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using System.Collections ;
using System.Collections.Generic ;
using UnityEngine ;
public class FollowingPatrollingEnemy : Enemy
{
public Transform [ ] path ;
public int currentPoint ;
public Transform currentGoal ;
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public AStarPathfindingAgent agent ;
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public Transform target ;
public float chaseRadius ;
public float attackRadius ;
public Transform homePosition ;
public float roundingDistance ;
private Rigidbody2D myRigidbody ;
public Animator anim ;
public GameObject other ;
public bool inRange = false ;
public bool hit = false ;
public GameObject player ;
private bool firstAttack = false ;
private float timerDmg = 0f ;
private float waitTime = 1.0f ;
private float timerHit = 0f ;
private float hitWaitTime = 0.55f ;
public float thrust ;
public float knockTime ;
public int isKilled ;
//isKilled = 0 - mob ALIVE
//isKilled = 1 - mob DEAD
public int isKilled2 ;
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public float expValue ;
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void Awake ( )
{
//agent = GetComponent<AStarPathfindingAgent>();
}
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// Start is called before the first frame update
void Start ( )
{
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if ( OnMapAppearanceMethod . IsNewGame ( ) )
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{
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isKilled = 0 ;
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}
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if ( health < = 0 )
isKilled = 1 ;
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else
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isKilled = PlayerPrefs . GetInt ( enemyName + "-S" ) ;
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if ( isKilled = = 1 )
{
gameObject . SetActive ( false ) ;
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health = 0 ;
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}
myRigidbody = GetComponent < Rigidbody2D > ( ) ;
anim = GetComponent < Animator > ( ) ;
target = GameObject . FindWithTag ( "Player" ) . transform ;
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other = GameObject . FindWithTag ( "Player" ) ;
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}
// Update is called once per frame
void Update ( )
{
CheckDistance ( ) ;
//StartCoroutine(Timer());
//Code below is for dealing damage to player
if ( inRange = = true )
{
if ( firstAttack = = false )
{
if ( timerDmg > = 0.15f )
{
firstAttack = true ;
other . GetComponent < Player > ( ) . TakeDamage ( baseAttack ) ;
timerDmg = 0f ;
}
}
if ( timerDmg > = waitTime )
{
timerDmg = 0f ;
other . GetComponent < Player > ( ) . TakeDamage ( baseAttack ) ;
}
timerDmg + = Time . deltaTime ;
}
timerHit + = Time . deltaTime ;
if ( hit = = true )
{
if ( timerHit > = hitWaitTime )
{
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TakeDamage ( PlayerPrefs . GetFloat ( "attackValue" ) ) ;
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hit = false ;
timerHit = 0f ;
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TakeKnockback ( ) ;
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}
}
if ( gameObject . active = = false )
{
isKilled = 1 ;
PlayerPrefs . SetInt ( enemyName , isKilled ) ;
}
}
void CheckDistance ( )
{
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StopAllCoroutines ( ) ;
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if ( Vector2 . Distance ( target . position , transform . position ) < = chaseRadius & & Vector2 . Distance ( target . position , transform . position ) > attackRadius )
{
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//Debug.Log(agent);
agent . FindPath ( ) ;
//transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
StartCoroutine ( agent . FollowPath ( ) ) ;
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}
else if ( Vector2 . Distance ( target . position , transform . position ) > chaseRadius )
{
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//Debug.Log(Vector2.Distance(transform.position, path[currentPoint].position));
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if ( Vector2 . Distance ( transform . position , path [ currentPoint ] . position ) > roundingDistance )
{
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StopAllCoroutines ( ) ;
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transform . position = Vector2 . MoveTowards ( transform . position , path [ currentPoint ] . position , moveSpeed * Time . deltaTime ) ;
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}
else
{
changeGoal ( ) ;
}
}
if ( gameObject . active = = false )
{
isKilled = 1 ;
PlayerPrefs . SetInt ( enemyName , isKilled ) ;
}
}
void OnTriggerEnter2D ( Collider2D collision )
{
///For attacking player
if ( collision . tag = = "PlayerHitbox" )
{
inRange = true ;
firstAttack = false ;
}
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if ( collision . tag = = "AttackHitbox" | | collision . tag = = "PickaxeHitbox" )
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{
hit = true ;
}
}
void OnTriggerStay2D ( Collider2D collision )
{
///For attacking player
if ( collision . tag = = "PlayerHitbox" )
{
inRange = true ;
}
}
void OnTriggerExit2D ( Collider2D collision )
{
///For attacking player
inRange = false ;
timerDmg = 0f ;
hit = false ;
}
public void TakeDamage ( float damage )
{
health = health - damage ;
if ( health < = 0 )
{
gameObject . SetActive ( false ) ;
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isKilled = 1 ;
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other . GetComponent < Player > ( ) . GetExp ( expValue ) ;
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// pass info about killing assigned enemy to mission manager listener
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// pass enemy name from script NOT object name (thats allow to have many different objects variantsa with this same aggregate key (private name - not preffab name) )
ConditionManager . Instance . UpdateKillCondition ( gameObject . GetComponent < Enemy > ( ) . MinionName ) ;
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}
}
public void TakeKnockback ( )
{
Rigidbody2D enemy = gameObject . GetComponent < Rigidbody2D > ( ) ;
Rigidbody2D player = other . GetComponent < Rigidbody2D > ( ) ;
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if ( enemy ! = null & & gameObject . active )
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{
enemy . isKinematic = false ;
Vector2 difference = enemy . transform . position - player . transform . position ;
difference = difference . normalized * thrust ;
enemy . AddForce ( difference , ForceMode2D . Impulse ) ;
StartCoroutine ( KnockCo ( enemy ) ) ;
}
}
private IEnumerator KnockCo ( Rigidbody2D enemy )
{
if ( enemy ! = null )
{
yield return new WaitForSeconds ( knockTime ) ;
enemy . velocity = Vector2 . zero ;
enemy . isKinematic = true ;
}
}
public void SaveCheckpoint ( )
{
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PlayerPrefs . SetInt ( enemyName + "-S" , isKilled ) ;
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}
private void changeGoal ( )
{
if ( currentPoint = = path . Length - 1 )
{
currentPoint = 0 ;
currentGoal = path [ 0 ] ;
}
else
{
currentPoint + + ;
currentGoal = path [ currentPoint ] ;
}
}
}