45 lines
1.3 KiB
C#
45 lines
1.3 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 EnemyFrisbie : MonoBehaviour, IPooledObject{
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[SerializeField, Range(0, 5f)] float damageVelocityThreshold = 1.5f;
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[Space]
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[SerializeField] float speed = 10;
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Rigidbody rb;
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[SerializeField] Transform frisbie = default;
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float heightVelocity;
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float velocity;
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PlayerController player;
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void Awake(){
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rb = GetComponent<Rigidbody>();
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player = FindObjectOfType<PlayerController>();
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}
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// Start is called before the first frame update
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public void OnObjectSpawn(){
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rb.velocity = Vector3.zero;
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rb.AddForce(transform.forward.normalized * speed, ForceMode.Impulse);
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}
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void FixedUpdate(){
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velocity = rb.velocity.magnitude;
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float positionToGo = Mathf.SmoothDamp(frisbie.localPosition.y, -1 + velocity / speed, ref heightVelocity, .1f);
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frisbie.localPosition = new Vector3(0, positionToGo, 0);
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}
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void OnCollisionEnter(Collision col){
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if (col.gameObject.CompareTag("Player")){
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if(velocity > damageVelocityThreshold){
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player.Damage(1);
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gameObject.SetActive(false);
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ObjectPooler.instance.SpawnFromPool("EnemyDiskBreak", transform.position);
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}
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}
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}
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}
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