959e80cf72
assets upload description.
207 lines
8.0 KiB
C#
207 lines
8.0 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using RPGCreationKit;
|
|
|
|
namespace RPGCreationKit.AI
|
|
{
|
|
/// <summary>
|
|
/// Allows the AI to have an usable Inventory and use Equipment, Looting Points and is essential for setting up the
|
|
/// </summary>
|
|
[RequireComponent(typeof(Inventory), typeof(Equipment))]
|
|
public class AIInventoryEquipment : AIMovements
|
|
{
|
|
// The Array of items the AI will equip as soon as it loads for the first time
|
|
[SerializeField]
|
|
public Item[] equippedItems;
|
|
|
|
public Inventory inventory;
|
|
public Equipment equipment;
|
|
|
|
public LootingPoint lootingPoint;
|
|
[SerializeField] public bool allowsLootWhenDead = true;
|
|
[SerializeField] public bool allowsLootOfEquipment = true;
|
|
|
|
|
|
public WeaponOnHand currentWeaponOnHand;
|
|
|
|
public bool isUsingMeleeWeapon;
|
|
public bool isUsingRangedWeapon;
|
|
|
|
public override void Start()
|
|
{
|
|
base.Start();
|
|
inventory.InitializeInventory();
|
|
EquipDelayed();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Equips the default items
|
|
/// </summary>
|
|
void EquipDelayed()
|
|
{
|
|
// Equip after everything else
|
|
List<Item> toEquipAfter = new List<Item>();
|
|
|
|
|
|
for (int i = 0; i < equippedItems.Length; i++)
|
|
{
|
|
if (inventory.HasItem(equippedItems[i].ItemID))
|
|
{
|
|
if (equippedItems[i].itemType == ItemTypes.ArmorItem && RCKFunctions.ContainsBiped(((ArmorItem)(equippedItems[i])).Bipeds, BipedObject.Shield))
|
|
{
|
|
// Delay the equipment of shields
|
|
toEquipAfter.Add(equippedItems[i]);
|
|
}
|
|
else
|
|
equipment.Equip(equippedItems[i].ItemID);
|
|
}
|
|
}
|
|
|
|
OnEquipmentChangesHands();
|
|
OnEquipmentChangesAmmo();
|
|
|
|
for (int i = 0; i < toEquipAfter.Count; i++)
|
|
{
|
|
equipment.Equip(toEquipAfter[i]);
|
|
}
|
|
}
|
|
|
|
public override void Die()
|
|
{
|
|
base.Die();
|
|
|
|
if(allowsLootWhenDead)
|
|
{
|
|
lootingPoint.enabled = true;
|
|
lootingPoint.ID = entityName + " LootingPoint";
|
|
lootingPoint.pointName = entityName;
|
|
lootingPoint.lCollider.enabled = true;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when this entity changes its equipment that involves the hands
|
|
/// </summary>
|
|
public void OnEquipmentChangesHands()
|
|
{
|
|
// If there is a weapon equipped
|
|
if (equipment.itemsEquipped[(int)EquipmentSlots.RHand] != null && equipment.itemsEquipped[(int)EquipmentSlots.RHand].item != null)
|
|
{
|
|
// Destroy previous weapon equipped if there was a swap
|
|
if (equipment.currentWeapon != null)
|
|
{
|
|
#if UNITY_EDITOR
|
|
DestroyImmediate(equipment.currentWeaponObject);
|
|
#else
|
|
Destroy(equipment.currentWeaponObject);
|
|
#endif
|
|
equipment.currentWeapon = null;
|
|
}
|
|
|
|
// Instantiate Weapon on hand, assign references
|
|
equipment.currentWeapon = (WeaponItem)equipment.itemsEquipped[(int)EquipmentSlots.RHand].item;
|
|
|
|
if (equipment.currentWeapon.weaponType == WeaponType.Bow)
|
|
equipment.currentWeaponObject = Instantiate(equipment.currentWeapon.WeaponOnHand, bodyData.lHand);
|
|
else
|
|
equipment.currentWeaponObject = Instantiate(equipment.currentWeapon.WeaponOnHand, bodyData.rHand);
|
|
|
|
currentWeaponOnHand = equipment.currentWeaponObject.GetComponent<WeaponOnHand>();
|
|
equipment.currentWeaponAnimator = equipment.currentWeaponObject.GetComponent<Animator>();
|
|
|
|
if(currentWeaponOnHand != null)
|
|
currentWeaponOnHand.thisEntity = this;
|
|
|
|
|
|
if (equipment.currentWeapon.WeaponSheathed != null)
|
|
{
|
|
if(equipment.currentWeapon.weaponType == WeaponType.Bow ||
|
|
equipment.currentWeapon.weaponType == WeaponType.BladeTwoHands ||
|
|
equipment.currentWeapon.weaponType == WeaponType.BluntTwoHands)
|
|
equipment.currentWeaponOnHip = Instantiate(equipment.currentWeapon.WeaponSheathed, bodyData.upperChest);
|
|
else
|
|
equipment.currentWeaponOnHip = Instantiate(equipment.currentWeapon.WeaponSheathed, bodyData.hips);
|
|
}
|
|
equipment.currentWeaponObject.SetActive(false);
|
|
equipment.currentWeaponOnHip.SetActive(true);
|
|
|
|
// Determine what the AI is using
|
|
isUsingMeleeWeapon = (equipment.currentWeapon.weaponType != WeaponType.Bow && equipment.currentWeapon.weaponType != WeaponType.Crossbow);
|
|
|
|
isUsingRangedWeapon = (equipment.currentWeapon.weaponType == WeaponType.Bow || equipment.currentWeapon.weaponType == WeaponType.Crossbow);
|
|
|
|
}
|
|
else if (equipment.itemsEquipped[(int)EquipmentSlots.RHand] == null && equipment.currentWeapon != null)
|
|
{
|
|
// Unequip = destroy previous equipped weapon
|
|
#if UNITY_EDITOR
|
|
DestroyImmediate(equipment.currentWeaponObject);
|
|
DestroyImmediate(equipment.currentWeaponOnHip);
|
|
equipment.currentWeapon = null;
|
|
#else
|
|
Destroy(equipment.currentWeaponObject);
|
|
Destroy(equipment.currentWeaponOnHip);
|
|
equipment.currentWeapon = null;
|
|
#endif
|
|
|
|
equipment.currentWeapon = null;
|
|
}
|
|
}
|
|
|
|
|
|
[AIInvokable]
|
|
public void UpdateWhichWeaponIsUsing()
|
|
{
|
|
// Determine what the AI is using
|
|
isUsingMeleeWeapon = (equipment.currentWeapon.weaponType != WeaponType.Bow && equipment.currentWeapon.weaponType != WeaponType.Crossbow);
|
|
|
|
isUsingRangedWeapon = (equipment.currentWeapon.weaponType == WeaponType.Bow || equipment.currentWeapon.weaponType == WeaponType.Crossbow);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when this entity changes its equipment that involves the ammo
|
|
/// </summary>
|
|
public void OnEquipmentChangesAmmo()
|
|
{
|
|
if (equipment.itemsEquipped[(int)EquipmentSlots.Ammo] != null && equipment.itemsEquipped[(int)EquipmentSlots.Ammo].item != null)
|
|
{
|
|
if (equipment.currentAmmoObject != null && equipment.itemsEquipped[(int)EquipmentSlots.Ammo].item != equipment.currentAmmoObject)
|
|
{
|
|
#if UNITY_EDITOR
|
|
DestroyImmediate(equipment.currentAmmoObject);
|
|
#else
|
|
Destroy(equipment.currentAmmoObject);
|
|
#endif
|
|
equipment.currentAmmo = null;
|
|
}
|
|
|
|
// Instantiate Weapon on hand, assign references
|
|
equipment.currentAmmo = (AmmoItem)equipment.itemsEquipped[(int)EquipmentSlots.Ammo].item;
|
|
equipment.currentAmmoObject = Instantiate(equipment.currentAmmo.bagOnBody, bodyData.upperChest);
|
|
}
|
|
else if (equipment.currentAmmo != null)
|
|
{
|
|
// Unequip = destroy previous equipped weapon
|
|
#if UNITY_EDITOR
|
|
DestroyImmediate(equipment.currentAmmoObject);
|
|
#else
|
|
Destroy(equipment.currentAmmoObject);
|
|
#endif
|
|
equipment.currentAmmo = null;
|
|
}
|
|
|
|
if (equipment.itemsEquipped[(int)EquipmentSlots.Ammo] == null && equipment.itemsEquipped[(int)EquipmentSlots.Ammo] != null)
|
|
{
|
|
// Unequip = destroy previous equipped weapon
|
|
#if UNITY_EDITOR
|
|
DestroyImmediate(equipment.currentAmmoObject);
|
|
#else
|
|
Destroy(equipment.currentAmmoObject);
|
|
#endif
|
|
|
|
equipment.itemsEquipped[(int)EquipmentSlots.Ammo] = null;
|
|
}
|
|
}
|
|
}
|
|
} |