Scriptum/Assets/Scripts/Enemies' Scprits/FollowingPatrollingEnemy.cs
2023-01-06 03:44:07 +01:00

246 lines
6.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FollowingPatrollingEnemy : Enemy
{
public Transform[] path;
public int currentPoint;
public Transform currentGoal;
public AStarPathfindingAgent agent;
public Transform target;
public float chaseRadius;
public float attackRadius;
public Transform homePosition;
public float roundingDistance = 0.2f;
private Rigidbody2D myRigidbody;
public Animator anim;
public GameObject other;
public bool inRange = false;
public bool hit = false;
public GameObject player;
private bool firstAttack = false;
private float timerDmg = 0f;
private float waitTime = 1.0f;
private float timerHit = 0f;
private float hitWaitTime = 0.55f;
public float thrust;
public float knockTime;
//isKilled = 0 - mob ALIVE
//isKilled = 1 - mob DEAD
public int isKilled2;
public float expValue;
void Awake()
{
//agent = GetComponent<AStarPathfindingAgent>();
}
// Start is called before the first frame update
void Start()
{
if (OnMapAppearanceMethod.IsNewGame())
{
isKilled = 0;
}
if (health <= 0)
isKilled = 1;
else
isKilled = PlayerPrefs.GetInt(enemyName + "-S");
if (isKilled == 1)
{
gameObject.SetActive(false);
health = 0;
}
myRigidbody = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
target = GameObject.FindWithTag("Player").transform;
other = GameObject.FindWithTag("Player");
roundingDistance = 1.3f;
}
// 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 (timerDmg >= 0.15f)
{
firstAttack = true;
other.GetComponent<Player>().TakeDamage(baseAttack);
timerDmg = 0f;
}
}
if (timerDmg >= waitTime)
{
timerDmg = 0f;
other.GetComponent<Player>().TakeDamage(baseAttack);
}
timerDmg += Time.deltaTime;
}
timerHit += Time.deltaTime;
if (hit == true)
{
if (timerHit >= hitWaitTime)
{
TakeDamage(PlayerPrefs.GetFloat("attackValue"));
hit = false;
timerHit = 0f;
TakeKnockback();
}
}
if (gameObject.active == false)
{
isKilled = 1;
PlayerPrefs.SetInt(enemyName, isKilled);
}
}
void CheckDistance()
{
StopAllCoroutines();
if (Vector2.Distance(target.position, transform.position) <= chaseRadius && Vector2.Distance(target.position, transform.position) > attackRadius)
{
//Debug.Log(agent);
agent.FindPath();
//transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
StartCoroutine(agent.FollowPath());
}
else if (Vector2.Distance(target.position, transform.position) > chaseRadius)
{
//Debug.Log(Vector2.Distance(transform.position, path[currentPoint].position));
if (Vector2.Distance(transform.position, path[currentPoint].position) > roundingDistance)
{
//transform.position = Vector2.MoveTowards(transform.position, path[currentPoint].position, moveSpeed * Time.deltaTime);
agent.point = path[currentPoint].position;
agent.FindPoint();
StartCoroutine(agent.FollowPath());
}
else
{
changeGoal();
}
}
if (gameObject.active == false)
{
isKilled = 1;
PlayerPrefs.SetInt(enemyName, isKilled);
}
}
void OnTriggerEnter2D(Collider2D collision)
{
///For attacking player
if (collision.tag == "PlayerHitbox")
{
inRange = true;
firstAttack = false;
}
if (collision.tag == "AttackHitbox" || collision.tag == "PickaxeHitbox")
{
hit = true;
}
}
void OnTriggerStay2D(Collider2D collision)
{
///For attacking player
if (collision.tag == "PlayerHitbox")
{
inRange = true;
}
}
void OnTriggerExit2D(Collider2D collision)
{
///For attacking player
inRange = false;
timerDmg = 0f;
hit = false;
}
public void TakeDamage(float damage)
{
health = health - damage;
if (health <= 0)
{
gameObject.SetActive(false);
isKilled = 1;
other.GetComponent<Player>().GetExp(expValue);
// pass info about killing assigned enemy to mission manager listener
// 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) )
ConditionManager.Instance.UpdateKillCondition(gameObject.GetComponent<Enemy>().MinionName);
gameObject.GetComponent<EnemyDrop>().Drop();
}
}
public void TakeKnockback()
{
Rigidbody2D enemy = gameObject.GetComponent<Rigidbody2D>();
Rigidbody2D player = other.GetComponent<Rigidbody2D>();
if (enemy != null && gameObject.active)
{
enemy.isKinematic = false;
Vector2 difference = enemy.transform.position - player.transform.position;
difference = difference.normalized * thrust;
enemy.AddForce(difference, ForceMode2D.Impulse);
StartCoroutine(KnockCo(enemy));
}
}
private IEnumerator KnockCo(Rigidbody2D enemy)
{
if (enemy != null)
{
yield return new WaitForSeconds(knockTime);
enemy.velocity = Vector2.zero;
enemy.isKinematic = true;
}
}
private void changeGoal()
{
if (currentPoint == path.Length - 1)
{
currentPoint = 0;
currentGoal = path[0];
}
else
{
currentPoint++;
currentGoal = path[currentPoint];
}
}
}