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-rw-r--r--Assets/Scripts/Actors/Enemy.cs72
1 files changed, 72 insertions, 0 deletions
diff --git a/Assets/Scripts/Actors/Enemy.cs b/Assets/Scripts/Actors/Enemy.cs
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+++ b/Assets/Scripts/Actors/Enemy.cs
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+using UnityEngine;
+using System.Collections;
+
+namespace MontanaJohns.Actors
+{
+ [RequireComponent(typeof(Rigidbody2D))]
+ public class Enemy : Actor
+ {
+ protected GameObject player;
+ protected float attackRate = 0.5f;
+ protected float nextAttackTime = 0f;
+
+ bool playerSeen;
+
+ protected override void Awake()
+ {
+ base.Awake();
+ player = GameObject.FindGameObjectWithTag("Player");
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ if(!playerSeen)
+ {
+ if (Mathf.Abs(player.transform.position.x - transform.position.x) <= 50 && Mathf.Abs(player.transform.position.y - transform.position.y) <= 15)
+ playerSeen = true;
+ }
+ else
+ {
+ MoveTowardsPlayer();
+ Attack();
+ }
+ CheckHealth();
+ }
+
+ protected override void FixedUpdate()
+ {
+ // Temp override while missing falling logic/animations
+ }
+
+ void MoveTowardsPlayer()
+ {
+ if (player.transform.position.x < transform.position.x) Move(-stats.speedMultiplier * 0.5f);
+ else Move(stats.speedMultiplier * 0.5f);
+ }
+
+ void CheckHealth()
+ {
+ if (health <= 0) Destroy(gameObject);
+ }
+
+ void Attack()
+ {
+ if (Mathf.Abs(player.transform.position.x - transform.position.x) <= 5 && Mathf.Abs(player.transform.position.y - transform.position.y) <= 2 && Time.time >= nextAttackTime) {
+ _animator.SetTrigger("attack");
+ player.GetComponent<Actor>().TakeDamage(1);
+ nextAttackTime = Time.time + 1f / attackRate;
+ }
+ }
+
+ private void OnCollisionEnter2D(Collision2D other)
+ {
+ if (other.gameObject.tag == "Projectile")
+ {
+ // TODO update once projectile is made an Active Item
+ TakeDamage(1);
+ Destroy(other.gameObject);
+ }
+ }
+ }
+}