├── .gitignore
├── BasicGame
├── Assembly-CSharp-firstpass-vs.csproj
├── Assembly-CSharp-firstpass.csproj
├── Assembly-CSharp-firstpass.pidb
├── Assembly-CSharp-vs.csproj
├── Assembly-CSharp.csproj
├── Assembly-CSharp.pidb
├── Assembly-UnityScript-Editor-vs.unityproj
├── Assembly-UnityScript-Editor.pidb
├── Assembly-UnityScript-Editor.unityproj
├── Assembly-UnityScript-firstpass-vs.unityproj
├── Assembly-UnityScript-firstpass.pidb
├── Assembly-UnityScript-firstpass.unityproj
├── Assets
│ ├── Audio.meta
│ ├── Audio
│ │ ├── EricZombie1.mp3
│ │ ├── EricZombie1.mp3.meta
│ │ ├── EricZombie2.mp3
│ │ ├── EricZombie2.mp3.meta
│ │ ├── EricZombie3.mp3
│ │ ├── EricZombie3.mp3.meta
│ │ ├── GunCock.mp3
│ │ ├── GunCock.mp3.meta
│ │ ├── GunFire.mp3
│ │ └── GunFire.mp3.meta
│ ├── Editor.meta
│ ├── Editor
│ │ ├── NavMeshWindow.js
│ │ ├── NavMeshWindow.js.meta
│ │ ├── PathfindingEditor.js
│ │ └── PathfindingEditor.js.meta
│ ├── Materials.meta
│ ├── Materials
│ │ ├── Bricks.mat
│ │ ├── Bricks.mat.meta
│ │ ├── Door.mat
│ │ ├── Door.mat.meta
│ │ ├── Material.mat
│ │ ├── Material.mat.meta
│ │ ├── Material_001.mat
│ │ ├── Material_001.mat.meta
│ │ ├── Material_004.mat
│ │ ├── Material_004.mat.meta
│ │ ├── Material_005.mat
│ │ ├── Material_005.mat.meta
│ │ ├── Material_006.mat
│ │ ├── Material_006.mat.meta
│ │ ├── Material_007.mat
│ │ ├── Material_007.mat.meta
│ │ ├── Material_008.mat
│ │ ├── Material_008.mat.meta
│ │ ├── Material_009.mat
│ │ ├── Material_009.mat.meta
│ │ ├── Material_011.mat
│ │ ├── Material_011.mat.meta
│ │ ├── Material_012.mat
│ │ ├── Material_012.mat.meta
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── wall.mat
│ │ │ └── wall.mat.meta
│ │ ├── No Name.mat
│ │ ├── No Name.mat.meta
│ │ ├── Plaster.mat
│ │ ├── Plaster.mat.meta
│ │ ├── Roof.mat
│ │ ├── Roof.mat.meta
│ │ ├── Rope.mat
│ │ ├── Rope.mat.meta
│ │ ├── Stone Wall.mat
│ │ ├── Stone Wall.mat.meta
│ │ ├── Window.mat
│ │ ├── Window.mat.meta
│ │ ├── Wood.mat
│ │ ├── Wood.mat.meta
│ │ ├── dumbcarpet.jpg
│ │ ├── dumbcarpet.jpg.meta
│ │ ├── unnamed.mat
│ │ ├── unnamed.mat.meta
│ │ ├── wall.png
│ │ ├── wall.png.meta
│ │ ├── wall_noline.png
│ │ ├── wall_noline.png.meta
│ │ ├── wood floor 2.mat
│ │ └── wood floor 2.mat.meta
│ ├── Models.meta
│ ├── Models
│ │ ├── FT_CaveWorm.meta
│ │ ├── FT_CaveWorm
│ │ │ ├── CaveWorm_anim.fbx
│ │ │ ├── CaveWorm_anim.fbx.meta
│ │ │ ├── Diffuse.psd
│ │ │ ├── Diffuse.psd.meta
│ │ │ ├── Materials.meta
│ │ │ ├── Materials
│ │ │ │ ├── CaveWorm.mat
│ │ │ │ ├── CaveWorm.mat.meta
│ │ │ │ ├── Diffuse.mat
│ │ │ │ └── Diffuse.mat.meta
│ │ │ ├── Normal.psd
│ │ │ └── Normal.psd.meta
│ │ ├── GALIL ACE 32 AK-Default Stock.blend
│ │ ├── GALIL ACE 32 AK-Default Stock.blend.meta
│ │ ├── GALIL ACE 32 AK-Default Stock.blend1
│ │ ├── GALIL ACE 32 AK-Default Stock.blend1.meta
│ │ ├── GALIL ACE 32 AK-Default Stock.blend2
│ │ ├── GALIL ACE 32 AK-Default Stock.blend2.meta
│ │ ├── HealthBox.blend
│ │ ├── HealthBox.blend.meta
│ │ ├── HealthBox.blend1
│ │ ├── HealthBox.blend1.meta
│ │ ├── HealthBoxTex.png
│ │ ├── HealthBoxTex.png.meta
│ │ ├── House_LVL1.blend
│ │ ├── House_LVL1.blend.meta
│ │ ├── House_LVL1.blend1
│ │ ├── House_LVL1.blend1.meta
│ │ ├── House_LVL1.blend2
│ │ ├── House_LVL1.blend2.meta
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── Barrel.mat
│ │ │ ├── Barrel.mat.meta
│ │ │ ├── Box.mat
│ │ │ ├── Box.mat.meta
│ │ │ ├── Caps.mat
│ │ │ ├── Caps.mat.meta
│ │ │ ├── HealthBoxTex.mat
│ │ │ ├── HealthBoxTex.mat.meta
│ │ │ ├── Light.mat
│ │ │ ├── Light.mat.meta
│ │ │ ├── Material_002.mat
│ │ │ ├── Material_002.mat.meta
│ │ │ ├── Material_003.mat
│ │ │ ├── Material_003.mat.meta
│ │ │ ├── Material_017.mat
│ │ │ ├── Material_017.mat.meta
│ │ │ ├── Material_020.mat
│ │ │ ├── Material_020.mat.meta
│ │ │ ├── Planks.mat
│ │ │ ├── Planks.mat.meta
│ │ │ ├── Rings.mat
│ │ │ ├── Rings.mat.meta
│ │ │ ├── String.mat
│ │ │ ├── String.mat.meta
│ │ │ ├── dumbcarpet.mat
│ │ │ ├── dumbcarpet.mat.meta
│ │ │ ├── wall.mat
│ │ │ └── wall.mat.meta
│ │ ├── barrel_metal.blend
│ │ ├── barrel_metal.blend.meta
│ │ ├── barrel_wooden.blend
│ │ ├── barrel_wooden.blend.meta
│ │ ├── box_metal.blend
│ │ ├── box_metal.blend.meta
│ │ ├── box_wooden.blend
│ │ ├── box_wooden.blend.meta
│ │ ├── shipping_pallet.blend
│ │ ├── shipping_pallet.blend.meta
│ │ ├── standin.blend
│ │ ├── standin.blend.meta
│ │ ├── standin.blend1
│ │ └── standin.blend1.meta
│ ├── Pathfinding Scripts.meta
│ ├── Pathfinding Scripts
│ │ ├── NavmeshFollower.js
│ │ ├── NavmeshFollower.js.meta
│ │ ├── NavmeshGeometry.js
│ │ ├── NavmeshGeometry.js.meta
│ │ ├── Pathfinder.js
│ │ ├── Pathfinder.js.meta
│ │ ├── Waypoint.js
│ │ ├── Waypoint.js.meta
│ │ ├── WaypointFollower.js
│ │ ├── WaypointFollower.js.meta
│ │ ├── WaypointWanderer.js
│ │ └── WaypointWanderer.js.meta
│ ├── Resources.meta
│ ├── Resources
│ │ ├── CaveWorm_anim.prefab
│ │ ├── CaveWorm_anim.prefab.meta
│ │ ├── HealthBox.prefab
│ │ ├── HealthBox.prefab.meta
│ │ ├── LampLight.prefab
│ │ ├── LampLight.prefab.meta
│ │ ├── NavmeshNode.prefab
│ │ ├── NavmeshNode.prefab.meta
│ │ ├── WaypointNode.prefab
│ │ ├── WaypointNode.prefab.meta
│ │ ├── box_wooden.prefab
│ │ └── box_wooden.prefab.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── AIDirector.js
│ │ ├── AIDirector.js.meta
│ │ ├── AmmoDrop.js
│ │ ├── AmmoDrop.js.meta
│ │ ├── AmmoUse.js
│ │ ├── AmmoUse.js.meta
│ │ ├── AmmoVisibility.js
│ │ ├── AmmoVisibility.js.meta
│ │ ├── CanBeHurt.js
│ │ ├── CanBeHurt.js.meta
│ │ ├── CharacterHealth.js
│ │ ├── CharacterHealth.js.meta
│ │ ├── Die.js
│ │ ├── Die.js.meta
│ │ ├── EnemyHealth.js
│ │ ├── EnemyHealth.js.meta
│ │ ├── GetAmmo.js
│ │ ├── GetAmmo.js.meta
│ │ ├── Gui.js
│ │ ├── Gui.js.meta
│ │ ├── HealthDrop.js
│ │ ├── HealthDrop.js.meta
│ │ ├── IsAmmo.js
│ │ ├── IsAmmo.js.meta
│ │ ├── Shoot.js
│ │ ├── Shoot.js.meta
│ │ ├── Spawner.js
│ │ ├── Spawner.js.meta
│ │ ├── UtilityKey.js
│ │ ├── UtilityKey.js.meta
│ │ ├── isAmmoSpawn.js
│ │ ├── isAmmoSpawn.js.meta
│ │ ├── isEnemySpawn.js
│ │ ├── isEnemySpawn.js.meta
│ │ ├── isHealthSpawn.js
│ │ └── isHealthSpawn.js.meta
│ ├── Secondary.unity
│ ├── Secondary.unity.meta
│ ├── Spin.js
│ ├── Spin.js.meta
│ ├── Standard Assets.meta
│ ├── Standard Assets
│ │ ├── Character Controllers.meta
│ │ └── Character Controllers
│ │ │ ├── 3rd Person Controller.prefab
│ │ │ ├── 3rd Person Controller.prefab.meta
│ │ │ ├── First Person Controller.prefab
│ │ │ ├── First Person Controller.prefab.meta
│ │ │ ├── Sources.meta
│ │ │ └── Sources
│ │ │ ├── PrototypeCharacter.meta
│ │ │ ├── PrototypeCharacter
│ │ │ ├── Constructor.FBX
│ │ │ ├── Constructor.FBX.meta
│ │ │ ├── Materials.meta
│ │ │ ├── Materials
│ │ │ │ ├── constructor_done.mat
│ │ │ │ └── constructor_done.mat.meta
│ │ │ ├── Textures.meta
│ │ │ └── Textures
│ │ │ │ ├── constructor_diffuse.png
│ │ │ │ ├── constructor_diffuse.png.meta
│ │ │ │ ├── constructor_normals.png
│ │ │ │ └── constructor_normals.png.meta
│ │ │ ├── Scripts.meta
│ │ │ └── Scripts
│ │ │ ├── CharacterMotor.js
│ │ │ ├── CharacterMotor.js.meta
│ │ │ ├── FPSInputController.js
│ │ │ ├── FPSInputController.js.meta
│ │ │ ├── GunLook.js
│ │ │ ├── GunLook.js.meta
│ │ │ ├── MouseLook.cs
│ │ │ ├── MouseLook.cs.meta
│ │ │ ├── PlatformInputController.js
│ │ │ ├── PlatformInputController.js.meta
│ │ │ ├── ThirdPersonCamera.js
│ │ │ ├── ThirdPersonCamera.js.meta
│ │ │ ├── ThirdPersonController.js
│ │ │ └── ThirdPersonController.js.meta
│ ├── Working Assets.meta
│ ├── Working Assets
│ │ ├── Objects.meta
│ │ ├── Objects
│ │ │ ├── splatterDecal.mb
│ │ │ └── splatterDecal.mb.meta
│ │ ├── Textures.meta
│ │ └── Textures
│ │ │ ├── splatter1.tif
│ │ │ └── splatter1.tif.meta
│ ├── sights.png
│ └── sights.png.meta
├── ProjectSettings
│ ├── AudioManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshLayers.asset
│ ├── NetworkManager.asset
│ ├── ProjectSettings.asset
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ └── TimeManager.asset
├── arachnophobia.exe
└── arachnophobia_Data
│ ├── Managed
│ ├── Assembly-CSharp-firstpass.dll
│ ├── Assembly-UnityScript-firstpass.dll
│ ├── Assembly-UnityScript.dll
│ ├── Boo.Lang.dll
│ ├── Mono.Security.dll
│ ├── System.Core.dll
│ ├── System.dll
│ ├── UnityEngine.dll
│ ├── UnityScript.Lang.dll
│ └── mscorlib.dll
│ ├── Mono
│ ├── etc
│ │ └── mono
│ │ │ ├── 1.0
│ │ │ ├── DefaultWsdlHelpGenerator.aspx
│ │ │ └── machine.config
│ │ │ ├── 2.0
│ │ │ ├── Browsers
│ │ │ │ └── Compat.browser
│ │ │ ├── DefaultWsdlHelpGenerator.aspx
│ │ │ ├── machine.config
│ │ │ ├── settings.map
│ │ │ └── web.config
│ │ │ ├── browscap.ini
│ │ │ ├── config
│ │ │ └── mconfig
│ │ │ └── config.xml
│ └── mono.dll
│ ├── PlayerConnectionConfigFile
│ ├── Resources
│ └── unity default resources
│ ├── mainData
│ ├── output_log.txt
│ ├── resources.assets
│ └── sharedassets0.assets
├── Builds
├── OSX.app
│ └── Contents
│ │ ├── Data
│ │ ├── Managed
│ │ │ ├── Assembly-CSharp-firstpass.dll
│ │ │ ├── Assembly-UnityScript-firstpass.dll
│ │ │ ├── Assembly-UnityScript.dll
│ │ │ ├── Boo.Lang.dll
│ │ │ ├── Mono.Security.dll
│ │ │ ├── System.Core.dll
│ │ │ ├── System.dll
│ │ │ ├── UnityEngine.dll
│ │ │ ├── UnityScript.Lang.dll
│ │ │ ├── etc
│ │ │ │ └── mono
│ │ │ │ │ ├── 1.0
│ │ │ │ │ ├── DefaultWsdlHelpGenerator.aspx
│ │ │ │ │ └── machine.config
│ │ │ │ │ ├── 2.0
│ │ │ │ │ ├── Browsers
│ │ │ │ │ │ └── Compat.browser
│ │ │ │ │ ├── DefaultWsdlHelpGenerator.aspx
│ │ │ │ │ ├── machine.config
│ │ │ │ │ ├── settings.map
│ │ │ │ │ └── web.config
│ │ │ │ │ ├── browscap.ini
│ │ │ │ │ ├── config
│ │ │ │ │ └── mconfig
│ │ │ │ │ └── config.xml
│ │ │ └── mscorlib.dll
│ │ ├── PlayerConnectionConfigFile
│ │ ├── mainData
│ │ ├── resources.assets
│ │ └── sharedassets0.assets
│ │ ├── Frameworks
│ │ └── MonoEmbedRuntime
│ │ │ └── osx
│ │ │ └── libmono.0.dylib
│ │ ├── Info.plist
│ │ ├── MacOS
│ │ └── BasicGame
│ │ ├── PkgInfo
│ │ └── Resources
│ │ ├── Ageia.tif
│ │ ├── HID_override.plist
│ │ ├── KeyConfig.nib
│ │ ├── classes.nib
│ │ ├── info.nib
│ │ └── keyedobjects.nib
│ │ ├── MainMenu.nib
│ │ ├── classes.nib
│ │ ├── info.nib
│ │ └── keyedobjects.nib
│ │ ├── Mono.tif
│ │ ├── ScreenSelector.nib
│ │ ├── classes.nib
│ │ ├── info.nib
│ │ └── keyedobjects.nib
│ │ ├── UnityPlayerIcon.png
│ │ └── unity default resources
├── Windows.exe
└── Windows_Data
│ ├── Managed
│ ├── Assembly-CSharp-firstpass.dll
│ ├── Assembly-UnityScript-firstpass.dll
│ ├── Assembly-UnityScript.dll
│ ├── Boo.Lang.dll
│ ├── Mono.Security.dll
│ ├── System.Core.dll
│ ├── System.dll
│ ├── UnityEngine.dll
│ ├── UnityScript.Lang.dll
│ └── mscorlib.dll
│ ├── Mono
│ ├── etc
│ │ └── mono
│ │ │ ├── 1.0
│ │ │ ├── DefaultWsdlHelpGenerator.aspx
│ │ │ └── machine.config
│ │ │ ├── 2.0
│ │ │ ├── Browsers
│ │ │ │ └── Compat.browser
│ │ │ ├── DefaultWsdlHelpGenerator.aspx
│ │ │ ├── machine.config
│ │ │ ├── settings.map
│ │ │ └── web.config
│ │ │ ├── browscap.ini
│ │ │ ├── config
│ │ │ └── mconfig
│ │ │ └── config.xml
│ └── mono.dll
│ ├── PlayerConnectionConfigFile
│ ├── Resources
│ └── unity default resources
│ ├── mainData
│ ├── resources.assets
│ └── sharedassets0.assets
├── MazeFind.png
├── PathfindingDemo.png
├── README.md
└── UnityPathing
├── Assets
├── Demo.unity
├── Demo.unity.meta
├── Editor.meta
├── Editor
│ ├── NavMeshWindow.js
│ ├── NavMeshWindow.js.meta
│ ├── PathfindingEditor.js
│ └── PathfindingEditor.js.meta
├── FT_CaveWorm.meta
├── FT_CaveWorm
│ ├── CaveWorm_anim.fbx
│ ├── CaveWorm_anim.fbx.meta
│ ├── Diffuse.psd
│ ├── Diffuse.psd.meta
│ ├── Materials.meta
│ ├── Materials
│ │ ├── CaveWorm.mat
│ │ ├── CaveWorm.mat.meta
│ │ ├── Diffuse.mat
│ │ └── Diffuse.mat.meta
│ ├── Normal.psd
│ └── Normal.psd.meta
├── Maze.unity
├── Maze.unity.meta
├── NavMeshTesting.unity
├── NavMeshTesting.unity.meta
├── Pathfinding Scripts.meta
├── Pathfinding Scripts
│ ├── NavmeshFollower.js
│ ├── NavmeshFollower.js.meta
│ ├── NavmeshGeometry.js
│ ├── NavmeshGeometry.js.meta
│ ├── Pathfinder.js
│ ├── Pathfinder.js.meta
│ ├── Waypoint.js
│ ├── Waypoint.js.meta
│ ├── WaypointFollower.js
│ ├── WaypointFollower.js.meta
│ ├── WaypointWanderer.js
│ └── WaypointWanderer.js.meta
├── Prefabs.meta
├── Prefabs
│ ├── Agent.prefab
│ └── Agent.prefab.meta
├── Raw Objects.meta
├── Raw Objects
│ ├── House.blend
│ ├── House.blend.meta
│ ├── Materials.meta
│ ├── Materials
│ │ ├── Material.mat
│ │ ├── Material.mat.meta
│ │ ├── Material_001.mat
│ │ ├── Material_001.mat.meta
│ │ ├── Material__Lightmap_001.mat
│ │ └── Material__Lightmap_001.mat.meta
│ ├── Maze.blend
│ ├── Maze.blend.meta
│ ├── NavMeshTest.blend
│ ├── NavMeshTest.blend.meta
│ ├── NavMeshTestComplex.blend
│ └── NavMeshTestComplex.blend.meta
├── Resources.meta
└── Resources
│ ├── NavmeshNode.prefab
│ ├── NavmeshNode.prefab.meta
│ ├── WaypointNode.prefab
│ └── WaypointNode.prefab.meta
└── ProjectSettings
├── AudioManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── InputManager.asset
├── NavMeshLayers.asset
├── NetworkManager.asset
├── ProjectSettings.asset
├── QualitySettings.asset
├── TagManager.asset
└── TimeManager.asset
/.gitignore:
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1 | .DS_Store
2 | UnityPathing/Assembly-UnityScript-vs.unityproj
3 | UnityPathing/Assembly-UnityScript.pidb
4 | UnityPathing/Assembly-UnityScript.unityproj
5 | UnityPathing/UnityPathing-csharp.sln
6 | UnityPathing/UnityPathing.sln
7 | UnityPathing/UnityPathing.userprefs
8 | UnityPathing/Library/*
9 | UnityPathing/Library
10 | UnityPathing/Temp
11 | UnityPathing/Temp/*
12 |
13 | BasicGame/Temp
14 | BasicGame/Assembly-UnityScript-vs.unityproj
15 | BasicGame/Assembly-UnityScript.pidb
16 | BasicGame/Assembly-UnityScript.unityproj
17 | BasicGame/BasicGame-csharp.sln
18 | BasicGame/BasicGame.sln
19 | BasicGame/BasicGame.userprefs
20 | BasicGame/Library/*
21 | BasicGame/Temp/*
22 |
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/BasicGame/Assembly-CSharp-firstpass-vs.csproj:
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4 | Debug
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12 | Assembly-CSharp-firstpass
13 | v3.5
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21 | DEBUG;TRACE;UNITY_STANDALONE_WIN;ENABLE_MICROPHONE;ENABLE_IMAGEEFFECTS;ENABLE_WEBCAM;ENABLE_AUDIO_FMOD;UNITY_STANDALONE;ENABLE_NETWORK;ENABLE_MONO;ENABLE_PHYSICS;ENABLE_TERRAIN;ENABLE_CACHING;ENABLE_SUBSTANCE;ENABLE_GENERICS;ENABLE_CLOTH;ENABLE_MOVIES;ENABLE_AUDIO;ENABLE_WWW;ENABLE_SHADOWS;ENABLE_DUCK_TYPING;UNITY_4_1_2;UNITY_4_1;ENABLE_PROFILER;UNITY_EDITOR
22 | prompt
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40 | C:/Program Files (x86)/Unity/Editor/Data/Managed/UnityEngine.dll
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/BasicGame/Assembly-CSharp-firstpass.csproj:
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1 |
2 |
3 |
4 | Debug
5 | AnyCPU
6 | 10.0.20506
7 | 2.0
8 | {94DC1989-8039-E279-A5AC-9DB975B0E78E}
9 | Library
10 | Properties
11 |
12 | Assembly-CSharp-firstpass
13 | v3.5
14 | 512
15 |
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17 | true
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20 | Temp\bin\Debug\
21 | DEBUG;TRACE;UNITY_STANDALONE_WIN;ENABLE_MICROPHONE;ENABLE_IMAGEEFFECTS;ENABLE_WEBCAM;ENABLE_AUDIO_FMOD;UNITY_STANDALONE;ENABLE_NETWORK;ENABLE_MONO;ENABLE_PHYSICS;ENABLE_TERRAIN;ENABLE_CACHING;ENABLE_SUBSTANCE;ENABLE_GENERICS;ENABLE_CLOTH;ENABLE_MOVIES;ENABLE_AUDIO;ENABLE_WWW;ENABLE_SHADOWS;ENABLE_DUCK_TYPING;UNITY_4_1_2;UNITY_4_1;ENABLE_PROFILER;UNITY_EDITOR
22 | prompt
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27 | pdbonly
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29 | Temp\bin\Release\
30 | TRACE
31 | prompt
32 | 4
33 | 0169
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40 | C:/Program Files (x86)/Unity/Editor/Data/Managed/UnityEngine.dll
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43 | C:/Program Files (x86)/Unity/Editor/Data/Managed/UnityEditor.dll
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/BasicGame/Assembly-CSharp-firstpass.pidb:
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https://raw.githubusercontent.com/jceipek/UnityAI/e1c20053552b2411249f866b04dd42a5c8d8f280/BasicGame/Assembly-CSharp-firstpass.pidb
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/BasicGame/Assembly-CSharp-vs.csproj:
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1 | #pragma strict
2 |
3 | var verts : Vector3[];
4 | private var transformedVerts : Vector3[] = null;
5 |
6 | // Cache transformed vertex positions if game is running
7 | // This must be modified if we expect the navmesh to move
8 | // while the game is running.
9 | function getTransformedVerts() : Vector3[] {
10 | if (!Application.isPlaying || transformedVerts == null) {
11 | var networkTransform : Transform = transform.parent;
12 | transformedVerts = new Vector3[3];
13 | for (var i = 0; i < verts.length; i++) {
14 | transformedVerts[i] = networkTransform.position + networkTransform.TransformDirection(verts[i]);
15 | }
16 | }
17 | return transformedVerts;
18 | }
19 |
20 | function OnDrawGizmos() {
21 | Gizmos.color = Color.blue;
22 | var tVerts : Vector3[] = this.getTransformedVerts();
23 | for (var i = 0; i < tVerts.length; i++) {
24 | Gizmos.DrawLine (tVerts[i], tVerts[(i+1)%tVerts.length]);
25 | }
26 | }
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1 | #pragma strict
2 |
3 | // Copyright (C) 2013 Julian Ceipek
4 | //
5 | // A component that represents a Waypoint for pathfinding.
6 | // It contains references to other waypoints via linkedTo to form a graph.
7 | // For use in conjunction with PathfindingEditor.js and Pathfinder.js
8 | //
9 | // It should be assigned to a "WaypointNode" prefab in the Assets/Resources folder.
10 | //
11 |
12 | public var linkedTo : Waypoint[];
13 |
14 | @HideInInspector
15 | var selectedInEditor : boolean = false;
16 |
17 | function OnDrawGizmos() {
18 | if (selectedInEditor) {
19 | Gizmos.color = Color.magenta;
20 | } else {
21 | Gizmos.color = Color.cyan;
22 | }
23 |
24 | Gizmos.DrawWireSphere(transform.position, 0.4f);
25 |
26 | Gizmos.color = Color.cyan;
27 | for (var i = 0; i < linkedTo.length; i++) {
28 | Gizmos.DrawLine (transform.position, linkedTo[i].transform.position);
29 | }
30 | }
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1 | #pragma strict
2 |
3 | // Copyright (C) 2013 Julian Ceipek
4 | //
5 | // A component that makes an object randomly follow connected Waypoints.
6 | //
7 |
8 | import System.Collections.Generic;
9 |
10 |
11 | var currWaypoint : Waypoint;
12 | var endWaypoint : Waypoint;
13 | var confirmationDistance : float;
14 | var confirmationAngle : float;
15 | var moveSpeedWhileTurning : float;
16 | var moveSpeed : float;
17 | var turnSpeed : float;
18 | private var pathWaypoints : List.;
19 | private var aiSystem : Pathfinder;
20 | private var controller : CharacterController;
21 |
22 | function Start () {
23 | controller = GetComponent(CharacterController);
24 | var aiSystemContainer : GameObject;
25 | aiSystemContainer = GameObject.FindWithTag ("AI System");
26 | aiSystem = aiSystemContainer.GetComponent(Pathfinder);
27 | if (endWaypoint != null) {
28 | currWaypoint = aiSystem.GetClosestWaypointToPoint(transform.position);
29 | pathWaypoints = aiSystem.FindRoute(currWaypoint, endWaypoint);
30 | }
31 | }
32 |
33 | function Update () {
34 | var o : Vector3 = new Vector3(currWaypoint.transform.position.x, 0, currWaypoint.transform.position.z);
35 | var t : Vector3 = new Vector3(transform.position.x, 0, transform.position.z);
36 | var relativePos = o-t;//currWaypoint.transform.position - transform.position;
37 | var rotation = Quaternion.LookRotation(relativePos);
38 | //var angleOffset = Vector3.Angle(relativePos, transform.forward)
39 | if ((o - t).magnitude <= confirmationDistance) {
40 | // In Range, distancewise
41 | //var options : Waypoint[] = currWaypoint.linkedTo;
42 |
43 | if (pathWaypoints.Count > 0) {
44 | currWaypoint = pathWaypoints[pathWaypoints.Count-1];
45 | pathWaypoints.RemoveAt(pathWaypoints.Count-1);
46 | }
47 |
48 | } else if ( Vector3.Angle(relativePos, transform.forward) <= confirmationAngle) {
49 | // In Range, anglewise
50 | controller.Move(transform.forward * moveSpeed * Time.deltaTime);
51 | controller.Move(transform.up * -1 * moveSpeed * Time.deltaTime);
52 | } else {
53 | transform.rotation = Quaternion.Lerp (transform.rotation, rotation, Time.deltaTime * turnSpeed);
54 |
55 | controller.Move(transform.forward * moveSpeedWhileTurning * Time.deltaTime);
56 | controller.Move(transform.up * -1 * moveSpeedWhileTurning * Time.deltaTime);
57 | }
58 |
59 | }
60 |
61 | function OnDrawGizmos () {
62 | Gizmos.DrawWireSphere(transform.position, confirmationDistance);
63 | Gizmos.color = Color.red;
64 | Gizmos.DrawRay(transform.position, transform.TransformDirection (Vector3.forward) * moveSpeed * 0.5);
65 | }
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1 | #pragma strict
2 |
3 | // Copyright (C) 2013 Julian Ceipek
4 | //
5 | // A component that makes an object randomly follow connected Waypoints.
6 | //
7 |
8 | var currWaypoint : Waypoint;
9 | var oldWaypoints : Waypoint[] = new Waypoint[2];
10 | var confirmationDistance : float;
11 | var confirmationAngle : float;
12 | var moveSpeedWhileTurning : float;
13 | var moveSpeed : float;
14 | var turnSpeed : float;
15 | private var controller : CharacterController;
16 |
17 | function Start () {
18 | controller = GetComponent(CharacterController);
19 | oldWaypoints[0] = currWaypoint;
20 | oldWaypoints[1] = currWaypoint;
21 | }
22 |
23 | function Update () {
24 | var o : Vector3 = new Vector3(currWaypoint.transform.position.x, 0, currWaypoint.transform.position.z);
25 | var t : Vector3 = new Vector3(transform.position.x, 0, transform.position.z);
26 | var relativePos = o-t;//currWaypoint.transform.position - transform.position;
27 | var rotation = Quaternion.LookRotation(relativePos);
28 | //var angleOffset = Vector3.Angle(relativePos, transform.forward)
29 | if ((o - t).magnitude <= confirmationDistance) {
30 | // In Range, distancewise
31 | var options : Waypoint[] = currWaypoint.linkedTo;
32 |
33 | do {
34 | var rand : int = Random.Range(0,options.length);
35 | currWaypoint = options[rand];
36 |
37 | } while ((currWaypoint == oldWaypoints[0] || currWaypoint == oldWaypoints[1]) && options.length > 1);
38 |
39 | oldWaypoints[0] = oldWaypoints[1];
40 | oldWaypoints[1] = currWaypoint;
41 |
42 | } else if ( Vector3.Angle(relativePos, transform.forward) <= confirmationAngle) {
43 | // In Range, anglewise
44 | controller.Move(transform.forward * moveSpeed * Time.deltaTime);
45 | controller.Move(transform.up * -1 * moveSpeed * Time.deltaTime);
46 | } else {
47 | transform.rotation = Quaternion.Lerp (transform.rotation, rotation, Time.deltaTime * turnSpeed);
48 |
49 | controller.Move(transform.forward * moveSpeedWhileTurning * Time.deltaTime);
50 | controller.Move(transform.up * -1 * moveSpeedWhileTurning * Time.deltaTime);
51 | }
52 |
53 | }
54 |
55 | function OnDrawGizmos () {
56 | Gizmos.DrawWireSphere(transform.position, confirmationDistance);
57 | Gizmos.color = Color.red;
58 | Gizmos.DrawRay(transform.position, transform.TransformDirection (Vector3.forward) * moveSpeed * 0.5);
59 | }
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1 | #pragma strict
2 |
3 | //create list of modes
4 | public enum Difficulties {
5 |
6 | Easy,
7 | Medium,
8 | Hard,
9 | DanteMustDie
10 |
11 | }
12 |
13 | //set variables
14 | var characterHealth : CharacterHealth;
15 | var utilityKey : UtilityKey;
16 | public var difficulty : Difficulties;
17 | var enemyHP : int;
18 | var totalEnemy : int;
19 | var ammoTimer : float;
20 |
21 | function Update(){
22 | //update variables in other scripts
23 | var ammo = utilityKey.ammoCount;
24 | var hp = characterHealth.hp;
25 |
26 | //check to see if the difficulty needs to be switches
27 | determineDifficulty(ammo,hp);
28 |
29 | if(difficulty == Difficulties.Easy){ //easy mode variables
30 |
31 | enemyHP = 1;
32 | totalEnemy = 3;
33 | ammoTimer = 30.0;
34 |
35 | }
36 | else if(difficulty == Difficulties.Medium){
37 |
38 | enemyHP = 3;
39 | totalEnemy = 5;
40 | ammoTimer = 45.0;
41 |
42 | }
43 | else if(difficulty == Difficulties.Hard){
44 |
45 | enemyHP = 5;
46 | totalEnemy = 10;
47 | ammoTimer = 60.0;
48 |
49 | }
50 | else if(difficulty == Difficulties.DanteMustDie){
51 |
52 | enemyHP = 5;
53 | totalEnemy = 15;
54 | ammoTimer = 120.0;
55 |
56 | }
57 |
58 |
59 | }
60 |
61 | //Things to consider is we expand to goal oriented game model:
62 | //Other factor to include, maybe add a timer? For every minute key is not found, increase difficulty?
63 |
64 | //change difficulty based on player reasources
65 | function determineDifficulty(ammo : int, hp : int){
66 | //Debug.Log(hp);
67 | //Debug.Log(ammo);
68 | if (hp <= 30 || ammo <= 10){
69 | difficulty = Difficulties.Easy;
70 | }
71 | else if (hp > 50 && ammo > 20 && hp < 80){
72 | difficulty = Difficulties.Medium;
73 | }
74 | else if (hp > 80 && ammo >40 && ammo > 200){
75 | difficulty = Difficulties.Hard;
76 | }
77 | else if (ammo > 200){
78 | difficulty = Difficulties.DanteMustDie;
79 | }
80 | }
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1 | #pragma strict
2 |
3 | var aiDirector : AIDirector;
4 | var interval : float;
5 |
6 | function Start(){
7 | interval = aiDirector.ammoTimer; //get ammo drop interval
8 | InvokeRepeating("spawnAmmo", 0, interval);
9 | }
10 |
11 | function Update(){
12 | interval = aiDirector.ammoTimer;
13 | }
14 |
15 | function spawnAmmo(){
16 | var spawnPoints = GameObject.FindGameObjectsWithTag ("ammoSpawnPoint"); // check for unoccupied spawn points
17 |
18 | if (spawnPoints && spawnPoints.length > 0){ //if spawn points available and spawn called...
19 | var ammo : GameObject = Instantiate(Resources.Load("box_wooden")) as GameObject; //create ammo crate in randomized spawn location
20 | var index : int = Random.Range(0,spawnPoints.length-1);
21 | ammo.transform.position = spawnPoints[index].transform.position;
22 | }
23 | }
24 |
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/BasicGame/Assets/Scripts/AmmoUse.js:
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1 | #pragma strict
2 |
3 | //dead code from outdated game structure
4 |
5 | var utilityKey : UtilityKey;
6 |
7 | function Used (hit : float) {
8 |
9 | var utilityKey: UtilityKey = GetComponent(UtilityKey);
10 | utilityKey.ammoCount += 10;
11 |
12 | }
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/BasicGame/Assets/Scripts/AmmoVisibility.js:
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1 | #pragma strict
2 |
3 | //deadcode
4 |
5 | function OnBecomeVisible () {
6 | enabled = true;
7 | }
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/BasicGame/Assets/Scripts/CanBeHurt.js:
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1 | #pragma strict
2 |
3 | /*function Start () {
4 |
5 | }
6 |
7 | function Update () {
8 |
9 | }*/
10 |
11 | private var characterHealth : CharacterHealth = null;
12 |
13 | function Awake(){
14 | var thePlayer = GameObject.FindWithTag("Player"); //identify the player character
15 | characterHealth = thePlayer.GetComponent(CharacterHealth); //pull player health component
16 | }
17 |
18 | function OnTriggerEnter(other : Collider) { //when enemy collides with player, player loses health
19 | if (other.gameObject.tag == "Enemy") {
20 | if (characterHealth.hp) {
21 | characterHealth.hp-=10;
22 |
23 | }
24 | }
25 | //WaitForSeconds(5.0);
26 | }
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/BasicGame/Assets/Scripts/CharacterHealth.js:
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1 | #pragma strict
2 |
3 | var hp : int;
4 |
5 | function Start () { //starting health
6 |
7 | hp = 100;
8 |
9 | }
10 |
11 |
12 | function OnGUI() //represent health on screen
13 | {
14 | GUI.color = Color.red;
15 | GUI.HorizontalScrollbar(Rect (0,0,200,20), 0, hp, 0, 100);
16 | }
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/BasicGame/Assets/Scripts/Die.js:
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1 | #pragma strict
2 |
3 | //rename script to GunTriggerFire
4 |
5 | var source : Vector3;
6 | var dir : Vector3;
7 | //var tip : Transform;
8 |
9 | function Fire () {
10 | var hit : RaycastHit;
11 | // Previous Raycast algorithm, fires from gun tip, but it very unintuitive to use in practice
12 | // source = tip.position;
13 | // dir = transform.right;
14 | // if (Physics.Raycast (source, dir, hit)) {
15 | // //send message to hit thing to disapear
16 | // hit.collider.gameObject.SendMessage("ApplyDamage",1.0,SendMessageOptions.DontRequireReceiver);
17 | // }
18 |
19 | //Fire from center of camera
20 | var x = Screen.width / 2;
21 | var y = Screen.height / 2;
22 |
23 | var ray = camera.ScreenPointToRay(Vector3(x, y, 0));
24 |
25 | //Debug test to see where fire is casting to
26 | Debug.DrawRay(ray.origin, ray.direction * 1000, Color.yellow);
27 |
28 | if (Physics.Raycast (ray, hit)) {
29 | //send message to hit thing to take damage
30 | hit.collider.gameObject.SendMessage("ApplyDamage",1.0,SendMessageOptions.DontRequireReceiver);
31 | }
32 |
33 |
34 | }
35 |
36 | //function OnDrawGizmos () {
37 | // Gizmos.color = Color.red;
38 | // //Debug.Log(source);
39 | // //Debug.Log(dir);
40 | // //Gizmos.DrawRay(source, dir);
41 | // Gizmos.DrawLine(source,source+dir*20);
42 | //}
43 |
44 |
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/BasicGame/Assets/Scripts/EnemyHealth.js:
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1 | #pragma strict
2 |
3 | //initiate variables
4 | var hp : int;
5 | var arena : GameObject;
6 | var aiDirector : AIDirector;
7 |
8 | function Start () {
9 | arena = GameObject.FindWithTag ("Arena"); //find arena
10 | aiDirector = arena.GetComponent(AIDirector);
11 | hp = aiDirector.enemyHP;
12 | }
13 |
14 | function ApplyDamage (damage : float) { //when hit, apply damage and play damaged animation
15 | hp -= damage;
16 | animation.Play("dead", PlayMode.StopSameLayer);
17 | yield WaitForAnimation( animation );
18 | animation.Play("walk");
19 | }
20 |
21 | function Update () {
22 |
23 | if (hp == 0) { // if enemy is dead, destroy enemy object
24 | Destroy(gameObject);
25 | arena.SendMessage("killEnemy",SendMessageOptions.DontRequireReceiver);
26 | }
27 |
28 | }
29 |
30 | function WaitForAnimation ( animation : Animation ) //start next animation after current one finished
31 | {
32 | yield; while ( animation.isPlaying ) yield;
33 | }
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/BasicGame/Assets/Scripts/GetAmmo.js:
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1 | #pragma strict
2 |
3 | //inialize variables
4 | var other : GameObject;
5 | var utilityKey : UtilityKey;
6 | var gun : GameObject;
7 | var ammoIncrease : int;
8 | private var characterHealth : CharacterHealth = null;
9 |
10 | function Awake(){
11 | ammoIncrease = 20; //how much ammo you get from picking up crates
12 | var thePlayer = GameObject.FindWithTag("Player"); //find player
13 | characterHealth = thePlayer.GetComponent(CharacterHealth); //get player health
14 | }
15 |
16 | function OnTriggerEnter(other : Collider) { //When Player Collides with trigger
17 | //Debug.Log("entered1");
18 | var utilityKey: UtilityKey = gun.gameObject.GetComponent(UtilityKey); //increase ammo in the gun object (techincally applied to the camera as camera is raycasting)
19 | if (other.gameObject.tag == "Ammo"){ //destrong ammo object and increase ammo count
20 | Destroy(other.gameObject);
21 | utilityKey.ammoCount += ammoIncrease;
22 | }
23 | else if (other.gameObject.tag == "healthCrate"){ //if collision with health, increase player health and destroy health box object
24 | Debug.Log("entered hp");
25 | Destroy(other.gameObject);
26 | characterHealth.hp += 15;
27 | }
28 |
29 |
30 | }
31 |
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/BasicGame/Assets/Scripts/Gui.js:
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1 | #pragma strict
2 |
3 | var utilityKey : UtilityKey;
4 | var characterHealth : CharacterHealth;
5 | var target : Texture2D;
6 |
7 | function OnGUI () {
8 | //represent amount to ammo to player
9 | var ammoString = "Ammo \n" + utilityKey.ammoCount;
10 | GUI.Box (new Rect (Screen.width - 100,Screen.height - 50,100,50), ammoString);
11 | //GUI.Box (new Rect (0,0,100,50), "HP \n" + characterHealth.hp);
12 |
13 | //Tell player when they've died.
14 | if (characterHealth.hp == 0) {
15 | GUI.Box(new Rect (Screen.width/2-50, Screen.height/2-20, 100, 20), "YOU DIED");
16 |
17 | }
18 | }
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/BasicGame/Assets/Scripts/HealthDrop.js:
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1 | #pragma strict
2 |
3 | function Start(){
4 |
5 | InvokeRepeating("spawnHealth", 0, 30.0); //spawn health every 30 seconds
6 | }
7 |
8 |
9 |
10 | function spawnHealth(){
11 | var spawnPoints = GameObject.FindGameObjectsWithTag ("healthSpawnPoint"); //check for unoccupied health spawn points
12 |
13 | if (spawnPoints && spawnPoints.length > 0){ //when called, spawn on unoccupied spawn point
14 | var ammo : GameObject = Instantiate(Resources.Load("HealthBox")) as GameObject;
15 | var index : int = Random.Range(0,spawnPoints.length-1);
16 | ammo.transform.position = spawnPoints[index].transform.position;
17 | }
18 | }
19 |
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/BasicGame/Assets/Scripts/IsAmmo.js:
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1 | #pragma strict
2 |
3 | //registers ammo as trigger, can be deleted
4 | collider.isTrigger = true;
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/BasicGame/Assets/Scripts/Shoot.js:
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1 | #pragma strict
2 |
3 | var utilityKey : UtilityKey;
4 | var die : Die;
5 |
6 | function Update () {
7 | var die : Die = gameObject.GetComponent(Die);
8 | var utilityKey: UtilityKey = GetComponent(UtilityKey);
9 |
10 | if (Input.GetButtonDown ("Fire1") && utilityKey.ammoCount > 0){ //call Fire Gun on mouse click, subtract 1 ammo
11 |
12 | die.Fire();
13 |
14 | utilityKey.ammoCount -= 1;
15 |
16 | audio.Play();
17 |
18 |
19 | }
20 | }
21 |
22 |
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/BasicGame/Assets/Scripts/Spawner.js:
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1 | #pragma strict
2 |
3 | //Based on C# Spawner Script of Garth de Wet (Corrupted Heart) at mydeathofme[at]gmail[dot]com
4 |
5 |
6 | //enemy settings
7 | public var numEnemy : int = 0;
8 | public var totalEnemy : int;
9 | public var spawnedEnemy : int = 0;
10 |
11 | //types of spawning
12 | public enum SpawnTypes {
13 |
14 | Normal,
15 | Wave,
16 | TimedWave,
17 | Once
18 |
19 | }
20 |
21 | //default state is normal
22 | var spawnType : SpawnTypes = SpawnTypes.Normal;
23 |
24 | //Spawn States
25 | private var waveSpawn : boolean = false;
26 | public var Spawn : boolean = true;
27 | public var waveTimer : float = 30.0f;
28 | private var timeTillWave : float = 0.0f;
29 | public var totalWaves : int = 5;
30 | private var numWaves : int = 0;
31 |
32 | var aiDirector : AIDirector;
33 |
34 | function Update() {
35 |
36 | //change variable based on AI director's settings
37 | totalEnemy = aiDirector.totalEnemy;
38 |
39 | if(Spawn){
40 | if (spawnType == SpawnTypes.Normal){ //Normal Mode: When one enemy is destroy, spawn a new one it ints place
41 | if(numEnemy < totalEnemy){
42 | spawnEnemy();
43 | }
44 | }
45 | else if (spawnType == SpawnTypes.Once){ //Once Mode: Spawn Enemies until reach max number of enemies, then never spawn again
46 | if(spawnedEnemy >= totalEnemy){
47 | Spawn = false;
48 | }
49 | else{
50 | spawnEnemy();
51 | }
52 | }
53 | else if (spawnType == SpawnTypes.Wave){ //Spawn in waves, spawn to max number totalWaves # amount of times
54 | if(numWaves < totalWaves + 1){
55 | if (waveSpawn){
56 | spawnEnemy();
57 | }
58 | if (numEnemy == 0){
59 | waveSpawn = true;
60 | numWaves++;
61 | }
62 | if (numEnemy == totalEnemy){
63 | waveSpawn = false;
64 | }
65 | }
66 | }
67 | else if (spawnType == SpawnTypes.TimedWave){ //Wave is based on timer
68 | if (numWaves <= totalWaves){
69 | timeTillWave += Time.deltaTime;
70 | if (waveSpawn){
71 | spawnEnemy();
72 | }
73 | if (timeTillWave >= waveTimer){
74 | waveSpawn = true;
75 | timeTillWave = 0.0f;
76 | numWaves++;
77 | numEnemy = 0;
78 | }
79 | if (numEnemy >= totalEnemy){
80 | waveSpawn = false;
81 | }
82 | }
83 | else{
84 | Spawn = false;
85 | }
86 | }
87 | }
88 | }
89 |
90 | function spawnEnemy(){ //Instantiate an Enemy at availble spawn point
91 |
92 | var spawnPoints = GameObject.FindGameObjectsWithTag ("enemySpawnPoint");
93 | if (spawnPoints && spawnPoints.length > 0){
94 | Debug.Log("Spawn");
95 | var enemy : GameObject = Instantiate(Resources.Load("CaveWorm_anim")) as GameObject;
96 | var index : int = Random.Range(0,spawnPoints.length-1);
97 | enemy.transform.position = spawnPoints[index].transform.position;
98 |
99 | numEnemy++;
100 | spawnedEnemy++;
101 | }}
102 |
103 | function killEnemy(){ //decrease enemy number variable when one is killed
104 | numEnemy--;
105 | }
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/BasicGame/Assets/Scripts/UtilityKey.js:
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1 | #pragma strict
2 |
3 | //From old strucure, right now only holds ammoCount variable
4 |
5 | public var ammoCount : int;
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/BasicGame/Assets/Scripts/isAmmoSpawn.js:
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1 | #pragma strict
2 |
3 | var SpawnPoint : Transform;
4 | var spawnPoint : GameObject;
5 | collider.isTrigger = true;
6 |
7 | function OnTriggerStay(other : Collider){ //When Ammo is in spawn point, declare point unavailable for spawning
8 | //Debug.Log("stay");
9 | gameObject.tag = "Untagged";
10 |
11 | }
12 |
13 |
14 | function OnTriggerExit(other : Collider){ // When spawn point unoccupied, declare valid spawn point
15 |
16 | spawnPoint.tag = "ammoSpawnPoint";
17 |
18 | }
19 |
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/BasicGame/Assets/Scripts/isEnemySpawn.js:
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1 | #pragma strict
2 |
3 | var other : GameObject;
4 | var SpawnPoint : Transform;
5 | var spawnPoint : GameObject;
6 | collider.isTrigger = true;
7 |
8 |
9 |
10 | function OnTriggerStay(other : Collider){ //Not a spawn point when enemy in region, prevent spiders from being on top of each other
11 | //Debug.Log("stay");
12 | gameObject.tag = "Untagged";
13 |
14 | }
15 |
16 |
17 |
18 | function OnTriggerExit(other : Collider){ // When spawn point unoccupied, declare valid spawn point
19 |
20 | spawnPoint.tag = "enemySpawnPoint";
21 |
22 |
23 | }
24 |
25 | function OnDrawGizmos () { //show location of spawn point for devs
26 | Gizmos.color = Color.red;
27 | Gizmos.DrawCube(transform.position, Vector3.one);
28 | }
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/BasicGame/Assets/Scripts/isHealthSpawn.js:
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1 | #pragma strict
2 | var other : GameObject;
3 | var SpawnPoint : Transform;
4 | var spawnPoint : GameObject;
5 | collider.isTrigger = true;
6 |
7 |
8 |
9 | function OnTriggerEnter(other : Collider){ // When spawn point occupied, declare invalid spawn point
10 | Debug.Log("entered2");
11 | gameObject.tag = "Untagged";
12 |
13 | }
14 |
15 |
16 |
17 | function OnTriggerExit(other : Collider){ // When spawn point unoccupied, declare valid spawn point
18 | //Debug.Log("empty");
19 | spawnPoint.tag = "healthSpawnPoint";
20 |
21 | }
22 |
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1 | #pragma strict
2 |
3 | var spinSpeed : float = 1.0;
4 |
5 | function Update () {
6 | transform.Rotate(transform.up, spinSpeed*Time.deltaTime);
7 | }
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1 | private var motor : CharacterMotor;
2 |
3 | // Use this for initialization
4 | function Awake () {
5 | motor = GetComponent(CharacterMotor);
6 | }
7 |
8 | // Update is called once per frame
9 | function Update () {
10 | // Get the input vector from kayboard or analog stick
11 | var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
12 |
13 | if (directionVector != Vector3.zero) {
14 | // Get the length of the directon vector and then normalize it
15 | // Dividing by the length is cheaper than normalizing when we already have the length anyway
16 | var directionLength = directionVector.magnitude;
17 | directionVector = directionVector / directionLength;
18 |
19 | // Make sure the length is no bigger than 1
20 | directionLength = Mathf.Min(1, directionLength);
21 |
22 | // Make the input vector more sensitive towards the extremes and less sensitive in the middle
23 | // This makes it easier to control slow speeds when using analog sticks
24 | directionLength = directionLength * directionLength;
25 |
26 | // Multiply the normalized direction vector by the modified length
27 | directionVector = directionVector * directionLength;
28 | }
29 |
30 | // Apply the direction to the CharacterMotor
31 | motor.inputMoveDirection = transform.rotation * directionVector;
32 | motor.inputJump = Input.GetButton("Jump");
33 | }
34 |
35 | // Require a character controller to be attached to the same game object
36 | @script RequireComponent (CharacterMotor)
37 | @script AddComponentMenu ("Character/FPS Input Controller")
38 |
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1 | #pragma strict
2 |
3 | var target : Transform;
4 |
5 | function Update () {
6 |
7 | transform.LookAt(target);
8 |
9 | }
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | /// MouseLook rotates the transform based on the mouse delta.
5 | /// Minimum and Maximum values can be used to constrain the possible rotation
6 |
7 | /// To make an FPS style character:
8 | /// - Create a capsule.
9 | /// - Add the MouseLook script to the capsule.
10 | /// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
11 | /// - Add FPSInputController script to the capsule
12 | /// -> A CharacterMotor and a CharacterController component will be automatically added.
13 |
14 | /// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
15 | /// - Add a MouseLook script to the camera.
16 | /// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
17 | [AddComponentMenu("Camera-Control/Mouse Look")]
18 | public class MouseLook : MonoBehaviour {
19 |
20 | public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
21 | public RotationAxes axes = RotationAxes.MouseXAndY;
22 | public float sensitivityX = 15F;
23 | public float sensitivityY = 15F;
24 |
25 | public float minimumX = -360F;
26 | public float maximumX = 360F;
27 |
28 | public float minimumY = -60F;
29 | public float maximumY = 60F;
30 |
31 | float rotationY = 0F;
32 |
33 | void Update ()
34 | {
35 | if (axes == RotationAxes.MouseXAndY)
36 | {
37 | float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
38 |
39 | rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
40 | rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
41 |
42 | transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
43 | }
44 | else if (axes == RotationAxes.MouseX)
45 | {
46 | transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
47 | }
48 | else
49 | {
50 | rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
51 | rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
52 |
53 | transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
54 | }
55 | }
56 |
57 | void Start ()
58 | {
59 | // Make the rigid body not change rotation
60 | if (rigidbody)
61 | rigidbody.freezeRotation = true;
62 | }
63 | }
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1 | // This makes the character turn to face the current movement speed per default.
2 | var autoRotate : boolean = true;
3 | var maxRotationSpeed : float = 360;
4 |
5 | private var motor : CharacterMotor;
6 |
7 | // Use this for initialization
8 | function Awake () {
9 | motor = GetComponent(CharacterMotor);
10 | }
11 |
12 | // Update is called once per frame
13 | function Update () {
14 | // Get the input vector from kayboard or analog stick
15 | var directionVector = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0);
16 |
17 | if (directionVector != Vector3.zero) {
18 | // Get the length of the directon vector and then normalize it
19 | // Dividing by the length is cheaper than normalizing when we already have the length anyway
20 | var directionLength = directionVector.magnitude;
21 | directionVector = directionVector / directionLength;
22 |
23 | // Make sure the length is no bigger than 1
24 | directionLength = Mathf.Min(1, directionLength);
25 |
26 | // Make the input vector more sensitive towards the extremes and less sensitive in the middle
27 | // This makes it easier to control slow speeds when using analog sticks
28 | directionLength = directionLength * directionLength;
29 |
30 | // Multiply the normalized direction vector by the modified length
31 | directionVector = directionVector * directionLength;
32 | }
33 |
34 | // Rotate the input vector into camera space so up is camera's up and right is camera's right
35 | directionVector = Camera.main.transform.rotation * directionVector;
36 |
37 | // Rotate input vector to be perpendicular to character's up vector
38 | var camToCharacterSpace = Quaternion.FromToRotation(-Camera.main.transform.forward, transform.up);
39 | directionVector = (camToCharacterSpace * directionVector);
40 |
41 | // Apply the direction to the CharacterMotor
42 | motor.inputMoveDirection = directionVector;
43 | motor.inputJump = Input.GetButton("Jump");
44 |
45 | // Set rotation to the move direction
46 | if (autoRotate && directionVector.sqrMagnitude > 0.01) {
47 | var newForward : Vector3 = ConstantSlerp(
48 | transform.forward,
49 | directionVector,
50 | maxRotationSpeed * Time.deltaTime
51 | );
52 | newForward = ProjectOntoPlane(newForward, transform.up);
53 | transform.rotation = Quaternion.LookRotation(newForward, transform.up);
54 | }
55 | }
56 |
57 | function ProjectOntoPlane (v : Vector3, normal : Vector3) {
58 | return v - Vector3.Project(v, normal);
59 | }
60 |
61 | function ConstantSlerp (from : Vector3, to : Vector3, angle : float) {
62 | var value : float = Mathf.Min(1, angle / Vector3.Angle(from, to));
63 | return Vector3.Slerp(from, to, value);
64 | }
65 |
66 | // Require a character controller to be attached to the same game object
67 | @script RequireComponent (CharacterMotor)
68 | @script AddComponentMenu ("Character/Platform Input Controller")
69 |
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1 | UnityAI
2 | =======
3 |
4 | Reusable Artificial Intelligence Experiments
5 |
6 | 
7 | 
8 |
9 | ## Current Features
10 |
11 | - Pathfinding editor for waypoints and pathing visualization
12 | - A* Route Planning
13 | - Random waypoint navigation
14 | - Waypoint to waypoint following using Pathfinder
15 | - Navigation mesh processor in the Tools Menu (creates a NavmeshNode network with triangles and vertices from a selected mesh)
16 | - Pathing for navigation meshes
17 | - Funnel algorithm for navigation meshes
18 | - Steering behavior for path following
19 | - A basic FPS with path following spiders, ammo, and health spawned by an AI director
20 |
21 | # Script Locations
22 |
23 | This project includes 2 Unity projects:
24 | - UnityPathing (a sandbox project for pathfinding experiments)
25 | - BasicGame (the FPS demo with pathfinding and an AI director)
26 |
27 | Planning scripts are located in `BasicGame/Assets/Pathfinding Scripts` and gameplay/director scripts are located in `BasicGame/Assets/Scripts`
28 |
29 | ##License: MIT
30 |
31 | Copyright (c) 2013 Julian Ceipek, Alyssa Bawgus, Eric Tappan, Alex Adkins
32 |
33 | Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
34 |
35 | The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
36 |
37 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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1 | #pragma strict
2 |
3 | var verts : Vector3[];
4 | private var transformedVerts : Vector3[] = null;
5 |
6 | // Cache transformed vertex positions if game is running
7 | // This must be modified if we expect the navmesh to move
8 | // while the game is running.
9 | function getTransformedVerts() : Vector3[] {
10 | if (!Application.isPlaying || transformedVerts == null) {
11 | var networkTransform : Transform = transform.parent;
12 | transformedVerts = new Vector3[3];
13 | for (var i = 0; i < verts.length; i++) {
14 | transformedVerts[i] = networkTransform.position + networkTransform.TransformDirection(verts[i]);
15 | }
16 | }
17 | return transformedVerts;
18 | }
19 |
20 | function OnDrawGizmos() {
21 | Gizmos.color = Color.blue;
22 | var tVerts : Vector3[] = this.getTransformedVerts();
23 | for (var i = 0; i < tVerts.length; i++) {
24 | Gizmos.DrawLine (tVerts[i], tVerts[(i+1)%tVerts.length]);
25 | }
26 | }
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1 | #pragma strict
2 |
3 | // Copyright (C) 2013 Julian Ceipek
4 | //
5 | // A component that represents a Waypoint for pathfinding.
6 | // It contains references to other waypoints via linkedTo to form a graph.
7 | // For use in conjunction with PathfindingEditor.js and Pathfinder.js
8 | //
9 | // It should be assigned to a "WaypointNode" prefab in the Assets/Resources folder.
10 | //
11 |
12 | public var linkedTo : Waypoint[];
13 |
14 | @HideInInspector
15 | var selectedInEditor : boolean = false;
16 |
17 | function OnDrawGizmos() {
18 | if (selectedInEditor) {
19 | Gizmos.color = Color.magenta;
20 | } else {
21 | Gizmos.color = Color.cyan;
22 | }
23 |
24 | Gizmos.DrawWireSphere(transform.position, 0.4f);
25 |
26 | Gizmos.color = Color.cyan;
27 | for (var i = 0; i < linkedTo.length; i++) {
28 | Gizmos.DrawLine (transform.position, linkedTo[i].transform.position);
29 | }
30 | }
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1 | #pragma strict
2 |
3 | // Copyright (C) 2013 Julian Ceipek
4 | //
5 | // A component that makes an object randomly follow connected Waypoints.
6 | //
7 |
8 | import System.Collections.Generic;
9 |
10 |
11 | var currWaypoint : Waypoint;
12 | var endWaypoint : Waypoint;
13 | var confirmationDistance : float;
14 | var confirmationAngle : float;
15 | var moveSpeedWhileTurning : float;
16 | var moveSpeed : float;
17 | var turnSpeed : float;
18 | private var pathWaypoints : List.;
19 | private var aiSystem : Pathfinder;
20 | private var controller : CharacterController;
21 |
22 | function Start () {
23 | controller = GetComponent(CharacterController);
24 | var aiSystemContainer : GameObject;
25 | aiSystemContainer = GameObject.FindWithTag ("AI System");
26 | aiSystem = aiSystemContainer.GetComponent(Pathfinder);
27 | if (endWaypoint != null) {
28 | currWaypoint = aiSystem.GetClosestWaypointToPoint(transform.position);
29 | pathWaypoints = aiSystem.FindRoute(currWaypoint, endWaypoint);
30 | }
31 | }
32 |
33 | function Update () {
34 | var o : Vector3 = new Vector3(currWaypoint.transform.position.x, 0, currWaypoint.transform.position.z);
35 | var t : Vector3 = new Vector3(transform.position.x, 0, transform.position.z);
36 | var relativePos = o-t;//currWaypoint.transform.position - transform.position;
37 | var rotation = Quaternion.LookRotation(relativePos);
38 | //var angleOffset = Vector3.Angle(relativePos, transform.forward)
39 | if ((o - t).magnitude <= confirmationDistance) {
40 | // In Range, distancewise
41 | //var options : Waypoint[] = currWaypoint.linkedTo;
42 |
43 | if (pathWaypoints.Count > 0) {
44 | currWaypoint = pathWaypoints[pathWaypoints.Count-1];
45 | pathWaypoints.RemoveAt(pathWaypoints.Count-1);
46 | }
47 |
48 | } else if ( Vector3.Angle(relativePos, transform.forward) <= confirmationAngle) {
49 | // In Range, anglewise
50 | controller.Move(transform.forward * moveSpeed * Time.deltaTime);
51 | controller.Move(transform.up * -1 * moveSpeed * Time.deltaTime);
52 | } else {
53 | transform.rotation = Quaternion.Lerp (transform.rotation, rotation, Time.deltaTime * turnSpeed);
54 |
55 | controller.Move(transform.forward * moveSpeedWhileTurning * Time.deltaTime);
56 | controller.Move(transform.up * -1 * moveSpeedWhileTurning * Time.deltaTime);
57 | }
58 |
59 | }
60 |
61 | function OnDrawGizmos () {
62 | Gizmos.DrawWireSphere(transform.position, confirmationDistance);
63 | Gizmos.color = Color.red;
64 | Gizmos.DrawRay(transform.position, transform.TransformDirection (Vector3.forward) * moveSpeed * 0.5);
65 | }
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1 | #pragma strict
2 |
3 | // Copyright (C) 2013 Julian Ceipek
4 | //
5 | // A component that makes an object randomly follow connected Waypoints.
6 | //
7 |
8 | var currWaypoint : Waypoint;
9 | var oldWaypoints : Waypoint[] = new Waypoint[2];
10 | var confirmationDistance : float;
11 | var confirmationAngle : float;
12 | var moveSpeedWhileTurning : float;
13 | var moveSpeed : float;
14 | var turnSpeed : float;
15 | private var controller : CharacterController;
16 |
17 | function Start () {
18 | controller = GetComponent(CharacterController);
19 | oldWaypoints[0] = currWaypoint;
20 | oldWaypoints[1] = currWaypoint;
21 | }
22 |
23 | function Update () {
24 | var o : Vector3 = new Vector3(currWaypoint.transform.position.x, 0, currWaypoint.transform.position.z);
25 | var t : Vector3 = new Vector3(transform.position.x, 0, transform.position.z);
26 | var relativePos = o-t;//currWaypoint.transform.position - transform.position;
27 | var rotation = Quaternion.LookRotation(relativePos);
28 | //var angleOffset = Vector3.Angle(relativePos, transform.forward)
29 | if ((o - t).magnitude <= confirmationDistance) {
30 | // In Range, distancewise
31 | var options : Waypoint[] = currWaypoint.linkedTo;
32 |
33 | do {
34 | var rand : int = Random.Range(0,options.length);
35 | currWaypoint = options[rand];
36 |
37 | } while ((currWaypoint == oldWaypoints[0] || currWaypoint == oldWaypoints[1]) && options.length > 1);
38 |
39 | oldWaypoints[0] = oldWaypoints[1];
40 | oldWaypoints[1] = currWaypoint;
41 |
42 | } else if ( Vector3.Angle(relativePos, transform.forward) <= confirmationAngle) {
43 | // In Range, anglewise
44 | controller.Move(transform.forward * moveSpeed * Time.deltaTime);
45 | controller.Move(transform.up * -1 * moveSpeed * Time.deltaTime);
46 | } else {
47 | transform.rotation = Quaternion.Lerp (transform.rotation, rotation, Time.deltaTime * turnSpeed);
48 |
49 | controller.Move(transform.forward * moveSpeedWhileTurning * Time.deltaTime);
50 | controller.Move(transform.up * -1 * moveSpeedWhileTurning * Time.deltaTime);
51 | }
52 |
53 | }
54 |
55 | function OnDrawGizmos () {
56 | Gizmos.DrawWireSphere(transform.position, confirmationDistance);
57 | Gizmos.color = Color.red;
58 | Gizmos.DrawRay(transform.position, transform.TransformDirection (Vector3.forward) * moveSpeed * 0.5);
59 | }
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