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203
Assets/Scripts/Enemies/BishopController.cs
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203
Assets/Scripts/Enemies/BishopController.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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public class BishopController : MonoBehaviour, IPooledObject{
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[Range(1, 5)] [SerializeField] int framesToMove = 1;
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int currentFrame = 1;
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bool moving;
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[Space]
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[Range(0, .3f)] [SerializeField] float movementSmoothingTime = .1f;
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[SerializeField] float maxDistance;
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[Space]
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[SerializeField] LayerMask whatIsEnemy;
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Vector3[] possibleRightPositions;
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Vector3[] possibleLeftPositions;
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Vector3[] possibleForwardPositions;
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Vector3[] possibleBackPositions;
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Vector3[] availablePositions;
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public Vector3 positionToGo;
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Vector3 currentPosition;
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Vector3 velocity;
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Transform player;
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void Awake(){
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player = FindObjectOfType<PlayerController>().transform;
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FindObjectOfType<PlayerController>().onMove.AddListener(() => Move());
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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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moving = false;
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positionToGo = currentPosition = transform.position;
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currentFrame = 1;
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}
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// Update is called once per frame
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void Update(){
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if (Vector3.Distance(transform.position, positionToGo) > .1f){
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transform.position = Vector3.SmoothDamp(transform.position, positionToGo, ref velocity, movementSmoothingTime);
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}else if (Vector3.Distance(transform.position, positionToGo) < .1f){
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transform.position = positionToGo;
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}
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}
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void OnDrawGizmos(){
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if (!Application.isPlaying){
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Gizmos.DrawLine(transform.position, transform.position + new Vector3(1, 0, 1) * maxDistance);
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Gizmos.DrawLine(transform.position, transform.position + new Vector3(-1, 0, 1) * maxDistance);
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Gizmos.DrawLine(transform.position, transform.position + new Vector3(1, 0, -1) * maxDistance);
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Gizmos.DrawLine(transform.position, transform.position + new Vector3(-1, 0, -1) * maxDistance);
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Gizmos.color = Color.magenta;
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for (float i = 0; i <= maxDistance; i += 1.25f){
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if (i != 0){
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Gizmos.DrawSphere(transform.position + new Vector3(1, 0, 1) * i, .15f);
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Gizmos.DrawSphere(transform.position + new Vector3(-1, 0, 1) * i, .15f);
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Gizmos.DrawSphere(transform.position + new Vector3(1, 0, -1) * i, .15f);
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Gizmos.DrawSphere(transform.position + new Vector3(-1, 0, -1) * i, .15f);
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}
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}
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}
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}
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void Move(){
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if (currentFrame < framesToMove){
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currentFrame++;
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moving = false;
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return;
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}
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currentFrame = 1;
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moving = true;
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if (gameObject.activeSelf){
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StartCoroutine(ResetMoving());
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}
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currentPosition = positionToGo;
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possibleRightPositions = new Vector3[6];
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possibleLeftPositions = new Vector3[6];
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possibleForwardPositions = new Vector3[6];
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possibleBackPositions = new Vector3[6];
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int currentRound = 1;
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for (float i = 0; i <= maxDistance; i += 1.25f){
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if (i != 0){
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possibleRightPositions[currentRound - 1] = currentPosition + new Vector3(1, 0, 1) * i;
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possibleLeftPositions[currentRound - 1] = currentPosition + new Vector3(-1, 0, 1) * i;
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possibleForwardPositions[currentRound - 1] = currentPosition + new Vector3(1, 0, -1) * i;
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possibleBackPositions[currentRound - 1] = currentPosition + new Vector3(-1, 0, -1) * i;
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currentRound++;
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}
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}
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availablePositions = new Vector3[24];
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//Right
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for (int i = 0; i < possibleRightPositions.Length - 1; i++){
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if (Physics.CheckSphere(possibleRightPositions[i], .3f, whatIsEnemy)){
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break;
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}else{
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availablePositions[i] = possibleRightPositions[i];
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}
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}
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//Left
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for (int i = 0; i < possibleLeftPositions.Length - 1; i++){
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if (Physics.CheckSphere(possibleLeftPositions[i], .3f, whatIsEnemy)){
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break;
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}else{
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availablePositions[i + 5] = possibleLeftPositions[i];
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}
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}
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//Forward
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for (int i = 0; i < possibleForwardPositions.Length - 1; i++){
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if (Physics.CheckSphere(possibleForwardPositions[i], .3f, whatIsEnemy)){
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break;
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}else{
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availablePositions[i + 11] = possibleForwardPositions[i];
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}
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}
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//Back
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for (int i = 0; i < possibleBackPositions.Length - 1; i++){
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if (Physics.CheckSphere(possibleBackPositions[i], .3f, whatIsEnemy)){
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break;
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}else{
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availablePositions[i + 17] = possibleBackPositions[i];
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}
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}
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float nearestDist = float.MaxValue;
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Vector3 nearestPos = new Vector3();
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foreach (Vector3 v in availablePositions){
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if (v != Vector3.zero){
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float dist = Vector3.Distance(v, player.position);
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if (dist < nearestDist){
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nearestDist = dist;
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nearestPos = v;
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}
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}
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}
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positionToGo = (nearestPos == Vector3.zero) ? currentPosition : nearestPos;
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}
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IEnumerator ResetMoving(){
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yield return new WaitForSeconds(movementSmoothingTime * 3);
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moving = false;
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}
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void OnTriggerEnter(Collider col){
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if (col.CompareTag("Limits")){
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positionToGo = currentPosition;
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}
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}
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void OnCollisionEnter(Collision col){
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if (col.gameObject.layer == Mathf.RoundToInt(Mathf.Log(whatIsEnemy.value, 2))){
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BishopController bishop = col.gameObject.GetComponent<BishopController>();
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KnightController knight = col.gameObject.GetComponent<KnightController>();
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PawnController pawn = col.gameObject.GetComponent<PawnController>();
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RookController rook = col.gameObject.GetComponent<RookController>();
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if (bishop != null){
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if (bishop.positionToGo == positionToGo){
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if (Vector3.Distance(transform.position, positionToGo) > Vector3.Distance(col.transform.position, bishop.positionToGo)){
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positionToGo = currentPosition;
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}
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}
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}else if (knight != null){
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if (knight.positionToGo == positionToGo){
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if (Vector3.Distance(transform.position, positionToGo) > Vector3.Distance(col.transform.position, knight.positionToGo)){
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positionToGo = currentPosition;
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}
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}
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}else if (pawn != null){
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if (pawn.positionToGo == positionToGo){
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if (Vector3.Distance(transform.position, positionToGo) > Vector3.Distance(col.transform.position, pawn.positionToGo)){
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positionToGo = currentPosition;
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}
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}
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}else if (rook != null){
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if (rook.positionToGo == positionToGo){
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if (Vector3.Distance(transform.position, positionToGo) > Vector3.Distance(col.transform.position, rook.positionToGo)){
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positionToGo = currentPosition;
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}
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}
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}
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}
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if (col.gameObject.tag == "Player"){
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PlayerController player = col.gameObject.GetComponent<PlayerController>();
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if (player.positionToGo == positionToGo && moving){
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player.Damage();
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positionToGo = currentPosition;
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}
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}
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}
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}
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