195 lines
5.0 KiB
C#
195 lines
5.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class FollowingEnemy : Enemy
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{
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public Transform target;
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public float chaseRadius;
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public float attackRadius;
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public Transform homePosition;
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public float roundingDistance;
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private Rigidbody2D myRigidbody;
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public Animator anim;
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public GameObject other;
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public bool inRange = false;
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public bool hit = false;
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public GameObject player;
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private bool firstAttack = false;
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private float timerDmg = 0f;
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private float waitTime = 1.0f;
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private float timerHit = 0f;
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private float hitWaitTime = 0.55f;
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public float thrust;
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public float knockTime;
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public int isKilled;
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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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// Start is called before the first frame update
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void Start()
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{
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// if new game set as alive
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if (OnMapAppearanceMethod.Gateway == OnMapAppearanceMethodEnum.NewGame)
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{
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isKilled = 0;
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}
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// But if something pre-set healt as less than 0 then change status to "killed"
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if (health <= 0)
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isKilled = 1;
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else // Else read saved value
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isKilled = PlayerPrefs.GetInt(enemyName + "-S");
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if (isKilled == 1)
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{
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gameObject.SetActive(false);
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health = 0;
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}
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myRigidbody = GetComponent<Rigidbody2D>();
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anim = GetComponent<Animator>();
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target = GameObject.FindWithTag("Player").transform;
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other = GameObject.FindWithTag("Player");
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}
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// Update is called once per frame
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void Update()
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{
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CheckDistance();
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//StartCoroutine(Timer());
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//Code below is for dealing damage to player
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if (inRange == true)
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{
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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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other.GetComponent<Player>().TakeDamage(baseAttack, isPanelEnabled);
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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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other.GetComponent<Player>().TakeDamage(baseAttack, isPanelEnabled);
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}
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timerDmg += Time.deltaTime;
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}
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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(1.0f);
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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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if (gameObject.active == false)
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{
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isKilled = 1;
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PlayerPrefs.SetInt(enemyName, isKilled);
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}
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}
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void CheckDistance()
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{
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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);
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}
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}
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void OnTriggerEnter2D(Collider2D collision)
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{
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///For attacking player
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if (collision.tag == "PlayerHitbox")
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{
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inRange = true;
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firstAttack = false;
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}
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if (collision.tag == "AttackHitbox")
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{
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hit = true;
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}
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}
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void OnTriggerStay2D(Collider2D collision)
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{
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///For attacking player
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if (collision.tag == "PlayerHitbox")
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{
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inRange = true;
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}
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}
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void OnTriggerExit2D(Collider2D collision)
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{
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///For attacking player
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inRange = false;
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timerDmg = 0f;
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hit = false;
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}
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public void TakeDamage(float damage)
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{
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health = health - damage;
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if (health <= 0)
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{
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gameObject.SetActive(false);
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isKilled = 1;
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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 = other.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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private IEnumerator KnockCo(Rigidbody2D enemy)
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{
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if (enemy != null)
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{
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yield return new WaitForSeconds(knockTime);
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enemy.velocity = Vector2.zero;
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enemy.isKinematic = true;
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}
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}
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public void SaveCheckpoint()
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{
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PlayerPrefs.SetInt(enemyName + "-S", isKilled);
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PlayerPrefs.SetFloat(enemyName + "-S.health", health);
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}
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}
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