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Spawn controller

Look at he spawncontroller script. In side there is a subclass stealable location pairs. In the scene, look at SpawnController object. You will see the script is attached and there is a public variable "Stealable Location Pairs".

Populate this with a stealable object prefab, and then a transform location and number the objective ID starting from 0. Under stealableObjectLocations you will see dummy objects like locations 1, 2, etc. You basically need to create and move this gameobjects to where the item should spawn. I have one example in there already

With the pairs, in the start method you will randomly select some number of them to spawn in by instantiating. Make a list of all the objectiveIDs of the stealables you spawn in so that it can be passed to the gamemanager

Lemme know if you have questions

Make a guard or something to catch player

Get a rigged character. You need to make a guard script or something to tell the rig to walk/do some animation.

Use a Behavior tree to make the AI. I have imported a script I made in the past called MoveTo. Use this custom action to make a series of random locations for the ai to go to. The guard needs to have a NavMeshAgenet component.

the guard needs to have a box collider that is a trigger. This trigger will tell the player to die (by calling a OnDeath in the Player Manager scipt.) You can use the TriggerEvent script from HFPS to easily call a method using unity events.

Lemme know if you have questions, this one is a bit bigger issue

Singleton Pattern -Game Manager

  • Import and use the code from the class to make a singleton
  • Make a new class called game manager that uses singleton

The rest of the code is TBD. We will add to GM as we make more components

Logic to reload the scene on death - probably in the game manager

The FPSPLAYER should have a way to tell Game Manager to restart. Game manager will actually restart the scene.

The script "Player controller" is already used by HFPS, so to avoid confusion, we will use the scrip PlayerManager. This script is already attached to the FPSPlayer and can be found in the scripts folder. There is a OnDeath() method to be populated.

An exit that check for if objects are done, if so win, else do nothing

Probably a ontrigger something and use a box collider and make sure that isTrigger is set to true. You can use the "Trigger Event" script from HFPS on this trigger to call the method described below easier.

In the playerManager script, call a method like "OnWinCheck" that handles this. This "OnWinCheck" will probably then call gamemanager to handle checking objectives to see if the player actually won

Create Stealable objects

  • Create a folder in prefab folder for all the stealable
  • The objects need to be in the layer to interact
  • The objects need the script interactive item on them.

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