369 lines
10 KiB
C#
369 lines
10 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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[RequireComponent(typeof(NPC))]
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[RequireComponent(typeof(Enemy))]
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public class ThugNPCFollowing : MonoBehaviour
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{
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public const string ACTION_KEY = "ATTACKING";
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private Rigidbody2D myRigidbody;
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public Animator anim;
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private Vector2 movement;
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public bool shouldRotate;
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public Vector3 dir;
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[Header("Following Logic")]
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public Vector3 homePosition;
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public Transform targetPosition;
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public AStarPathfindingAgent agent;
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public bool isDuringFollowing = false; // var is setted by trigger range
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//public GameObject player;
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[Header("Core Logic")]
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public bool approaching = false;
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public bool isAfterAction = false;
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public float chasingRadius = 6f; // radious where Npc start attacking ! ! !
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[Header("Attacking Logic")] // TRASH - dupplicated from Following Enemy - move params to Enemy
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public float attackingRadius = 1.5f; // radious where Npc start attacking ! ! !
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public bool hit = false;
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public bool firstAttack = false;
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public float timerDmg = 0f;
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public float waitTime = 1.0f;
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public float timerHit = 0f;
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public float hitWaitTime = 0.55f;
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public float expValue;
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public float thrust;
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public float knockTime;
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//public int isKilled; - movet do Enemy
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//isKilled = 0 - mob ALIVE
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//isKilled = 1 - mob DEAD
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public int isKilled2;
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public bool isPanelEnabled = true;
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void Awake()
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{
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agent = GetComponent<AStarPathfindingAgent>();
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homePosition = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, gameObject.transform.position.z);
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}
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// Start is called before the first frame update
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void Start()
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{
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targetPosition = GameObject.FindWithTag("Player").transform;
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//Copy from Eollwoing
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if (OnMapAppearanceMethod.IsNewGame())
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{
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gameObject.GetComponent<Enemy>().isKilled = 0;
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}
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if (gameObject.GetComponent<Enemy>().health <= 0)
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gameObject.GetComponent<Enemy>().isKilled = 1;
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else // Else read saved value
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gameObject.GetComponent<Enemy>().isKilled = PlayerPrefs.GetInt(gameObject.GetComponent<Enemy>().enemyName + "-S");
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if (gameObject.GetComponent<Enemy>().isKilled == 1)
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{
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gameObject.SetActive(false);
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gameObject.GetComponent<Enemy>().isKilled = 0;
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}
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myRigidbody = GetComponent<Rigidbody2D>();
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anim = GetComponent<Animator>();
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}
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// Update is called once per frame
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public void Update()
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{
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// 0 Cofigure Animator
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if (Vector2.Distance(targetPosition.position, transform.position) <= chasingRadius)
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{
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dir = targetPosition.position - transform.position;
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float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
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dir.Normalize();
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movement = dir;
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anim.SetBool("isRunning", movement != Vector2.zero);
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if (shouldRotate)
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{
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anim.SetFloat("Xinfo", dir.x);
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anim.SetFloat("Yinfo", dir.y);
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}
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}
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// 1. Check range and decide which action do
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// Following player detection
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if (IsInChassingRadious())
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{
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// 2'nd state alow us to brak going to hom,e action to follow player again
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if (gameObject.GetComponent<NPC>().State == NPCStateEnum.Pending || gameObject.GetComponent<NPC>().State == NPCStateEnum.Walking)
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{
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approaching = true;
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gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
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}
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} else
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{
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// Turn around and go to home position
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if (approaching)
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{
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approaching = false;
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anim.SetBool("isRunning", true);
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gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
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}
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}
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// 2.Take action based on conditions around
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HandleState();
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// 3.
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// COPIED FROM Following Enemy scripts
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// Taking hit logic
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timerHit += Time.deltaTime;
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if (hit == true)
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{
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if (timerHit >= hitWaitTime)
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{
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TakeDamage(PlayerPrefs.GetFloat("attackValue"));
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hit = false;
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timerHit = 0f;
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TakeKnockback();
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}
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}
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// Detecting "is alive" logic
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if (gameObject.active == false)
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{
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gameObject.GetComponent<Enemy>().isKilled = 1;
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PlayerPrefs.SetInt(gameObject.GetComponent<Enemy>().enemyName, gameObject.GetComponent<Enemy>().isKilled);
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}
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}
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public void CheckDistance()
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{
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StopAllCoroutines();
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// isDuringFollowing - avr is setted by trigger range
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if (approaching && !IsInActionRadious())
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{
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agent.FindPath();
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StartCoroutine(agent.FollowPath());
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}
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else if (approaching)
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{
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// in this script we set attacking mode
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SetActionAfterMetConditions();
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agent.path.Clear(); // if we are able to talgk we dont want go go further player
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}
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else if (!approaching)
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{
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if (Vector2.Distance(transform.position, homePosition) > 0.8f) // cont vale - path finding stop moving them before reachin position well..
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{
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agent.point = homePosition;
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agent.FindPoint();
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StartCoroutine(agent.FollowPath());
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}
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else
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{
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anim.SetBool("isRunning", false);
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gameObject.GetComponent<NPC>().State = NPCStateEnum.Pending;
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}
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}
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}
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#region Taking damage from Player detection
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public void OnTriggerEnter2D(Collider2D collision)
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{
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// Hit logic
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if (collision.gameObject.tag == "AttackHitbox" || collision.gameObject.tag == "PickaxeHitbox")
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{
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hit = true;
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}
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}
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public void OnTriggerExit2D(Collider2D other)
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{
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// Hit logic
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if (other.tag == "AttackHitbox" || other.tag == "PickaxeHitbox")
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{
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timerDmg = 0f;
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hit = false;
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}
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}
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#endregion
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public void HandleState()
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{
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switch (gameObject.GetComponent<NPC>().State)
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{
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case NPCStateEnum.Walking:
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{
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CheckDistance();
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break;
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}
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case NPCStateEnum.Talking:
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{
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TalkingAction();
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break;
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}
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case NPCStateEnum.Pending:
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{
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break;
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}
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case NPCStateEnum.Attacking:
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{
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AttackingAction();
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break;
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}
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default:
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{
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Debug.Log("Nieopisane zachowanie NPC ! ! !");
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break;
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}
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}
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}
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public bool IsInChassingRadious()
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{
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if (Vector2.Distance(targetPosition.position, transform.position) >= chasingRadius)
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return false;
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return true;
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}
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public bool IsInActionRadious()
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{
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if (Vector2.Distance(targetPosition.position, transform.position) >= attackingRadius)
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return false;
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return true;
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}
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public void SetActionAfterMetConditions()
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{
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gameObject.GetComponent<NPC>().State = NPCStateEnum.Attacking;
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}
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public void TalkingAction()
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{
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// Not required in this script
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}
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public void AttackingAction()
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{
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// if during Attacking mode player GO OUT of the attacking radious
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if(!IsInActionRadious())
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{
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gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
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return;
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}
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// Attacking logic
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if (firstAttack == false)
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{
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if (timerDmg >= 0.15f)
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{
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firstAttack = true;
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GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().TakeDamage(
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gameObject.GetComponent<Enemy>().baseAttack,
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isPanelEnabled
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);
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timerDmg = 0f;
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}
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}
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if (timerDmg >= waitTime)
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{
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timerDmg = 0f;
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GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().TakeDamage(
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gameObject.GetComponent<Enemy>().baseAttack,
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isPanelEnabled
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);
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}
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timerDmg += Time.deltaTime;
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}
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#region dupplicated from Following :)
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public void TakeDamage(float damage)
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{
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Debug.Log("TakeDamage");
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gameObject.GetComponent<Enemy>().health -= damage;
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if (gameObject.GetComponent<Enemy>().health <= 0)
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{
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gameObject.SetActive(false);
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gameObject.GetComponent<Enemy>().isKilled = 1;
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GameObject.FindGameObjectWithTag("Player").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) )
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ConditionManager.Instance.UpdateKillCondition(gameObject.GetComponent<Enemy>().MinionName);
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}
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}
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public void TakeKnockback()
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{
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Rigidbody2D enemy = gameObject.GetComponent<Rigidbody2D>();
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Rigidbody2D player = GameObject.FindGameObjectWithTag("Player").GetComponent<Rigidbody2D>();
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if (enemy != null)
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{
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enemy.isKinematic = false;
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Vector2 difference = enemy.transform.position - player.transform.position;
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difference = difference.normalized * thrust;
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enemy.AddForce(difference, ForceMode2D.Impulse);
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//StartCoroutine(KnockCo(enemy));
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}
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}
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#endregion
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public void AfterAction()
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{
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approaching = false;
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isAfterAction = true;
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//isDuringConversation = false;
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//PlayerPrefs.SetInt(gameObject.name + ".FirstDialogue", System.Convert.ToInt32(isAfterAction));
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gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
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}
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}
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