307 lines
12 KiB
C#
307 lines
12 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 EnemyController : MonoBehaviour {
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[SerializeField, Range(0, 2)] int angryLevel = 0;
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[SerializeField] float[] speedLevels = new float[3];
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[SerializeField] SkinnedMeshRenderer meshRenderer = default;
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[SerializeField] Animator enemyAnimator = default;
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[Space]
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[SerializeField] Material defaultMat = default;
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[SerializeField] Material angryMat = default;
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[SerializeField] Material reallyAngryMat = default;
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[SerializeField] Material defaultAttackMat = default;
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[SerializeField] Material angryAttackMat = default;
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[SerializeField] Material reallyAngryAttackMat = default;
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[Space]
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[SerializeField] float speed = 5f;
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[HideInInspector] public Vector3 directionLooking = Vector3.forward;
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[SerializeField, Range(0, .2f)] float rotationTime = .1f;
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[HideInInspector] public float targetAngle;
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float rotationVelocity;
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[SerializeField] LayerMask whatIsWall = -1;
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Vector3 currentPosition;
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List<Vector3> possiblePositions;
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List<Vector3> availablePositions;
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[HideInInspector] public Vector3 positionToGo;
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Transform player;
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bool dead;
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[HideInInspector] public bool canMove;
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GameController gameController;
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void Awake(){
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PlayerController playerController = FindObjectOfType<PlayerController>();
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player = playerController.transform;
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playerController.onDie.AddListener(() => OnPlayerDie());
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gameController = FindObjectOfType<GameController>();
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}
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void Start(){
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positionToGo = currentPosition = transform.position;
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speed = speedLevels[angryLevel];
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}
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public void OnPlayerDie(){
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positionToGo = currentPosition = transform.position;
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switch (angryLevel){
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case 0:
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meshRenderer.material = defaultMat;
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break;
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case 1:
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meshRenderer.material = angryMat;
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break;
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case 2:
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meshRenderer.material = reallyAngryMat;
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break;
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}
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}
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public void EnterRespawn(){
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switch (angryLevel){
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case 0:
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angryLevel = 1;
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break;
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case 1:
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angryLevel = 2;
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break;
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}
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switch (angryLevel){
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case 0:
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meshRenderer.material = defaultMat;
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break;
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case 1:
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meshRenderer.material = angryMat;
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break;
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case 2:
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meshRenderer.material = reallyAngryMat;
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break;
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}
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}
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public void Respawn(){
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positionToGo = currentPosition = transform.position;
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dead = false;
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speed = speedLevels[angryLevel];
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}
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// Update is called once per frame
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void Update(){
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enemyAnimator.SetBool("Attacking", !dead && canMove);
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if (!dead && canMove){
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switch (angryLevel){
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case 0:
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meshRenderer.material = defaultAttackMat;
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break;
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case 1:
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meshRenderer.material = angryAttackMat;
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break;
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case 2:
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meshRenderer.material = reallyAngryAttackMat;
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break;
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}
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if (transform.position == positionToGo){
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CalculateDirection();
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}
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transform.position = Vector3.MoveTowards(transform.position, new Vector3(positionToGo.x, transform.position.y, positionToGo.z), speed * Time.deltaTime);
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float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref rotationVelocity, rotationTime);
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transform.rotation = Quaternion.Euler(0f, angle, 0f);
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}
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else{
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}
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}
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void CalculateDirection(){
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currentPosition = transform.position;
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possiblePositions = new List<Vector3>();
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Vector3 forward = Vector3.forward;
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Vector3 back = Vector3.back;
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Vector3 left = Vector3.left;
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Vector3 right = Vector3.right;
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if (forward == -directionLooking){
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possiblePositions.Add(Vector3.back);
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possiblePositions.Add(Vector3.left);
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possiblePositions.Add(Vector3.right);
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}else if (back == -directionLooking){
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possiblePositions.Add(Vector3.forward);
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possiblePositions.Add(Vector3.left);
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possiblePositions.Add(Vector3.right);
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}else if (left == -directionLooking){
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possiblePositions.Add(Vector3.back);
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possiblePositions.Add(Vector3.forward);
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possiblePositions.Add(Vector3.right);
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}else if (right == -directionLooking){
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possiblePositions.Add(Vector3.back);
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possiblePositions.Add(Vector3.left);
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possiblePositions.Add(Vector3.forward);
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}
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availablePositions = new List<Vector3>();
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foreach(Vector3 pos in possiblePositions){
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if(directionLooking == Vector3.forward || directionLooking == Vector3.back){
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if(pos == Vector3.right){
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if(player.position.x > transform.position.x){
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if (!Physics.CheckSphere(transform.position + pos, .3f, whatIsWall)){
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availablePositions.Add(pos);
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}
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}else{
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if (!Physics.CheckSphere(transform.position + directionLooking, .3f, whatIsWall)){
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availablePositions.Add(directionLooking);
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}else{
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if (!Physics.CheckSphere(transform.position + pos, .3f, whatIsWall)){
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availablePositions.Add(pos);
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}
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}
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}
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}else if(pos == Vector3.left){
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if (player.position.x < transform.position.x){
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if (!Physics.CheckSphere(transform.position + pos, .3f, whatIsWall)){
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availablePositions.Add(pos);
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}
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}else{
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if (!Physics.CheckSphere(transform.position + directionLooking, .3f, whatIsWall)){
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availablePositions.Add(directionLooking);
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}else{
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if (!Physics.CheckSphere(transform.position + pos, .3f, whatIsWall)){
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availablePositions.Add(pos);
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}
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}
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}
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}else{
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if (!Physics.CheckSphere(transform.position + pos, .3f, whatIsWall)){
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availablePositions.Add(pos);
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}
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}
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}else{
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if (pos == Vector3.forward){
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if (player.position.z > transform.position.z){
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if (!Physics.CheckSphere(transform.position + pos, .3f, whatIsWall)){
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availablePositions.Add(pos);
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}
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}else{
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if (!Physics.CheckSphere(transform.position + directionLooking, .3f, whatIsWall)){
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availablePositions.Add(directionLooking);
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}else{
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if (!Physics.CheckSphere(transform.position + pos, .3f, whatIsWall)){
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availablePositions.Add(pos);
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}
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}
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}
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}else if (pos == Vector3.back){
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if (player.position.z < transform.position.z){
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if (!Physics.CheckSphere(transform.position + pos, .3f, whatIsWall)){
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availablePositions.Add(pos);
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}
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}else{
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if (!Physics.CheckSphere(transform.position + directionLooking, .3f, whatIsWall)){
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availablePositions.Add(directionLooking);
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}else{
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if (!Physics.CheckSphere(transform.position + pos, .3f, whatIsWall)){
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availablePositions.Add(pos);
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}
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}
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}
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}else{
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if (!Physics.CheckSphere(transform.position + pos, .3f, whatIsWall)){
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availablePositions.Add(pos);
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}
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}
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}
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/*if (!Physics.CheckSphere(transform.position + pos, .3f, whatIsWall)){
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availablePositions.Add(pos);
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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(currentPosition + v, player.position);
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if (dist < nearestDist){
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nearestDist = dist;
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nearestPos = currentPosition + v;
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}
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}
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}
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if(nearestPos - currentPosition == Vector3.left){
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targetAngle = Mathf.Atan2(-1, 0) * Mathf.Rad2Deg;
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}else if (nearestPos - currentPosition == Vector3.right){
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targetAngle = Mathf.Atan2(1, 0) * Mathf.Rad2Deg;
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}else if (nearestPos - currentPosition == Vector3.forward){
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targetAngle = Mathf.Atan2(0, 1) * Mathf.Rad2Deg;
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}else if (nearestPos - currentPosition == Vector3.back){
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targetAngle = Mathf.Atan2(0, -1) * Mathf.Rad2Deg;
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}
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directionLooking = nearestPos - currentPosition;
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positionToGo = nearestPos;
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}
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void OnDrawGizmos(){
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Vector3 forward = Vector3.forward;
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Vector3 back = Vector3.back;
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Vector3 left = Vector3.left;
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Vector3 right = Vector3.right;
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if(forward == -directionLooking){
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Gizmos.color = Color.blue;
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Gizmos.DrawSphere(transform.position + Vector3.forward, .15f);
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Gizmos.color = Color.red;
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Gizmos.DrawSphere(transform.position + Vector3.back, .15f);
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Gizmos.DrawSphere(transform.position + Vector3.left, .15f);
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Gizmos.DrawSphere(transform.position + Vector3.right, .15f);
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}else if(back == -directionLooking){
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Gizmos.color = Color.blue;
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Gizmos.DrawSphere(transform.position + Vector3.back, .15f);
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Gizmos.color = Color.red;
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Gizmos.DrawSphere(transform.position + Vector3.forward, .15f);
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Gizmos.DrawSphere(transform.position + Vector3.left, .15f);
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Gizmos.DrawSphere(transform.position + Vector3.right, .15f);
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}else if (left == -directionLooking){
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Gizmos.color = Color.blue;
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Gizmos.DrawSphere(transform.position + Vector3.left, .15f);
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Gizmos.color = Color.red;
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Gizmos.DrawSphere(transform.position + Vector3.back, .15f);
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Gizmos.DrawSphere(transform.position + Vector3.forward, .15f);
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Gizmos.DrawSphere(transform.position + Vector3.right, .15f);
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}else if (right == -directionLooking){
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Gizmos.color = Color.blue;
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Gizmos.DrawSphere(transform.position + Vector3.right, .15f);
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Gizmos.color = Color.red;
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Gizmos.DrawSphere(transform.position + Vector3.back, .15f);
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Gizmos.DrawSphere(transform.position + Vector3.left, .15f);
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Gizmos.DrawSphere(transform.position + Vector3.forward, .15f);
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}
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}
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void OnTriggerEnter(Collider col){
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if(col.gameObject.tag == "Explosion"){
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AudioManager.instance.PlayOneShot("EnemyDeath");
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GameOverCanvas.instance.enemiesKilled++;
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dead = true;
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canMove = false;
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gameController.EnemyDeath(this);
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}
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}
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}
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