using System.Collections; using System.Collections.Generic; using UnityEngine; public class KnightController : MonoBehaviour, IPooledObject{ [Range(1, 5)] [SerializeField] int framesToMove = 1; int currentFrame = 1; bool moving; [Space] [Range(0, .3f)] [SerializeField] float movementSmoothingTime = .1f; [SerializeField] Vector3[] possiblePositions; [SerializeField] LayerMask whatIsEnemy; Vector3[] availablePositions; public Vector3 positionToGo; Vector3 currentPosition; Vector3 velocity; Transform player; void Awake(){ player = FindObjectOfType().transform; FindObjectOfType().onMove.AddListener(() => Move()); } // Start is called before the first frame update public void OnObjectSpawn(){ moving = false; positionToGo = currentPosition = transform.position; currentFrame = 1; } // Update is called once per frame void Update(){ if (Vector3.Distance(transform.position, positionToGo) > .1f){ transform.position = Vector3.SmoothDamp(transform.position, positionToGo, ref velocity, movementSmoothingTime); }else if (Vector3.Distance(transform.position, positionToGo) < .1f){ transform.position = positionToGo; } } void OnDrawGizmos(){ if (!Application.isPlaying){ Gizmos.color = Color.red; Gizmos.DrawSphere(transform.position + possiblePositions[0], .15f); Gizmos.DrawSphere(transform.position + possiblePositions[1], .15f); Gizmos.DrawSphere(transform.position + possiblePositions[2], .15f); Gizmos.DrawSphere(transform.position + possiblePositions[3], .15f); Gizmos.DrawSphere(transform.position + possiblePositions[4], .15f); Gizmos.DrawSphere(transform.position + possiblePositions[5], .15f); Gizmos.DrawSphere(transform.position + possiblePositions[6], .15f); Gizmos.DrawSphere(transform.position + possiblePositions[7], .15f); } } void Move(){ if (currentFrame < framesToMove){ currentFrame++; moving = false; return; } currentFrame = 1; moving = true; if (gameObject.activeSelf){ StartCoroutine(ResetMoving()); } currentPosition = positionToGo; availablePositions = new Vector3[8]; for (int i = 0; i < availablePositions.Length - 1; i++){ if (!Physics.CheckSphere(currentPosition + possiblePositions[i], .3f, whatIsEnemy)){ availablePositions[i] = (currentPosition + possiblePositions[i]); } } float nearestDist = float.MaxValue; Vector3 nearestPos = new Vector3(); foreach (Vector3 v in availablePositions){ if (v != Vector3.zero){ float dist = Vector3.Distance(v, player.position); if (dist < nearestDist){ nearestDist = dist; nearestPos = v; } } } positionToGo = (nearestPos == Vector3.zero) ? currentPosition : nearestPos; } IEnumerator ResetMoving(){ yield return new WaitForSeconds(movementSmoothingTime * 3); moving = false; } void OnTriggerEnter(Collider col){ if (col.CompareTag("Limits")){ positionToGo = currentPosition; } } void OnCollisionEnter(Collision col){ if (col.gameObject.layer == Mathf.RoundToInt(Mathf.Log(whatIsEnemy.value, 2))){ BishopController bishop = col.gameObject.GetComponent(); KnightController knight = col.gameObject.GetComponent(); PawnController pawn = col.gameObject.GetComponent(); RookController rook = col.gameObject.GetComponent(); if (bishop != null){ if (bishop.positionToGo == positionToGo){ if (Vector3.Distance(transform.position, positionToGo) > Vector3.Distance(col.transform.position, bishop.positionToGo)){ positionToGo = currentPosition; } } }else if (knight != null){ if (knight.positionToGo == positionToGo){ if (Vector3.Distance(transform.position, positionToGo) > Vector3.Distance(col.transform.position, knight.positionToGo)){ positionToGo = currentPosition; } } }else if (pawn != null){ if (pawn.positionToGo == positionToGo){ if (Vector3.Distance(transform.position, positionToGo) > Vector3.Distance(col.transform.position, pawn.positionToGo)){ positionToGo = currentPosition; } } }else if (rook != null){ if (rook.positionToGo == positionToGo){ if (Vector3.Distance(transform.position, positionToGo) > Vector3.Distance(col.transform.position, rook.positionToGo)){ positionToGo = currentPosition; } } } } if (col.gameObject.tag == "Player"){ PlayerController player = col.gameObject.GetComponent(); if (player.positionToGo == positionToGo && moving){ player.Damage(); positionToGo = currentPosition; } } } }