140 lines
4.4 KiB
C#
140 lines
4.4 KiB
C#
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 FolderController : MonoBehaviour, IPooledObject{
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[SerializeField] Animator anim = default;
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[SerializeField] Transform container = default;
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Rigidbody rb;
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[SerializeField] float speed = 2;
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PlayerController player;
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[Space]
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[SerializeField, Range(0, 15)] float detectionDistance = 10;
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[SerializeField] LayerMask whatIsPlayer = 8;
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bool playerDetected;
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bool patroling;
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bool rotationSelected;
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[Space]
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[SerializeField, Range(0, 2)] float movementRegainTime = 1f;
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[SerializeField, Range(0, 10)] float attackForce = 5f;
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bool walking;
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float currentTime;
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Vector3 force;
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Vector3 posToGo;
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NavMeshAgent agent;
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[HideInInspector] public EnemySpawner spawner;
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[HideInInspector] public RoomTrigger room;
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[Space]
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[SerializeField] int percentageAmmount = 1;
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// Start is called before the first frame update
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void Awake(){
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agent = GetComponent<NavMeshAgent>();
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rb = GetComponent<Rigidbody>();
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player = FindObjectOfType<PlayerController>();
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agent.speed = speed;
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}
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public void OnObjectSpawn(){
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rb.isKinematic = true;
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playerDetected = patroling = rotationSelected = walking = false;
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currentTime = 0;
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force = posToGo = Vector3.zero;
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agent.Warp(transform.position);
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}
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void Update(){
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if(!playerDetected && Physics.CheckSphere(transform.position, detectionDistance, whatIsPlayer)){
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rb.isKinematic = false;
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playerDetected = true;
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walking = true;
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}
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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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}else{
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currentTime += 1 / movementRegainTime * Time.deltaTime;
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container.transform.localPosition = new Vector3(0, 0, 0);
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rb.velocity = Vector3.Lerp(force, Vector3.zero, currentTime);
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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 FixedUpdate(){
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if(walking && playerDetected){
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rb.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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void OnCollisionEnter(Collision col){
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if (col.gameObject.CompareTag("Player")){
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anim.SetTrigger("Hit");
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walking = false;
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currentTime = 0;
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agent.isStopped = true;
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rb.velocity = -container.forward * attackForce;
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force = rb.velocity;
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StartCoroutine(RegainMobility());
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player.Damage(1);
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}
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if (col.gameObject.CompareTag("Disk")){
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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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player.percentage += percentageAmmount;
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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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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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player.percentage += percentageAmmount;
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col.GetComponent<Rigidbody>().velocity = Vector3.zero;
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}
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}
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IEnumerator RegainMobility(){
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yield return new WaitForSeconds(movementRegainTime);
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rb.velocity = Vector3.zero;
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walking = true;
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}
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void OnDrawGizmosSelected(){
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Gizmos.DrawWireSphere(transform.position, detectionDistance);
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}
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}
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