Scriptum/Assets/Scripts/Enemies' Scprits/FollowingEnemy.cs

256 lines
6.9 KiB
C#
Raw Normal View History

2022-10-24 12:31:09 +02:00
using System;
2022-05-26 13:30:59 +02:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
2022-10-24 12:31:09 +02:00
using UnityEngine.PlayerLoop;
2022-05-26 13:30:59 +02:00
public class FollowingEnemy : Enemy
{
public Transform target;
public float chaseRadius;
public float attackRadius;
public Transform homePosition;
2022-10-24 12:31:09 +02:00
private Vector2 movement;
public float speed;
public bool shouldRotate;
public Vector3 dir;
public LayerMask whatisplayer;
2022-05-26 13:30:59 +02:00
public float roundingDistance;
2022-10-24 12:31:09 +02:00
private Rigidbody2D rb;
2022-05-26 13:30:59 +02:00
public Animator anim;
public GameObject other;
2022-05-26 13:30:59 +02:00
public bool inRange = false;
2022-06-11 17:49:19 +02:00
public bool hit = false;
public GameObject player;
private bool firstAttack = false;
2022-06-11 17:49:19 +02:00
private float timerDmg = 0f;
private float waitTime = 1.0f;
2022-06-11 17:49:19 +02:00
private float timerHit = 0f;
private float hitWaitTime = 0.55f;
2022-06-11 17:49:19 +02:00
public float thrust;
public float knockTime;
public int isKilled;
//isKilled = 0 - mob ALIVE
//isKilled = 1 - mob DEAD
public int isKilled2;
2022-10-02 18:45:58 +02:00
public bool isPanelEnabled=true;
2022-10-23 00:21:54 +02:00
public float expValue;
2022-10-16 21:35:56 +02:00
2022-06-09 21:51:48 +02:00
2022-05-26 13:30:59 +02:00
// Start is called before the first frame update
void Start()
{
2022-10-24 12:31:09 +02:00
//used for animation of sprites
rb = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
2022-10-02 18:45:58 +02:00
// if new game set as alive
if (OnMapAppearanceMethod.Gateway == OnMapAppearanceMethodEnum.NewGame)
{
2022-10-02 18:45:58 +02:00
isKilled = 0;
}
2022-10-02 18:45:58 +02:00
// But if something pre-set healt as less than 0 then change status to "killed"
if (health <= 0)
isKilled = 1;
else // Else read saved value
isKilled = PlayerPrefs.GetInt(enemyName + "-S");
if (isKilled == 1)
{
gameObject.SetActive(false);
2022-10-02 18:45:58 +02:00
health = 0;
}
2022-10-24 12:31:09 +02:00
//rb = GetComponent<Rigidbody2D>();
//anim = GetComponent<Animator>();
2022-05-26 13:30:59 +02:00
target = GameObject.FindWithTag("Player").transform;
other = GameObject.FindWithTag("Player");
2022-05-26 13:30:59 +02:00
}
// Update is called once per frame
void Update()
{
2022-10-24 12:31:09 +02:00
//animation of Sprites
if (Vector2.Distance(target.position, transform.position) <= chaseRadius)
{
dir = target.position - transform.position;
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
dir.Normalize();
movement = dir;
anim.SetBool("isRunning", movement != Vector2.zero);
if (shouldRotate)
{
anim.SetFloat("Xinfo", dir.x);
anim.SetFloat("Yinfo", dir.y);
}
}
2022-11-07 22:18:28 +01:00
if (CheckDistance())
{
MoveCharacter();
}
//CheckDistance();
//StartCoroutine(Timer());
2022-06-09 21:51:48 +02:00
//Code below is for dealing damage to player
if (inRange == true)
{
if (firstAttack == false)
{
2022-06-11 17:49:19 +02:00
if (timerDmg >= 0.15f)
{
firstAttack = true;
2022-10-02 18:45:58 +02:00
other.GetComponent<Player>().TakeDamage(baseAttack, isPanelEnabled);
2022-06-11 17:49:19 +02:00
timerDmg = 0f;
}
}
2022-06-11 17:49:19 +02:00
if (timerDmg >= waitTime)
{
2022-06-11 17:49:19 +02:00
timerDmg = 0f;
2022-10-02 18:45:58 +02:00
other.GetComponent<Player>().TakeDamage(baseAttack, isPanelEnabled);
}
2022-06-11 17:49:19 +02:00
timerDmg += Time.deltaTime;
}
timerHit += Time.deltaTime;
if(hit == true)
{
if(timerHit >= hitWaitTime)
{
TakeDamage(1.0f);
hit = false;
timerHit = 0f;
TakeKnockback();
}
}
if (gameObject.active == false)
{
isKilled = 1;
PlayerPrefs.SetInt(enemyName, isKilled);
}
2022-05-26 13:30:59 +02:00
}
2022-11-07 22:18:28 +01:00
2022-10-24 12:31:09 +02:00
private void FixedUpdate()
{
2022-11-07 22:18:28 +01:00
/*if (Physics2D.OverlapCircle(transform.position, chaseRadius, whatisplayer))
2022-10-24 12:31:09 +02:00
{
2022-11-07 22:18:28 +01:00
MoveCharacter();
2022-10-24 12:31:09 +02:00
}
if (Physics2D.OverlapCircle(transform.position, attackRadius, whatisplayer))
{
rb.velocity = Vector2.zero;
2022-11-07 22:18:28 +01:00
}*/
2022-10-24 12:31:09 +02:00
}
2022-11-07 22:18:28 +01:00
public AStarPathfindingAgent agent;
private void MoveCharacter()
2022-10-24 12:31:09 +02:00
{
2022-11-07 22:18:28 +01:00
StopAllCoroutines();
//rb.MovePosition((Vector2)transform.position + (dir * moveSpeed * Time.deltaTime));
agent.FindPath();
StartCoroutine(agent.FollowPath());
2022-10-24 12:31:09 +02:00
}
2022-11-07 22:18:28 +01:00
bool CheckDistance()
2022-05-26 13:30:59 +02:00
{
if(Vector2.Distance(target.position, transform.position) <= chaseRadius && Vector2.Distance(target.position, transform.position) > attackRadius)
2022-05-26 13:30:59 +02:00
{
2022-11-07 22:18:28 +01:00
//transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
return true;
2022-05-26 13:30:59 +02:00
}
2022-11-07 22:18:28 +01:00
return false;
2022-05-26 13:30:59 +02:00
}
2022-11-07 22:18:28 +01:00
private void OnDrawGizmos()
{
Gizmos.color = Color.magenta;
Gizmos.DrawWireSphere(transform.position,chaseRadius);
}
void OnTriggerEnter2D(Collider2D collision)
{
2022-06-11 17:49:19 +02:00
///For attacking player
if (collision.tag == "PlayerHitbox")
{
inRange = true;
firstAttack = false;
}
2022-06-09 21:51:48 +02:00
if (collision.tag == "AttackHitbox")
{
2022-06-11 17:49:19 +02:00
hit = true;
2022-06-09 21:51:48 +02:00
}
}
void OnTriggerStay2D(Collider2D collision)
{
2022-06-11 17:49:19 +02:00
///For attacking player
if (collision.tag == "PlayerHitbox")
{
inRange = true;
}
}
void OnTriggerExit2D(Collider2D collision)
{
2022-06-11 17:49:19 +02:00
///For attacking player
inRange = false;
2022-06-11 17:49:19 +02:00
timerDmg = 0f;
hit = false;
}
2022-06-09 21:51:48 +02:00
public void TakeDamage(float damage)
{
health = health - damage;
if (health <= 0)
{
gameObject.SetActive(false);
2022-10-02 18:45:58 +02:00
isKilled = 1;
2022-10-16 21:35:56 +02:00
other.GetComponent<Player>().GetExp(expValue);
2022-06-09 21:51:48 +02:00
}
}
2022-06-11 17:49:19 +02:00
public void TakeKnockback()
{
Rigidbody2D enemy = gameObject.GetComponent<Rigidbody2D>();
Rigidbody2D player = other.GetComponent<Rigidbody2D>();
if (enemy != null)
{
enemy.isKinematic = false;
Vector2 difference = enemy.transform.position - player.transform.position;
difference = difference.normalized * thrust;
enemy.AddForce(difference, ForceMode2D.Impulse);
//StartCoroutine(KnockCo(enemy));
2022-06-11 17:49:19 +02:00
}
}
private IEnumerator KnockCo(Rigidbody2D enemy)
{
if (enemy != null)
{
yield return new WaitForSeconds(knockTime);
enemy.velocity = Vector2.zero;
enemy.isKinematic = true;
}
}
public void SaveCheckpoint()
{
2022-10-02 18:45:58 +02:00
PlayerPrefs.SetInt(enemyName + "-S", isKilled);
PlayerPrefs.SetFloat(enemyName + "-S.health", health);
}
2022-05-26 13:30:59 +02:00
}