLifetime()
{
return Time.time - _effectCreationTime;
}
private bool RemoveEffect()
{
Destroy(_effect);
return _effect != null;
}
public bool GenerateNeed(string needName = null)
{
List<string> needs = new List<string>() { "coffee", "mate", "toilet", "money" };
string need = needs[UnityEngine.Random.Range(0, needs.Count)];
if (needName != null)
{
need = needName;
}
_currentNeed = _developerNeeds.spawnNeed(need, 0);
HasNeed = true;
_lastTenNeeds.Add(need);
if (_lastTenNeeds.Count > 10)
{
_lastTenNeeds.RemoveAt(0);
}
return _currentNeed != null;
}
/// <summary>
/// Deletes the current need and its gameobject.
/// </summary>
/// <returns>bool: wether successfully deleted the gameobject or not</returns>
[ContextMenu("Fullfill Need")]
public bool NeedFullfilled()
{
Destroy(_currentNeed);
if (HasNeed)
{
HasNeed = false;
_newNeedDelayTimer = _newNeedDelay;
_effect = Instantiate(confettiEffect, new Vector3(0.0f, 1.5f, 0.0f), confettiEffect.transform.rotation);
_effect.transform.SetParent(transform, false);
_effectCreationTime = Time.time;
}
return _currentNeed == null;
}
public void Talk()
{
//if (!_audioSource.isPlaying)
//{
string context = _eventStack.GetEntireContext();
_text2Speech.Generate(context);
//}
}
}

View File

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@ -1,51 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NPC_EventStack : MonoBehaviour
{
[SerializeField] private List<string> _eventStack = new List<string>() { "What a great day to develope a game!" };
[SerializeField] private int _maxStackHeight = 5;
private Text2Speech _text2speech;
public void AddNewContext(string context)
{
_eventStack.Add(context);
if (_eventStack.Count > _maxStackHeight)
{
_eventStack.RemoveAt(0);
}
}
public string GetEntireContext()
{
string output = "";
foreach (string e in _eventStack)
{
output += e + ", ";
}
return output;
}
public string GetLatestContext()
{
if (_eventStack.Count > 0)
{
return _eventStack[_eventStack.Count - 1];
}
return null;
}
public void GenerateVoice()
{
if ( _eventStack.Count == 0 )
{
return;
}
else
{
_text2speech.Generate(GetEntireContext());
}
}
}

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@ -14,7 +14,13 @@ public class Zombie : MonoBehaviour
[SerializeField]
List<AudioClip> Noises;
[SerializeField]
public float speed = 5f;
private float _speed = 0.5f;
[SerializeField]
private float _rotateSpeed = 180.0f;
[SerializeField]
private float _attackRange = 1.3f;
[SerializeField]
private float _idleThresholdFactor = 0.2f;
[SerializeField]
private float _noiseDelay = 5.0f;
[SerializeField, ShowOnly]
@ -23,24 +29,84 @@ public class Zombie : MonoBehaviour
private Rigidbody _rb;
private AudioSource _audioSource;
private bool _fadeOutNoise = false;
private Animator _animator;
private bool _isAttacking = false;
private float _idleThreshold;
private Quaternion _initialRotation;
[ContextMenu("Kill Zombie")]
private void TestDIe()
{
Die();
}
void Start()
{
_rb = GetComponent<Rigidbody>();
_noiseTimer = Random.Range(0.3f * _noiseDelay, 1.5f * _noiseDelay);
_audioSource = GetComponent<AudioSource>();
_animator = GetComponent<Animator>();
_idleThreshold = _speed / _idleThresholdFactor;
_initialRotation = transform.rotation;
}
void Update()
void Update()
{
//_idleThreshold = _speed / _idleThresholdFactor;
UpdateNoise();
MoveTowardsPlayer();
if (!_isAttacking)
{
MoveTowardsPlayer();
}
}
private void MoveTowardsPlayer()
{
Vector3 direction = (GameManager.Instance.Player.transform.position - transform.position).normalized;
_rb.MovePosition(_rb.position + direction * speed * Time.deltaTime);
Vector3 direction = (GameManager.Instance.Player.transform.position - transform.position);
Quaternion goalRotation = Quaternion.LookRotation(direction);
transform.rotation = Quaternion.RotateTowards(transform.rotation, goalRotation, _rotateSpeed * Time.deltaTime);
float diff = direction.magnitude;
if (diff <= _attackRange && !_isAttacking)
{
_animator.SetFloat("Running", 0);
_animator.SetBool("Idle", false);
StartCoroutine(Attack());
}
else
{
Vector3 oldPosition = _rb.position;
_rb.MovePosition(_rb.position + direction * _speed * Time.deltaTime);
float dist = Vector3.Distance(oldPosition, _rb.position);
if (dist > _idleThreshold * Time.deltaTime)
{
_animator.SetBool("Idle", false);
_animator.SetFloat("Running", 1);
}
else
{
_animator.SetFloat("Running", 0);
_animator.SetBool("Idle", true);
}
}
}
private IEnumerator Attack()
{
_isAttacking = true;
_animator.SetBool("Attack", true);
yield return new WaitForSeconds(1.5f);
_animator.SetBool("Attack", false);
// check if actually hit
Vector3 direction = (GameManager.Instance.Player.transform.position - transform.position);
float diff = direction.magnitude;
if (diff <= _attackRange + 0.5f)
{
GameManager.Instance.Player.GetComponent<Character>().PickupItem(null);
}
_isAttacking = false;
}
private void UpdateNoise()
@ -70,6 +136,15 @@ public class Zombie : MonoBehaviour
}
}
private void Die()
{
GameObject particleEffect = Instantiate(GameManager.Instance.ZombieDeathByDisableParticleEffect, transform.position, Quaternion.Euler(-90, 0, 0), GameManager.Instance.transform);
AudioSource audio = particleEffect.GetComponent<AudioSource>();
audio.clip = GetComponentInParent<ZombieSpawner>().ZombieDeathByDisableSoundeffects[Random.Range(0, GetComponentInParent<ZombieSpawner>().ZombieDeathByDisableSoundeffects.Count)];
audio.Play();
Destroy(gameObject);
}
public void FadeOutNoise()
{
_fadeOutNoise = true;

View File

@ -8,7 +8,7 @@ public class ZombieSpawner : MonoBehaviour
[SerializeField]
List<Transform> SpawnPoints;
[SerializeField]
List<AudioClip> ZombieDeathByDisableSoundeffects;
public List<AudioClip> ZombieDeathByDisableSoundeffects;
[SerializeField]
GameObject ZombiePrefab;
[SerializeField]
@ -88,7 +88,8 @@ public class ZombieSpawner : MonoBehaviour
{
if (transform.childCount > _spawnRate) return;
Transform pos = SpawnPoints[Random.Range(0, SpawnPoints.Count)];
Instantiate(ZombiePrefab, pos.position, Quaternion.identity, transform);
Quaternion rotation = Quaternion.Euler(0, Random.Range(0, 359), 0);
Instantiate(ZombiePrefab, pos.position, rotation, transform);
}
private void KillZombiesByDisable()