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Assets/Scripts/EnemyAI.cs Normal file
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using Synty.AnimationBaseLocomotion.Samples;
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(EnemyRagdoll))]
public class EnemyAI : MonoBehaviour
{
[Header("Stats")]
public int health = 30;
private bool isStunned = false;
[Header("Attacking")]
public float attackRange = 2.5f;
public float attackCooldown = 2.0f;
public int attackDamage = 5;
private float lastAttackTime;
[Header("Blocking")]
[Range(0f, 1f)]
public float blockChance = 0.15f; // 15% chance to block by default
private Animator anim;
private Rigidbody rb;
private EnemyRagdoll ragdoll;
private bool isDead = false;
void Start()
{
anim = GetComponent<Animator>();
rb = GetComponent<Rigidbody>();
ragdoll = GetComponent<EnemyRagdoll>();
rb.isKinematic = true;
rb.useGravity = false;
EnemySwarmManager.Instance.RegisterEnemy(transform);
anim.SetFloat("MoveSpeed", 3.5f);
// Add a random offset to the initial attack timer so the mob doesn't attack in perfectly unified sync
lastAttackTime = Time.time + Random.Range(0f, attackCooldown);
}
void Update()
{
if (isDead || isStunned) return;
// PlayerController.Instance comes from the core script setup
if (SamplePlayerAnimationController.Instance != null)
{
Vector3 offset = SamplePlayerAnimationController.Instance.transform.position - transform.position;
// sqrMagnitude is significantly faster for the CPU than Vector3.Distance
if (offset.sqrMagnitude <= attackRange * attackRange)
{
if (Time.time - lastAttackTime > attackCooldown)
{
PerformAttack();
}
}
}
}
private void PerformAttack()
{
lastAttackTime = Time.time;
// Tells the animator to play the attack animation
anim.SetTrigger("Attack");
}
// --- TRIGGERED VIA ANIMATION EVENT ON THE ENEMY ATTACK CLIP ---
public void ExecuteEnemyHit()
{
if (isDead || SamplePlayerAnimationController.Instance == null) return;
// Simple check to see if the player is still in range when the attack lands
Vector3 offset = SamplePlayerAnimationController.Instance.transform.position - transform.position;
if (offset.sqrMagnitude <= attackRange * attackRange)
{
SamplePlayerAnimationController.Instance.GetComponent<PlayerHealth>().TakeDamage(attackDamage);
}
}
public void TakeDamage(int damage, Vector3 hitSource, float knockbackForce)
{
if (isDead) return;
// --- BLOCKING LOGIC ---
// Check if the attack is coming from in front of the enemy
Vector3 directionToHitSource = (hitSource - transform.position).normalized;
float facingDotProduct = Vector3.Dot(transform.forward, directionToHitSource);
// A dot product > 0.3 means the hit is roughly within a 140-degree cone in front of the enemy
if (facingDotProduct > 0.3f)
{
if (Random.value < blockChance)
{
anim.SetTrigger("Block");
// Optional visual flair for blocking
// Instantiate(sparksPrefab, transform.position + Vector3.up, Quaternion.identity);
return; // Exit early so no damage is taken and no ragdoll occurs
}
}
// --- DAMAGE LOGIC ---
health -= damage;
if (health <= 0)
{
Die(hitSource, knockbackForce);
}
else
{
anim.SetTrigger("Hit");
}
}
void Die(Vector3 hitSource, float knockbackForce)
{
isDead = true;
EnemySwarmManager.Instance.RemoveEnemy(transform);
ragdoll.ActivateRagdoll(hitSource, knockbackForce);
Destroy(gameObject, 3f);
this.enabled = false;
}
public void ApplyStun(float duration)
{
if (isDead || isStunned) return;
StartCoroutine(StunRoutine(duration));
}
private System.Collections.IEnumerator StunRoutine(float duration)
{
isStunned = true;
anim.SetTrigger("Stun"); // Requires a "Stun" trigger in your Animator
// Detach from the Burst Compiler so they stop sliding toward you
EnemySwarmManager.Instance.PauseEnemyMovement(transform);
yield return new WaitForSeconds(duration);
if (!isDead)
{
isStunned = false;
anim.SetTrigger("Recover"); // Requires a "Recover" trigger in your Animator
// Reattach to the Burst Compiler so they resume the chase
EnemySwarmManager.Instance.ResumeEnemyMovement(transform);
}
}
}

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using UnityEngine;
public class EnemyRagdoll : MonoBehaviour
{
private Rigidbody[] allRigidbodies;
private Collider[] allColliders;
private Animator animator;
// The root components we use while alive (so we don't turn them off)
private Collider mainCollider;
private Rigidbody mainRigidbody;
void Awake()
{
animator = GetComponent<Animator>();
mainCollider = GetComponent<Collider>();
mainRigidbody = GetComponent<Rigidbody>();
// Grab every bone physics component in the children
allRigidbodies = GetComponentsInChildren<Rigidbody>();
allColliders = GetComponentsInChildren<Collider>();
DeactivateRagdoll();
}
public void DeactivateRagdoll()
{
// Turn off bone physics so the Animator can control the model
foreach (Rigidbody rb in allRigidbodies)
{
if (rb != mainRigidbody)
{
rb.isKinematic = true;
rb.useGravity = false;
}
}
foreach (Collider col in allColliders)
{
if (col != mainCollider)
{
col.enabled = false;
}
}
}
public void ActivateRagdoll(Vector3 hitSource, float knockbackForce)
{
// 1. Turn off the main capsule collider so it doesn't interfere
if (mainCollider != null) mainCollider.enabled = false;
if (mainRigidbody != null) mainRigidbody.isKinematic = true;
// 2. Turn on all bone physics
foreach (Collider col in allColliders)
{
if (col != mainCollider) col.enabled = true;
}
foreach (Rigidbody rb in allRigidbodies)
{
if (rb != mainRigidbody)
{
rb.isKinematic = false;
rb.useGravity = true;
}
}
// 3. Apply the Sauron Force directly to the Hips
ApplyForceToHips(hitSource, knockbackForce);
// 4. Turn off the Animator LAST to let physics seamlessly take over
animator.enabled = false;
}
private void ApplyForceToHips(Vector3 hitSource, float knockbackForce)
{
// Synty uses Humanoid rigs, so we can reliably find the Hips bone
Transform hipsTransform = animator.GetBoneTransform(HumanBodyBones.Hips);
if (hipsTransform != null)
{
Rigidbody hipsRb = hipsTransform.GetComponent<Rigidbody>();
if (hipsRb != null)
{
// Calculate trajectory: away from player + up in the air
Vector3 launchDirection = (hipsTransform.position - hitSource).normalized;
launchDirection.y = 1.2f;
// THE FIX: Use VelocityChange so the heavy Ragdoll mass is ignored!
hipsRb.AddForce(launchDirection * knockbackForce, ForceMode.VelocityChange);
}
else
{
Debug.LogWarning("<color=red>Hips found, but it has no Rigidbody attached!</color>");
}
}
else
{
Debug.LogWarning("<color=red>Animator could not find the Hips bone!</color>");
}
}
}

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using System.Collections;
using UnityEngine;
using UnityEngine.Jobs;
using Unity.Jobs;
using Unity.Burst;
using Unity.Mathematics;
using Unity.Collections;
using Synty.AnimationBaseLocomotion.Samples;
// --- WAVE DATA STRUCTURES ---
[System.Serializable]
public class WaveSpawnData
{
public GameObject enemyPrefab;
public int count;
}
[System.Serializable]
public class WaveDefinition
{
public string waveName = "New Wave";
public WaveSpawnData[] enemyGroups;
}
public class EnemySwarmManager : MonoBehaviour
{
public static EnemySwarmManager Instance;
[Header("Swarm Settings")]
public float enemySpeed = 3.5f;
[Header("Wave Management")]
public WaveDefinition[] waves;
public Transform[] spawnPoints;
public float timeBetweenWaves = 5.0f;
[Tooltip("Delay between individual enemy spawns to prevent lag spikes")]
public float spawnStagger = 0.05f;
private int currentWaveIndex = 0;
private int activeEnemyCount = 0;
private bool isSpawning = false;
private bool gameEnded = false;
// Burst Compiler variables
private TransformAccessArray transformAccessArray;
private NativeArray<float3> targetPositions;
private JobHandle movementJobHandle;
void Awake()
{
Instance = this;
transformAccessArray = new TransformAccessArray(1000);
targetPositions = new NativeArray<float3>(1, Allocator.Persistent);
}
void Start()
{
if (waves.Length > 0)
{
UIManager.Instance.UpdateWaveProgress(1, waves.Length);
UIManager.Instance.UpdateEnemiesRemaining(0);
StartCoroutine(WaveCooldownRoutine());
}
else
{
Debug.LogWarning("No waves defined in the Swarm Manager!");
}
}
// --- WAVE LOGIC ---
private IEnumerator WaveCooldownRoutine()
{
isSpawning = true; // Prevent accidental wave-clears during cooldown
Debug.Log($"<color=cyan>Next wave starting in {timeBetweenWaves} seconds...</color>");
yield return new WaitForSeconds(timeBetweenWaves);
StartCoroutine(SpawnWaveRoutine(waves[currentWaveIndex]));
}
private IEnumerator SpawnWaveRoutine(WaveDefinition wave)
{
Debug.Log($"<color=yellow>Starting {wave.waveName}</color>");
isSpawning = true;
// Iterate through each type of enemy requested in this wave
foreach (WaveSpawnData spawnGroup in wave.enemyGroups)
{
for (int i = 0; i < spawnGroup.count; i++)
{
// Pick a random spawn point from the array
Transform randomSpawnPoint = spawnPoints[UnityEngine.Random.Range(0, spawnPoints.Length)];
// Add a tiny random offset so they don't spawn perfectly inside each other
Vector3 spawnPos = randomSpawnPoint.position + new Vector3(
UnityEngine.Random.Range(-2f, 2f),
0f,
UnityEngine.Random.Range(-2f, 2f)
);
Instantiate(spawnGroup.enemyPrefab, spawnPos, randomSpawnPoint.rotation);
// Yield briefly to spread the Instantiation load across multiple frames
yield return new WaitForSeconds(spawnStagger);
}
}
isSpawning = false;
// Failsafe: Check if the player somehow killed them all before the spawning even finished
CheckWaveClear();
}
public void RegisterEnemy(Transform enemyTransform)
{
movementJobHandle.Complete();
transformAccessArray.Add(enemyTransform);
activeEnemyCount++;
if (UIManager.Instance != null) UIManager.Instance.UpdateEnemiesRemaining(activeEnemyCount);
}
public void RemoveEnemy(Transform enemyTransform)
{
movementJobHandle.Complete();
for (int i = 0; i < transformAccessArray.length; i++)
{
if (transformAccessArray[i] == enemyTransform)
{
transformAccessArray.RemoveAtSwapBack(i);
activeEnemyCount--;
if (UIManager.Instance != null) UIManager.Instance.UpdateEnemiesRemaining(activeEnemyCount);
CheckWaveClear();
break;
}
}
}
private void CheckWaveClear()
{
// Don't trigger a clear if we are currently spawning, or if the game is over
if (isSpawning || gameEnded) return;
if (activeEnemyCount <= 0)
{
Debug.Log($"<color=green>Wave {currentWaveIndex + 1} Cleared!</color>");
currentWaveIndex++;
if (currentWaveIndex < waves.Length)
{
// Update UI for the upcoming wave
UIManager.Instance.UpdateWaveProgress(currentWaveIndex + 1, waves.Length);
StartCoroutine(WaveCooldownRoutine());
}
else
{
gameEnded = true;
Debug.Log("<color=gold>VICTORY! All waves cleared!</color>");
// TODO: Trigger Victory UI
}
}
}
// --- BURST COMPILER MOVEMENT ---
void Update()
{
if (SamplePlayerAnimationController.Instance == null || transformAccessArray.length == 0) return;
targetPositions[0] = SamplePlayerAnimationController.Instance.transform.position;
SwarmJob swarmJob = new SwarmJob
{
targetPos = targetPositions,
speed = enemySpeed,
dt = Time.deltaTime
};
movementJobHandle = swarmJob.Schedule(transformAccessArray);
}
void LateUpdate()
{
movementJobHandle.Complete();
}
void OnDestroy()
{
movementJobHandle.Complete();
if (transformAccessArray.isCreated) transformAccessArray.Dispose();
if (targetPositions.IsCreated) targetPositions.Dispose();
}
[BurstCompile]
struct SwarmJob : IJobParallelForTransform
{
[ReadOnly] public NativeArray<float3> targetPos;
public float speed;
public float dt;
public void Execute(int index, TransformAccess transform)
{
float3 currentPos = transform.position;
float3 dir = targetPos[0] - currentPos;
if (math.lengthsq(dir) > 4.0f)
{
dir = math.normalize(dir);
transform.position = currentPos + (dir * speed * dt);
quaternion targetRot = quaternion.LookRotationSafe(dir, math.up());
transform.rotation = targetRot;
}
}
}
public void PauseEnemyMovement(Transform enemyTransform)
{
movementJobHandle.Complete();
for (int i = 0; i < transformAccessArray.length; i++)
{
if (transformAccessArray[i] == enemyTransform)
{
transformAccessArray.RemoveAtSwapBack(i);
break;
}
}
}
public void ResumeEnemyMovement(Transform enemyTransform)
{
movementJobHandle.Complete();
transformAccessArray.Add(enemyTransform);
}
}

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Assets/Scripts/Pickup.cs Normal file
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using Synty.AnimationBaseLocomotion.Samples;
using UnityEngine;
public class Pickup : MonoBehaviour
{
public enum PickupType { Health, Strength, StunBomb }
[Header("Pickup Settings")]
public PickupType type;
public float rotationSpeed = 90f; // Gives it that classic video game spin
[Header("Health Settings")]
public int healAmount = 50;
[Header("Strength Settings")]
public float strengthMultiplier = 2.0f; // Doubles damage and knockback
public float strengthDuration = 10f;
[Header("Stun Settings")]
public float stunRadius = 8f;
public float stunDuration = 5f;
public LayerMask enemyLayer;
void Update()
{
// Slowly rotate the pickup to make it visually obvious
transform.Rotate(Vector3.up, rotationSpeed * Time.deltaTime);
}
void OnTriggerEnter(Collider other)
{
// Make sure your Player Prefab has the "Player" Tag assigned at the very top of its Inspector!
if (other.CompareTag("Player"))
{
ApplyPickupEffect(other.gameObject);
// Optional: Play a sound or spawn a particle effect here before destroying
Destroy(gameObject); // Remove the pickup from the world
}
}
private void ApplyPickupEffect(GameObject player)
{
switch (type)
{
case PickupType.Health:
PlayerHealth health = player.GetComponent<PlayerHealth>();
if (health != null) health.Heal(healAmount);
break;
case PickupType.Strength:
SyntyPlayerCombat combat = player.GetComponentInChildren<SyntyPlayerCombat>();
if (combat != null) combat.ApplyStrengthBuff(strengthMultiplier, strengthDuration);
break;
case PickupType.StunBomb:
ExecuteStunBomb(transform.position);
break;
}
}
private void ExecuteStunBomb(Vector3 center)
{
Collider[] hitEnemies = Physics.OverlapSphere(center, stunRadius, enemyLayer);
foreach (Collider enemyCollider in hitEnemies)
{
EnemyAI enemy = enemyCollider.GetComponentInParent<EnemyAI>();
if (enemy != null)
{
enemy.ApplyStun(stunDuration);
}
}
}
void OnDrawGizmosSelected()
{
if (type == PickupType.StunBomb)
{
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(transform.position, stunRadius);
}
}
}

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using UnityEngine;
public class PlayerHealth : MonoBehaviour
{
public int maxHealth = 100;
private int currentHealth;
void Start()
{
currentHealth = maxHealth;
// Force the UI to update on frame 1
UIManager.Instance.UpdatePlayerHealth(currentHealth, maxHealth);
}
public void TakeDamage(int damage)
{
currentHealth -= damage;
currentHealth = Mathf.Max(0, currentHealth); // Prevent negative health
UIManager.Instance.UpdatePlayerHealth(currentHealth, maxHealth);
if (currentHealth <= 0)
{
Die();
}
}
private void Die()
{
Debug.Log("<color=red>Player has fallen! The horde wins.</color>");
// TODO: Trigger player death animation and game over screen
}
public void Heal(int amount)
{
currentHealth += amount;
currentHealth = Mathf.Min(currentHealth, maxHealth); // Prevent overhealing
UIManager.Instance.UpdatePlayerHealth(currentHealth, maxHealth);
Debug.Log($"<color=green>Player Healed for {amount}!</color>");
}
}

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using UnityEngine;
using TMPro; // Required for TextMeshPro
public class UIManager : MonoBehaviour
{
public static UIManager Instance { get; private set; }
[Header("Player UI")]
public TextMeshProUGUI healthText;
[Header("Wave UI")]
public TextMeshProUGUI waveText;
public TextMeshProUGUI enemiesLeftText;
void Awake()
{
// Simple Singleton setup for the prototype
if (Instance == null)
{
Instance = this;
}
else
{
Destroy(gameObject);
}
}
public void UpdatePlayerHealth(int currentHealth, int maxHealth)
{
if (healthText != null)
{
healthText.text = $"HP: {currentHealth} / {maxHealth}";
}
}
public void UpdateWaveProgress(int currentWave, int totalWaves)
{
if (waveText != null)
{
// If totalWaves is 0, it means endless mode
string totalString = totalWaves > 0 ? totalWaves.ToString() : "???";
waveText.text = $"Wave: {currentWave} / {totalString}";
}
}
public void UpdateEnemiesRemaining(int enemiesAlive)
{
if (enemiesLeftText != null)
{
enemiesLeftText.text = $"Enemies Left: {enemiesAlive}";
}
}
}

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