Fix: AI
Fixed problem with attacks on player and navmesh (will need some Quality of life improvements in the future)
This commit is contained in:
@@ -1,52 +1,193 @@
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using System.Collections;
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using UnityEngine;
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using UnityEngine.AI;
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public class EnemyAttack : MonoBehaviour
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{
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[SerializeField] private float attackRange = 5f;
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[Header("Attack Settings")]
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[SerializeField] private float attackRange = 2f;
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[SerializeField] private float attackRate = 2f;
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[SerializeField] private float attackDamage = 10f;
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[SerializeField] private float attackAngle = 45f;
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private float lastAttackTime = 0f;
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[Header("References")]
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[SerializeField] private Transform player;
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[SerializeField] private Animator animator;
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[SerializeField] private NavMeshAgent agent;
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private float lastAttackTime = 0f;
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private bool canAttack = true;
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private bool isAttacking = false;
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private float attackCooldownTimer = 0f;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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// Najdi reference
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GameObject playerObject = GameObject.FindWithTag("Player");
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if (playerObject != null)
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{
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player = playerObject.transform;
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}
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if (animator == null) animator = GetComponent<Animator>();
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if (agent == null) agent = GetComponent<NavMeshAgent>();
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lastAttackTime = -attackRate; // Umožní útok hned na zaèátku
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}
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// Update is called once per frame
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void Update()
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{
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}
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private void FixedUpdate()
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{
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}
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private void OnTriggerEnter(Collider other)
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{
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}
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private void OnTriggerStay(Collider other)
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{
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var player = other.GetComponent<PlayerMovement>();
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if (player != null && Time.time - lastAttackTime > attackRate)
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// Update cooldown timeru
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if (!canAttack)
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{
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var health = other.GetComponent<HealthManager>();
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if (health != null)
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attackCooldownTimer -= Time.deltaTime;
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if (attackCooldownTimer <= 0f)
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{
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health.ModifyHealth(-attackDamage);
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Debug.Log("Enemy attacked! Next attack in: " + (1f / attackRate) + " seconds");
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lastAttackTime = Time.time;
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canAttack = true;
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}
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}
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}
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private void OnTriggerExit(Collider other)
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// Metoda pro pokus o útok - volána z EnemyMovement
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public bool TryAttack()
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{
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if (player == null || !canAttack || isAttacking)
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{
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Debug.Log($"Attack failed: player={player != null}, canAttack={canAttack}, isAttacking={isAttacking}");
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return false;
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}
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// Kontrola vzdálenosti a úhlu k hráèi
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float distanceToPlayer = Vector3.Distance(transform.position, player.position);
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bool inRange = distanceToPlayer <= attackRange;
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bool inAngle = IsPlayerInAttackAngle();
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bool cooldownReady = Time.time - lastAttackTime >= attackRate;
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Debug.Log($"TryAttack: range={inRange}, angle={inAngle}, cooldown={cooldownReady}, distance={distanceToPlayer}");
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if (inRange && cooldownReady)
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{
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StartCoroutine(PerformAttack());
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return true;
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}
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Debug.Log("Attack conditions not met");
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return false;
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}
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}
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private bool IsPlayerInAttackAngle()
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{
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if (player == null) return false;
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Vector3 directionToPlayer = (player.position - transform.position).normalized;
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// Ignoruj Y osu pro výpoèet úhlu
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directionToPlayer.y = 0;
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Vector3 forward = transform.forward;
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forward.y = 0;
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float angle = Vector3.Angle(forward, directionToPlayer);
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// Vìtší tolerance úhlu (zvýšeno z 22.5° na 60°)
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return angle <= attackAngle; // Používáme celý attackAngle, ne polovinu
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}
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public bool IsPlayerInAttackRange()
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{
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if (player == null) return false;
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float distance = Vector3.Distance(transform.position, player.position);
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bool inRange = distance <= attackRange * 1.1f;
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bool inAngle = IsPlayerInAttackAngle();
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Debug.Log($"AttackRange Check - Distance: {distance}/{attackRange}, InRange: {inRange}, Angle: {inAngle}");
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return inRange && inAngle;
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}
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private IEnumerator PerformAttack()
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{
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isAttacking = true;
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canAttack = false;
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lastAttackTime = Time.time;
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attackCooldownTimer = attackRate;
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// Ulož pùvodní stav agenta
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bool wasStopped = agent.isStopped;
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// Zastav pohyb bìhem útoku
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agent.isStopped = true;
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// Spustit animaci útoku
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if (animator != null)
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{
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animator.SetTrigger("Attack");
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}
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// Poèkej chvíli pøed aplikováním poškození
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yield return new WaitForSeconds(0.3f);
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// Aplikuj poškození, pokud je hráè stále v dosahu
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if (player != null && Vector3.Distance(transform.position, player.position) <= attackRange * 1.2f)
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{
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var health = player.GetComponent<HealthManager>();
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if (health != null)
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{
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health.ModifyHealth(-attackDamage);
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Debug.Log("Enemy attacked player for " + attackDamage + " damage!");
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}
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}
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// Poèkej na dokonèení animace
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yield return new WaitForSeconds(0.7f);
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// Obnov pohyb pouze pokud nebyl pùvodnì zastavený
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if (!wasStopped)
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{
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agent.isStopped = false;
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}
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isAttacking = false;
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// canAttack se nastaví v Update pomocí timeru
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Debug.Log("Attack finished, cooldown started");
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}
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// Metoda pro vizuální reprezentaci útoèného úhlu
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(transform.position, attackRange);
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Gizmos.color = Color.yellow;
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Vector3 leftDir = Quaternion.Euler(0, -attackAngle / 2, 0) * transform.forward;
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Vector3 rightDir = Quaternion.Euler(0, attackAngle / 2, 0) * transform.forward;
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Gizmos.DrawRay(transform.position, leftDir * attackRange);
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Gizmos.DrawRay(transform.position, rightDir * attackRange);
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Gizmos.DrawLine(transform.position + leftDir * attackRange, transform.position + rightDir * attackRange);
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}
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// Public metody pro komunikaci s EnemyMovement
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public bool CanAttack()
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{
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return canAttack && !isAttacking;
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}
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public bool IsAttacking()
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{
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return isAttacking;
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}
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public float GetCooldownProgress()
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{
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return Mathf.Clamp01(attackCooldownTimer / attackRate);
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}
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public void SetAttackState(bool state)
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{
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canAttack = state;
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if (!state) isAttacking = false;
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}
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}
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