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147
Assets/Scripts/Enemies/GusilightController.cs
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147
Assets/Scripts/Enemies/GusilightController.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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public class GusilightController : MonoBehaviour, IPooledObject{
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[Header("Lifes")]
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[SerializeField] GameObject life1 = default;
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[SerializeField] GameObject life2 = default;
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[SerializeField] GameObject life3 = default;
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int life;
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Rigidbody rb;
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[Space]
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[SerializeField, Range(0, 1)] float rotationSpeed = .5f;
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[SerializeField, Range(0, 3)] float attackRotationSpeed = 1.5f;
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[SerializeField] float regainMobilityDelay = 1f;
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[SerializeField] float patrolingSpeed = 2f;
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[SerializeField] float speed = 4f;
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[SerializeField] Animator anim = default;
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bool patroling, rotationSelected, playerDetected, walking;
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Vector3 posToGo;
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PlayerController player;
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BoxCollider boxCollider;
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[HideInInspector] public EnemySpawner spawner;
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[HideInInspector] public RoomTrigger room;
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NavMeshAgent agent;
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// Start is called before the first frame update
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void Awake(){
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boxCollider = GetComponent<BoxCollider>();
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player = FindObjectOfType<PlayerController>();
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agent = GetComponent<NavMeshAgent>();
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agent.speed = speed;
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rb = GetComponent<Rigidbody>();
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}
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public void OnObjectSpawn(){
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life1.SetActive(false);
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life2.SetActive(false);
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life3.SetActive(false);
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rb.isKinematic = true;
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boxCollider.isTrigger = false;
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agent.Warp(transform.position);
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playerDetected = false;
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life = 3;
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}
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void Update(){
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if (playerDetected){
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if (walking){
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agent.SetDestination(player.transform.position);
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agent.isStopped = false;
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}
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}else{
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if (!patroling && !rotationSelected){
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posToGo = transform.position + new Vector3(Random.Range(-5f, 5f), 0, Random.Range(-5f, 5f));
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StartCoroutine(Patrol());
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rotationSelected = true;
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patroling = true;
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}
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}
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}
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void OnCollisionEnter(Collision col){
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if (col.gameObject.CompareTag("Disk")){
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if (!playerDetected){
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rb.isKinematic = false;
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playerDetected = true;
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walking = true;
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}else{
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switch (life){
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case 3:
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life3.SetActive(true);
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break;
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case 2:
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life2.SetActive(true);
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break;
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case 1:
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life1.SetActive(true);
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agent.isStopped = true;
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break;
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}
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life--;
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if (life == 0){
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gameObject.SetActive(false);
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player.percentage += Utils.RAM_cleanseBig;
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room.Die(gameObject);
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GameMaster.Instance.Pooler.SpawnFromPool("EnemyExplosion", transform.position);
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if (Utils.spawnDisk())
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GameMaster.Instance.Pooler.SpawnFromPool("DiskPickup", transform.position);
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}
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}
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col.gameObject.GetComponent<Rigidbody>().velocity = Vector3.zero;
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}
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}
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void OnTriggerEnter(Collider col){
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if (col.CompareTag("Disk")){
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if (!playerDetected){
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rb.isKinematic = false;
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playerDetected = true;
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walking = true;
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}else{
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switch (life){
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case 3:
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life3.SetActive(true);
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break;
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case 2:
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life2.SetActive(true);
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break;
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case 1:
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life1.SetActive(true);
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agent.isStopped = true;
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break;
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}
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life--;
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if(life == 0){
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player.percentage += Utils.RAM_cleanseBig;
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gameObject.SetActive(false);
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room.Die(gameObject);
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GameMaster.Instance.Pooler.SpawnFromPool("EnemyExplosion", transform.position);
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if (Utils.spawnDisk())
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GameMaster.Instance.Pooler.SpawnFromPool("DiskPickup", transform.position);
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}
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}
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col.GetComponent<Rigidbody>().velocity = Vector3.zero;
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}
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}
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IEnumerator Patrol(){
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agent.isStopped = false;
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agent.SetDestination(posToGo);
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yield return new WaitForSeconds(Random.Range(1f, 2f));
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rb.velocity = Vector3.zero;
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patroling = false;
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rotationSelected = false;
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agent.isStopped = !playerDetected;
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}
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}
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