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

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C#
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using System;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using UnityEngine.PlayerLoop;
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public class FollowingEnemy : Enemy
{
public Transform target;
public float chaseRadius;
public float attackRadius;
public Transform homePosition;
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private Vector2 movement;
public float speed;
public bool shouldRotate;
public Vector3 dir;
public LayerMask whatisplayer;
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public float roundingDistance;
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private Rigidbody2D rb;
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public Animator anim;
public GameObject other;
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public bool inRange = false;
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public bool hit = false;
public GameObject player;
private bool firstAttack = false;
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private float timerDmg = 0f;
private float waitTime = 1.0f;
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private float timerHit = 0f;
private float hitWaitTime = 0.55f;
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public float thrust;
public float knockTime;
//isKilled = 0 - mob ALIVE
//isKilled = 1 - mob DEAD
public int isKilled2;
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public bool isPanelEnabled=true;
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public float expValue;
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// Start is called before the first frame update
void Start()
{
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//used for animation of sprites
rb = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
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// if new game set as alive
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if (OnMapAppearanceMethod.IsNewGame())
{
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isKilled = 0;
}
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// 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);
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health = 0;
}
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//rb = GetComponent<Rigidbody2D>();
//anim = GetComponent<Animator>();
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target = GameObject.FindWithTag("Player").transform;
other = GameObject.FindWithTag("Player");
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}
// Update is called once per frame
void Update()
{
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//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);
}
}
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if (CheckDistance())
{
MoveCharacter();
}
//CheckDistance();
//StartCoroutine(Timer());
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//Code below is for dealing damage to player
if (inRange == true)
{
if (firstAttack == false)
{
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if (timerDmg >= 0.15f)
{
firstAttack = true;
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other.GetComponent<Player>().TakeDamage(baseAttack, isPanelEnabled);
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timerDmg = 0f;
}
}
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if (timerDmg >= waitTime)
{
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timerDmg = 0f;
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other.GetComponent<Player>().TakeDamage(baseAttack, isPanelEnabled);
}
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timerDmg += Time.deltaTime;
}
timerHit += Time.deltaTime;
if(hit == true)
{
if(timerHit >= hitWaitTime)
{
TakeDamage(PlayerPrefs.GetFloat("attackValue"));
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hit = false;
timerHit = 0f;
TakeKnockback();
}
}
if (gameObject.active == false)
{
isKilled = 1;
PlayerPrefs.SetInt(enemyName, isKilled);
}
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}
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private void FixedUpdate()
{
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/*if (Physics2D.OverlapCircle(transform.position, chaseRadius, whatisplayer))
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{
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MoveCharacter();
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}
if (Physics2D.OverlapCircle(transform.position, attackRadius, whatisplayer))
{
rb.velocity = Vector2.zero;
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}*/
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}
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public AStarPathfindingAgent agent;
private void MoveCharacter()
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{
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StopAllCoroutines();
//rb.MovePosition((Vector2)transform.position + (dir * moveSpeed * Time.deltaTime));
agent.FindPath();
StartCoroutine(agent.FollowPath());
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}
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bool CheckDistance()
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{
if(Vector2.Distance(target.position, transform.position) <= chaseRadius && Vector2.Distance(target.position, transform.position) > attackRadius)
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{
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//transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
return true;
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}
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return false;
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}
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private void OnDrawGizmos()
{
Gizmos.color = Color.magenta;
Gizmos.DrawWireSphere(transform.position,chaseRadius);
}
void OnTriggerEnter2D(Collider2D collision)
{
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///For attacking player
if (collision.tag == "PlayerHitbox")
{
inRange = true;
firstAttack = false;
}
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if (collision.tag == "AttackHitbox")
{
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hit = true;
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}
}
void OnTriggerStay2D(Collider2D collision)
{
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///For attacking player
if (collision.tag == "PlayerHitbox")
{
inRange = true;
}
}
void OnTriggerExit2D(Collider2D collision)
{
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///For attacking player
inRange = false;
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timerDmg = 0f;
hit = false;
}
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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);
// drop item process
gameObject.GetComponent<EnemyDrop>().Drop();
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if(gameObject.GetComponent<RespownTrigger>() != null)
{
gameObject.GetComponent<RespownTrigger>().MarkAsKilled();
}
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}
}
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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));
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}
}
private IEnumerator KnockCo(Rigidbody2D enemy)
{
if (enemy != null)
{
yield return new WaitForSeconds(knockTime);
enemy.velocity = Vector2.zero;
enemy.isKinematic = true;
}
}
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}