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 ;
2022-06-04 13:59:18 +02:00
public GameObject other ;
2022-05-26 13:30:59 +02:00
2022-06-06 16:21:26 +02:00
public bool inRange = false ;
2022-06-11 17:49:19 +02:00
public bool hit = false ;
2022-06-06 16:21:26 +02:00
public GameObject player ;
private bool firstAttack = false ;
2022-06-11 17:49:19 +02:00
private float timerDmg = 0f ;
2022-06-06 16:21:26 +02:00
private float waitTime = 1.0f ;
2022-06-11 17:49:19 +02:00
private float timerHit = 0f ;
2022-06-12 11:28:14 +02:00
private float hitWaitTime = 0.55f ;
2022-06-11 17:49:19 +02:00
public float thrust ;
public float knockTime ;
2022-06-15 16:32:14 +02:00
//isKilled = 0 - mob ALIVE
//isKilled = 1 - mob DEAD
2022-06-15 19:54:44 +02:00
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
2022-12-06 01:20:01 +01:00
if ( OnMapAppearanceMethod . IsNewGame ( ) )
2022-06-15 19:54:44 +02:00
{
2022-10-02 18:45:58 +02:00
isKilled = 0 ;
2022-06-15 19:54:44 +02:00
}
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" ) ;
2022-06-15 16:32:14 +02:00
if ( isKilled = = 1 )
{
gameObject . SetActive ( false ) ;
2022-10-02 18:45:58 +02:00
health = 0 ;
2022-06-15 16:32:14 +02:00
}
2022-10-24 12:31:09 +02:00
//rb = GetComponent<Rigidbody2D>();
//anim = GetComponent<Animator>();
2022-10-01 15:39:24 +02:00
2022-05-26 13:30:59 +02:00
target = GameObject . FindWithTag ( "Player" ) . transform ;
2022-10-01 15:39:24 +02:00
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();
2022-06-04 13:59:18 +02:00
//StartCoroutine(Timer());
2022-06-09 21:51:48 +02:00
//Code below is for dealing damage to player
2022-06-06 16:21:26 +02:00
if ( inRange = = true )
{
if ( firstAttack = = false )
{
2022-06-11 17:49:19 +02:00
if ( timerDmg > = 0.15f )
2022-06-06 16:21:26 +02:00
{
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 ;
2022-06-06 16:21:26 +02:00
}
}
2022-06-11 17:49:19 +02:00
if ( timerDmg > = waitTime )
2022-06-06 16:21:26 +02:00
{
2022-06-11 17:49:19 +02:00
timerDmg = 0f ;
2022-10-02 18:45:58 +02:00
other . GetComponent < Player > ( ) . TakeDamage ( baseAttack , isPanelEnabled ) ;
2022-06-06 16:21:26 +02:00
}
2022-06-11 17:49:19 +02:00
timerDmg + = Time . deltaTime ;
}
timerHit + = Time . deltaTime ;
if ( hit = = true )
{
if ( timerHit > = hitWaitTime )
{
2022-12-29 00:58:03 +01:00
TakeDamage ( PlayerPrefs . GetFloat ( "attackValue" ) ) ;
2022-06-11 17:49:19 +02:00
hit = false ;
timerHit = 0f ;
TakeKnockback ( ) ;
}
2022-06-06 16:21:26 +02:00
}
2022-06-15 16:32:14 +02:00
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
{
2022-06-21 01:09:06 +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
}
2022-06-04 13:59:18 +02:00
2022-06-06 16:21:26 +02:00
2022-11-07 22:18:28 +01:00
private void OnDrawGizmos ( )
{
Gizmos . color = Color . magenta ;
Gizmos . DrawWireSphere ( transform . position , chaseRadius ) ;
}
2022-06-06 16:21:26 +02:00
void OnTriggerEnter2D ( Collider2D collision )
2022-06-04 13:59:18 +02:00
{
2022-06-11 17:49:19 +02:00
///For attacking player
2022-06-06 16:21:26 +02:00
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
}
2022-06-04 13:59:18 +02:00
}
2022-06-06 16:21:26 +02:00
void OnTriggerStay2D ( Collider2D collision )
2022-06-04 13:59:18 +02:00
{
2022-06-11 17:49:19 +02:00
///For attacking player
2022-06-06 16:21:26 +02:00
if ( collision . tag = = "PlayerHitbox" )
2022-06-04 13:59:18 +02:00
{
2022-06-06 16:21:26 +02:00
inRange = true ;
2022-06-04 13:59:18 +02:00
}
}
2022-06-06 16:21:26 +02:00
void OnTriggerExit2D ( Collider2D collision )
{
2022-06-11 17:49:19 +02:00
///For attacking player
2022-06-06 16:21:26 +02:00
inRange = false ;
2022-06-11 17:49:19 +02:00
timerDmg = 0f ;
2022-06-12 11:28:14 +02:00
hit = false ;
2022-06-06 16:21:26 +02:00
}
2022-06-09 21:51:48 +02:00
public void TakeDamage ( float damage )
{
health = health - damage ;
if ( health < = 0 )
{
2022-06-12 11:28:14 +02:00
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 ) ;
2022-12-27 15:16:59 +01:00
// pass info about killing assigned enemy to mission manager listener
2023-01-03 22:44:24 +01:00
// 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 ) ;
2023-01-06 03:44:07 +01:00
// drop item process
gameObject . GetComponent < EnemyDrop > ( ) . Drop ( ) ;
2023-01-07 20:21:00 +01:00
if ( gameObject . GetComponent < RespownTrigger > ( ) ! = null )
{
gameObject . GetComponent < RespownTrigger > ( ) . MarkAsKilled ( ) ;
}
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 ) ;
2022-11-10 16:00:57 +01:00
//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 ;
}
}
2022-05-26 13:30:59 +02:00
}