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using UnityEngine;
using System.Collections;
using UnityEngine.InputSystem;
namespace MontanaJohns.Actors
{
[RequireComponent(typeof(Rigidbody2D))]
public class Enemy : Actor
{
protected GameObject player;
protected float attackRate = 0.5f;
protected float nextAttackTime = 0f;
private bool playerSeen;
private PlayerInput playerInput;
private InputAction jump;
protected override void Awake()
{
base.Awake();
player = GameObject.FindGameObjectWithTag("Player");
playerInput = player.GetComponent<PlayerInput>();
jump = playerInput.currentActionMap.FindAction("Jump");
jump.started += context => Jump();
}
// Update is called once per frame
void Update()
{
CheckHealth();
}
protected override void FixedUpdate()
{
// Temp override while missing falling logic/animations
//base.FixedUpdate();
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();
}
}
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;
}
}
public override void Jump()
{
if (groundCheckPoint1 == null || groundCheckPoint2 == null) return;
if (Physics2D.OverlapCircle(groundCheckPoint1.position, 0.2f, groundLayers) || Physics2D.OverlapCircle(groundCheckPoint2.position, 0.2f, groundLayers))
{
jumpCount = stats.maxJumps;
hangCount = hangTime;
}
else
{
hangCount -= Time.deltaTime;
}
if (jumpCount > 0 && hangCount > 0f)
{
jumpCount--;
_rigidBody.AddForce(Vector2.up * stats.jumpForce);
}
}
private void OnCollisionEnter2D(Collision2D other)
{
if (other.gameObject.tag == "Projectile")
{
// TODO update once projectile is made an Active Item
TakeDamage(1);
Destroy(other.gameObject);
}
}
}
}
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