Scriptum/Assets/Scripts/Enemies' Scprits/FollowingEnemy.cs
2022-06-09 21:51:48 +02:00

108 lines
2.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FollowingEnemy : Enemy
{
public Transform target;
public float chaseRadius;
public float attackRadius;
public Transform homePosition;
public float roundingDistance;
private Rigidbody2D myRigidbody;
public Animator anim;
public GameObject other;
public bool inRange = false;
public GameObject player;
private bool firstAttack = false;
private float timer = 0f;
private float waitTime = 1.0f;
// Start is called before the first frame update
void Start()
{
myRigidbody = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
target = GameObject.FindWithTag("Player").transform;
}
// Update is called once per frame
void Update()
{
CheckDistance();
//StartCoroutine(Timer());
//Code below is for dealing damage to player
if (inRange == true)
{
if (firstAttack == false)
{
if (timer >= 0.15f)
{
firstAttack = true;
other.GetComponent<Player>().TakeDamage(baseAttack);
timer = 0f;
}
}
if (timer >= waitTime)
{
timer = 0f;
other.GetComponent<Player>().TakeDamage(baseAttack);
}
timer += Time.deltaTime;
}
}
void CheckDistance()
{
if(Vector3.Distance(target.position, transform.position) <= chaseRadius && Vector3.Distance(target.position, transform.position) > attackRadius)
{
transform.position = Vector3.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
}
}
void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "PlayerHitbox")
{
inRange = true;
firstAttack = false;
}
if (collision.tag == "AttackHitbox")
{
//TakeDamage(1.0f);
}
}
void OnTriggerStay2D(Collider2D collision)
{
if (collision.tag == "PlayerHitbox")
{
inRange = true;
}
}
void OnTriggerExit2D(Collider2D collision)
{
inRange = false;
timer = 0f;
}
public void TakeDamage(float damage)
{
health = health - damage;
if (health <= 0)
{
Destroy(gameObject);
}
}
}