MiniGames/Assets/Scripts/CubeClash/CubeClash_ZibuAI.cs
2025-09-01 05:03:00 +05:00

158 lines
4.4 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[RequireComponent(typeof(CubeClash_ZibuController))]
public class CubeClash_ZibuAI : MonoBehaviour
{
[Header("AI Settings")]
public float moveSpeed = 3f;
public float decisionInterval = 2f;
public float bumpRange = 2.5f;
public float roamRadius = 5f;
[Header("Arena Bounds")]
public Transform arenaCube;
private Bounds arenaBounds;
private CubeClash_ZibuController zibuController;
private Rigidbody rb;
private CubeClash_ZibuController target;
private Vector3 roamTarget;
private float decisionTimer;
private bool isBumpCooling = false;
private CubeClash_ZibuController lastTarget;
void Awake()
{
zibuController = GetComponent<CubeClash_ZibuController>();
rb = GetComponent<Rigidbody>();
zibuController.isPlayerControlled = false;
if (arenaCube != null)
{
arenaBounds = new Bounds(arenaCube.position, arenaCube.localScale);
}
PickRoamTarget();
}
void Update()
{
decisionTimer += Time.deltaTime;
if (decisionTimer >= decisionInterval)
{
decisionTimer = 0f;
PickTargetOrRoam();
}
if (target != null)
{
// move generally towards target, but still bump direction is forward
MoveTowards(target.transform.position);
TryBumpTarget();
}
else
{
MoveTowards(roamTarget);
if (Vector3.Distance(transform.position, roamTarget) < 1f)
{
PickRoamTarget();
}
}
}
void PickTargetOrRoam()
{
List<CubeClash_ZibuController> allZibus = CubeClash_ZibuController.AllZibus;
if (allZibus.Count > 1)
{
List<CubeClash_ZibuController> candidates = new List<CubeClash_ZibuController>();
foreach (var z in allZibus)
{
if (z != zibuController && z != lastTarget)
candidates.Add(z);
}
if (candidates.Count > 0)
{
int index = Random.Range(0, candidates.Count);
target = candidates[index];
return;
}
}
target = null;
PickRoamTarget();
}
void MoveTowards(Vector3 destination)
{
Vector3 dir = (destination - transform.position).normalized;
Vector3 move = new Vector3(dir.x, 0, dir.z) * moveSpeed;
rb.velocity = new Vector3(move.x, rb.velocity.y, move.z);
if (dir.magnitude > 0.1f)
{
// flatten direction on Y axis
dir.y = 0;
// smooth rotate only around Y
Quaternion targetRot = Quaternion.LookRotation(dir, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, Time.deltaTime * 5f);
}
}
void PickRoamTarget()
{
Vector3 randomOffset = new Vector3(Random.Range(-roamRadius, roamRadius), 0, Random.Range(-roamRadius, roamRadius));
roamTarget = transform.position + randomOffset;
if (arenaCube != null)
{
arenaBounds = new Bounds(arenaCube.position, arenaCube.localScale);
roamTarget.x = Mathf.Clamp(roamTarget.x, arenaBounds.min.x + 1f, arenaBounds.max.x - 1f);
roamTarget.z = Mathf.Clamp(roamTarget.z, arenaBounds.min.z + 1f, arenaBounds.max.z - 1f);
roamTarget.y = transform.position.y;
}
}
void TryBumpTarget()
{
if (isBumpCooling || target == null) return;
float dist = Vector3.Distance(transform.position, target.transform.position);
if (dist <= bumpRange)
{
Vector3 toTarget = (target.transform.position - transform.position).normalized;
float dot = Vector3.Dot(transform.forward, toTarget);
if (dot > 0.7f)
{
StartCoroutine(BumpWithDelay());
}
}
}
IEnumerator BumpWithDelay()
{
isBumpCooling = true;
yield return new WaitForSeconds(Random.Range(0.1f, 0.4f));
zibuController.PerformBump(transform.forward);
// after bump: forget target & roam somewhere else
lastTarget = target;
target = null;
PickRoamTarget();
yield return new WaitForSeconds(Random.Range(1f, 2f));
isBumpCooling = false;
}
}