90 lines
2.2 KiB
C#
90 lines
2.2 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 GameObject player;
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private bool firstAttack = false;
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private float timer = 0f;
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private float waitTime = 1.0f;
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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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myRigidbody = GetComponent<Rigidbody2D>();
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anim = GetComponent<Animator>();
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target = GameObject.FindWithTag("Player").transform;
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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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if (inRange == true)
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{
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if (firstAttack == false)
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{
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if (timer >= 0.15f)
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{
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firstAttack = true;
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other.GetComponent<Player>().TakeDamage(baseAttack);
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timer = 0f;
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}
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}
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if (timer >= waitTime)
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{
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timer = 0f;
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other.GetComponent<Player>().TakeDamage(baseAttack);
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}
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timer += Time.deltaTime;
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}
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}
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void CheckDistance()
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{
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if(Vector3.Distance(target.position, transform.position) <= chaseRadius && Vector3.Distance(target.position, transform.position) > attackRadius)
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{
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transform.position = Vector3.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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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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}
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void OnTriggerStay2D(Collider2D collision)
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{
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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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inRange = false;
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timer = 0f;
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}
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}
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