using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.PlayerLoop; public class FollowingEnemy : Enemy { public Transform target; public float chaseRadius; public float attackRadius; public Transform homePosition; private Vector2 movement; public float speed; public bool shouldRotate; public Vector3 dir; public LayerMask whatisplayer; public float roundingDistance; private Rigidbody2D rb; 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; public bool isPanelEnabled=true; public float expValue; // Start is called before the first frame update void Start() { //used for animation of sprites rb = GetComponent(); anim = GetComponent(); // if new game set as alive if (OnMapAppearanceMethod.Gateway == OnMapAppearanceMethodEnum.NewGame) { isKilled = 0; } // 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); health = 0; } //rb = GetComponent(); //anim = GetComponent(); target = GameObject.FindWithTag("Player").transform; other = GameObject.FindWithTag("Player"); } // Update is called once per frame void Update() { //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); } } 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().TakeDamage(baseAttack, isPanelEnabled); timerDmg = 0f; } } if (timerDmg >= waitTime) { timerDmg = 0f; other.GetComponent().TakeDamage(baseAttack, isPanelEnabled); } 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); } } private void FixedUpdate() { if (Physics2D.OverlapCircle(transform.position, chaseRadius, whatisplayer)) { MoveCharacter(movement); } if (Physics2D.OverlapCircle(transform.position, attackRadius, whatisplayer)) { rb.velocity = Vector2.zero; } } private void MoveCharacter(Vector2 dir) { rb.MovePosition((Vector2)transform.position + (dir * moveSpeed * Time.deltaTime)); } void CheckDistance() { if(Vector2.Distance(target.position, transform.position) <= chaseRadius && Vector2.Distance(target.position, transform.position) > attackRadius) { transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime); } } void OnTriggerEnter2D(Collider2D collision) { ///For attacking player if (collision.tag == "PlayerHitbox") { inRange = true; firstAttack = false; } if (collision.tag == "AttackHitbox") { 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); isKilled = 1; other.GetComponent().GetExp(expValue); } } public void TakeKnockback() { Rigidbody2D enemy = gameObject.GetComponent(); Rigidbody2D player = other.GetComponent(); 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)); } } private IEnumerator KnockCo(Rigidbody2D enemy) { if (enemy != null) { yield return new WaitForSeconds(knockTime); enemy.velocity = Vector2.zero; enemy.isKinematic = true; } } public void SaveCheckpoint() { PlayerPrefs.SetInt(enemyName + "-S", isKilled); PlayerPrefs.SetFloat(enemyName + "-S.health", health); } }