poprawki materialy unity 6, pajaki, podmiana katalogu FSM w AIControlerze, zmiana w Spider 2.0 Behaviours , skopane zycie bylo, ladowalo pajaka z zyciem 2.

This commit is contained in:
szczuras4
2024-12-28 00:03:40 +01:00
parent c596494d77
commit e75b093317
553 changed files with 48087 additions and 68332 deletions

View File

@@ -36,6 +36,8 @@ namespace Invector.vCharacterController.AI.FSMBehaviour
protected virtual void Flee(vIFSMBehaviourController fsmBehaviour)
{
if (Time.timeScale <= 0f) return;
// FLEEING FROM DAMAGE SENDER
if (fsmBehaviour != null && fsmBehaviour.aiController.receivedDamage.isValid && fsmBehaviour.aiController.receivedDamage.lastSender != null)
{
@@ -53,7 +55,7 @@ namespace Invector.vCharacterController.AI.FSMBehaviour
fleeDir = Quaternion.Euler(0, Random.Range(-(5 * i), 5 * i), 0) * fleeDir.normalized;
fleeDir.y = 0f;
if (debugFleeDirection) Debug.DrawRay(fsmBehaviour.aiController.transform.position, fleeDir * fleeDistance, Color.yellow, 10f);
fsmBehaviour.aiController.MoveTo(fsmBehaviour.aiController.transform.position + fleeDir * fleeDistance, fleeSpeed);
fsmBehaviour.aiController.ForceUpdatePath();
}
@@ -77,7 +79,7 @@ namespace Invector.vCharacterController.AI.FSMBehaviour
var fleeDir = fsmBehaviour.aiController.transform.position - threatPoint;
fleeDir = Quaternion.Euler(0, Random.Range(-(5 * i), 5 * i), 0) * fleeDir.normalized;
if (debugFleeDirection) Debug.DrawRay(fsmBehaviour.aiController.transform.position, fleeDir * fleeDistance, Color.yellow, 10f);
fsmBehaviour.aiController.MoveTo(fsmBehaviour.aiController.transform.position + fleeDir * fleeDistance,fleeSpeed);
fsmBehaviour.aiController.MoveTo(fsmBehaviour.aiController.transform.position + fleeDir * fleeDistance, fleeSpeed);
fsmBehaviour.aiController.ForceUpdatePath();
}
}
@@ -97,8 +99,8 @@ namespace Invector.vCharacterController.AI.FSMBehaviour
if (debugMode) Debug.Log("Fleeing without target or damage sender");
var fleeDir = fsmBehaviour.aiController.transform.forward;
fleeDir = Quaternion.Euler(0, Random.Range(-(10 * i), 10 * (i)), 0) * fleeDir.normalized;
if (debugFleeDirection) Debug.DrawRay(fsmBehaviour.aiController.transform.position, fleeDir * fleeDistance, Color.yellow, 10f);
fsmBehaviour.aiController.MoveTo(fsmBehaviour.aiController.transform.position + fleeDir * fleeDistance,fleeSpeed);
if (debugFleeDirection) Debug.DrawRay(fsmBehaviour.aiController.transform.position, fleeDir * fleeDistance, Color.yellow, 10f);
fsmBehaviour.aiController.MoveTo(fsmBehaviour.aiController.transform.position + fleeDir * fleeDistance, fleeSpeed);
fsmBehaviour.aiController.ForceUpdatePath();
}
}