started adding enemy factory

This commit is contained in:
Mausham
2025-12-31 17:14:20 -08:00
parent 3aabc42bf8
commit 8eafd8bb60
130 changed files with 49524 additions and 46086 deletions

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using Darkmatter.Core;
using System;
using UnityEngine;
namespace Darkmatter.Domain
{
public class AttackState : State<EnemyStateMachine>
{
public AttackState(EnemyStateMachine runner) : base(runner) { }
private IEnemyAnimController enemyAnimController => runner.enemyAnimController;
private IEnemyPawn enemyPawn => runner.enemyPawn;
public override void Enter()
{
base.Enter();
Debug.Log("Entered Attack State");
Debug.Log("Attacking Player");
enemyAnimController.PlayAttackAnim(true);
enemyPawn.OnHealthDecreased += HandleHealth;
}
private void HandleHealth(float health)
{
if (health <= 0)
{
runner.Die();
}
}
public override void Update()
{
if (enemyPawn.isDead) return;
base.Update();
HandleAttack();
CheckForStateBreak();
}
private void CheckForStateBreak()
{
if(!runner.PlayerInAttackRange())
{
runner.ChangeState(new ChaseState(runner));
}
}
private void HandleAttack()
{
Vector3 dir = (enemyPawn.PlayerTarget.position - enemyPawn.ReturnMyPos()).normalized;
//rotate towards player and handle Attack here
}
public override void Exit()
{
base.Exit();
Debug.Log("Exiting Attack State");
enemyAnimController.PlayAttackAnim(false);
enemyPawn.OnHealthDecreased -= HandleHealth;
}
}
}

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fileFormatVersion: 2
guid: ee568c0b6df08d34d9c9fb008040066e

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using Darkmatter.Core;
using System;
using UnityEngine;
namespace Darkmatter.Domain
{
public class ChaseState : State<EnemyStateMachine>
{
public ChaseState(EnemyStateMachine runner) : base(runner) { }
private EnemyConfigSO enemyConfig => runner.enemyConfig;
private IEnemyAnimController enemyAnimController => runner.enemyAnimController;
private IEnemyPawn enemyPawn => runner.enemyPawn;
public override void Enter()
{
base.Enter();
Debug.Log("Entered Chase State");
runner.SetSpeed(enemyConfig.chaseSpeed);
enemyAnimController.PlayeChaseAnim(true);
enemyPawn.OnHealthDecreased += HandleHealth;
}
private void HandleHealth(float health)
{
if (health <= 0)
{
runner.Die();
}
}
public override void Update()
{
if (enemyPawn.isDead) return;
base.Update();
HandleChase();
CheckForStateBreak();
Debug.Log("Updated Chase State");
}
private void CheckForStateBreak()
{
if (!runner.PlayerInChasingRange())
{
runner.ChangeState(new PatrolState(runner));
}
else if(runner.PlayerInAttackRange())
{
runner.ChangeState(new AttackState(runner));
}
}
private void HandleChase()
{
enemyPawn.SetDestination(enemyPawn.PlayerTarget.position);
}
public override void Exit()
{
base.Exit();
Debug.Log("Exiting Chase State");
enemyAnimController.PlayeChaseAnim(false);
enemyPawn.OnHealthDecreased -= HandleHealth;
}
}
}

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fileFormatVersion: 2
guid: 3a599db206b4b2a4b91b0af8749183e7

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@@ -10,7 +10,7 @@ namespace Darkmatter.Domain
public void Start()
{
esm.ChangeState(new PatrolState(esm));
}
public void Tick()

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@@ -1,9 +1,44 @@
using Darkmatter.Core;
using System.Threading.Tasks;
using UnityEngine;
using VContainer;
namespace Darkmatter.Domain
{
public class EnemyStateMachine:StateMachine
{
[Inject] public readonly IEnemyPawn enemyPawn;
[Inject] public readonly IEnemyAnimController enemyAnimController;
[Inject] public readonly EnemyConfigSO enemyConfig;
public void SetSpeed(float speed)
{
enemyPawn.EnemyAI.speed = speed;
}
public bool PlayerInChasingRange()
{
if(Vector3.Distance(enemyPawn.PlayerTarget.position,enemyPawn.ReturnMyPos()) < enemyConfig.visionRange)
{
return true;
}
return false;
}
public bool PlayerInAttackRange()
{
if(Vector3.Distance(enemyPawn.PlayerTarget.position,enemyPawn.ReturnMyPos())<enemyConfig.attackRange)
{
return true;
}
return false;
}
public void Die()
{
enemyAnimController.PlayDeadAnim();
enemyPawn.Die();
}
}
}

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using Codice.Client.Common;
using Darkmatter.Core;
using System;
using UnityEngine;
namespace Darkmatter.Domain
{
public class PatrolState : State<EnemyStateMachine>
{
public PatrolState(EnemyStateMachine runner) : base(runner) { }
private EnemyConfigSO enemyConfig => runner.enemyConfig;
private IEnemyAnimController enemyAnimController => runner.enemyAnimController;
private IEnemyPawn enemyPawn => runner.enemyPawn;
private int currentPatrolPointIndex = 0;
public override void Enter()
{
base.Enter();
Debug.Log("Entered Patrol State");
enemyPawn.OnHealthDecreased += HandleHealth;
runner.SetSpeed(enemyConfig.walkSpeed);
enemyAnimController.PlayWalkAnim(true);
}
private void HandleHealth(float health)
{
if(health<=0)
{
runner.Die();
}
}
public override void Update()
{
if (enemyPawn.isDead) return;
base.Update();
Debug.Log("Update in Patrol State");
HandlePatrol();
CheckForStateBreak();
}
private void CheckForStateBreak()
{
if(runner.PlayerInChasingRange())
{
runner.ChangeState(new ChaseState(runner));
}
}
private void HandlePatrol()
{
if (enemyPawn.PatrolPoints.Count == 0) return;
Transform target = enemyPawn.PatrolPoints[currentPatrolPointIndex];
enemyPawn.SetDestination(target.position);
if(Vector3.Distance(target.position,enemyPawn.ReturnMyPos()) < 0.5f) //close enought to targetPatrolPoint
{
Debug.Log("Reached Point");
currentPatrolPointIndex = (currentPatrolPointIndex+1)%enemyPawn.PatrolPoints.Count;
}
}
public override void Exit()
{
base.Exit();
enemyAnimController.PlayWalkAnim(false);
Debug.Log("Exiting Patrol State");
enemyPawn.OnHealthDecreased -= HandleHealth;
}
}
}

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fileFormatVersion: 2
guid: 7c5d8a8739037414ea98cca25c34a1c9