154 lines
4.5 KiB
C#
154 lines
4.5 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 NPCFollowing : MonoBehaviour
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{
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private Rigidbody2D myRigidbody;
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public Animator anim;
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public Transform homePosition;
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public Transform targetPosition;
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public AStarPathfindingAgent agent;
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public GameObject player;
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public bool approaching = false;
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public bool isAfterAction = false;
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public bool isDuringConversation = false;
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public float actionRadius = 1.0f;
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public NPCStateEnum state = NPCStateEnum.Pending;
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void Awake()
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{
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//agent = GetComponent<AStarPathfindingAgent>();
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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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isAfterAction = System.Convert.ToBoolean(PlayerPrefs.GetInt(gameObject.GetComponent<NPC>().name + ".FirstDialogue"));
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state = NPCStateEnum.Walking;
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myRigidbody = GetComponent<Rigidbody2D>();
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anim = GetComponent<Animator>();
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targetPosition = GameObject.FindWithTag("Player").transform;
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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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HandleState();
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}
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public void CheckDistance()
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{
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StopAllCoroutines();
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if (isAfterAction == false)
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{
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if (approaching && Vector2.Distance(targetPosition.position, transform.position) >= actionRadius)
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{
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Debug.Log(agent);
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agent.FindPath();
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//transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
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StartCoroutine(agent.FollowPath());
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}
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/* else if (Vector2.Distance(target.position, transform.position) > chaseRadius)
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{
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//Debug.Log(Vector2.Distance(transform.position, path[currentPoint].position));
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if (Vector2.Distance(transform.position, path[currentPoint].position) > roundingDistance)
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{
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StopAllCoroutines();
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transform.position = Vector2.MoveTowards(transform.position, path[currentPoint].position, 2 * Time.deltaTime);
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}
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else
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{
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changeGoal();
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}
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}*/
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else if (approaching)
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{
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//start dialogue here we want uga bunga
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state = NPCStateEnum.Talking;
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}
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}
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else if (!approaching && isAfterAction)
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{
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if (Vector2.Distance(transform.position, homePosition.position) > 1)
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{
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transform.position = Vector2.MoveTowards(transform.position, homePosition.position, 2 * Time.deltaTime);
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}
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else
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{
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state = NPCStateEnum.Pending;
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}
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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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if (approaching && !isAfterAction)
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{
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gameObject.GetComponent<NpcDialogueManager>().Dialogue.BreakDialogueStep();
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isDuringConversation = false;
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state = NPCStateEnum.Walking;
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}
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}
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public void HandleState()
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{
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switch (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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DoAction();
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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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default:
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{
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Debug.Log("fancy text nie wiem co zrobic");
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break;
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}
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}
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}
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public void DoAction()
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{
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if (approaching == true && isDuringConversation == false)
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{
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isDuringConversation = true;
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gameObject.GetComponent<NpcDialogueManager>().Dialogue.StartDialogue();
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}
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}
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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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PlayerPrefs.SetInt(gameObject.name + ".FirstDialogue", System.Convert.ToInt32(isAfterAction));
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state = NPCStateEnum.Walking;
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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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}
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}
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