Fixed small visual bugs
This commit is contained in:
@@ -0,0 +1,367 @@
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using Pathfinding;
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using System.Threading.Tasks;
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using System;
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using System.Linq;
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using System.Text;
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//Designed by Jacob Weedman
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//Use on switchblade drone enemies
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public class SwitchbladeAI : MonoBehaviour
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{
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//MISC
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public GameObject target;
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public float nextWaypointDistance = 5;
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Path path;
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int currentWaypoint = 0;
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bool reachedEndOfPath = false;
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GameObject projectile;
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GameObject player;
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GameObject barrel;
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public List<GameObject> AllPositions;
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public float DistanceFromPlayer;
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Vector2 StartPosition;
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public List<GameObject> PatrolPositions;
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public GameObject LastKnownPlayerLocation;
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//CONDITIONS/GENERAL INFORMATION
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public bool canMove = true;
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public bool canPursue = false;
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public bool canFire = true;
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public bool currentlyReloading = false;
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public bool currentlyPatrolling;
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public bool currentlyMovingToNextPatrolTarget = false;
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public float DesiredDistance = 15;
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int MinumumDistance = 10;
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public bool targetingPlayer = false;
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public bool inFiringCycle = false;
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public bool primed = false;
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//ENEMY STATS (Changeable)
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float Speed = 0.7f; // In relation to player's walking speed
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float Health = 5;
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float PatrolDistance = 10;
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int PatrolStallTime = 1500; //ms
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int PlayerDetectionRange = 25;
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int WeaponFireRate = 1000;
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int WeaponRange = 30;
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int WeaponDamage = 20;
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float dashSpeed = 40f;
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Seeker seeker;
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Rigidbody2D rb;
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//START OF THE GAME
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void Start()
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{
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seeker = GetComponent<Seeker>();
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rb = GetComponent<Rigidbody2D>();
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transform.Find("PursuingIndicator").GetComponent<SpriteRenderer>().enabled = false;
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StartPosition = transform.position;
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AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList();
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target = Instantiate(GameObject.Find("FlyingTarget"), transform.position, Quaternion.identity);
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player = GameObject.FindGameObjectWithTag("Player");
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LastKnownPlayerLocation = null;
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InvokeRepeating("UpdatePath", 0f, 0.1f);
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InvokeRepeating("PathfindingTimeout", 0f, 30);
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}
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// When enemy has reached the next node
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void OnPathComplete(Path p)
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{
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if (!p.error)
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{
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path = p;
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currentWaypoint = 0;
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}
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}
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// Select next node
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void UpdatePath()
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{
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if (seeker.IsDone())
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{
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seeker.StartPath(rb.position, target.transform.position, OnPathComplete);
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}
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}
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// Pathfiniding Timeout
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void PathfindingTimeout()
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{
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if (Vector2.Distance(transform.position, target.transform.position) > 0.5)
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{
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//target = gameObject;
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targetingPlayer = false;
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LastKnownPlayerLocation = null;
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MoveNextPatrol();
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}
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}
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//MAIN LOGIC
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void FixedUpdate()
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{
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// Death
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if (Health <= 0)
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{
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Explode();
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}
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// Explode when close to the player
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if (primed && Vector2.Distance(player.transform.position, transform.position) <= 2)
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{
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Explode();
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}
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// See where the enemy wants to go (DEBUGGING ONLY)
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if (target != null)
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{
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foreach (GameObject pos in AllPositions)
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{
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pos.GetComponent<SpriteRenderer>().enabled = false;
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}
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target.GetComponent<SpriteRenderer>().enabled = true;
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}
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//CHANGE ICONS
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if (targetingPlayer)
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{
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transform.Find("PursuingIndicator").GetComponent<SpriteRenderer>().enabled = true;
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}
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else
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{
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transform.Find("PursuingIndicator").GetComponent<SpriteRenderer>().enabled = false;
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}
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//MISC PATHFINDING
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if (path == null)
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return;
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if (target == null)
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return;
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if (currentWaypoint >= path.vectorPath.Count)
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{
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reachedEndOfPath = true;
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return;
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}
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else
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{
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reachedEndOfPath = false;
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}
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//DIVE BOMB
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// Check if enemy has line of sight on the player & if they are in the acceptable range
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if (canFire == true && currentlyReloading == false && currentlyPatrolling == false)
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{
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if (DetermineLineOfSight(gameObject, player) == true && inFiringCycle == false && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange)
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{
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UseWeapon();
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}
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}
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//MOVEMENT
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if (canMove == true)
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{
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Vector2 direction = ((Vector2)path.vectorPath[currentWaypoint] - rb.position).normalized;
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Vector2 force = direction * Speed * 20;
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rb.AddForce(force);
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// A* logic
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float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]);
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if (distance < nextWaypointDistance)
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{
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currentWaypoint++;
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}
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}
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//PATROL
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// Enemy detects player
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if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange)
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{
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currentlyPatrolling = false;
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targetingPlayer = true;
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canPursue = true;
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primed = true;
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// Get the last know player location by finding which of the positions is closest to the player
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if (LastKnownPlayerLocation == null)
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{
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LastKnownPlayerLocation = gameObject;
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}
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foreach (GameObject pos in AllPositions)
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{
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if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position))
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{
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LastKnownPlayerLocation = pos;
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}
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}
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}
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// Player has broken line of sight and the enemy will attempt to move to the last known location
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else if (LastKnownPlayerLocation != null)
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{
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primed = false;
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if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5)
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{
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canPursue = false;
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target.transform.position = LastKnownPlayerLocation.transform.position;
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}
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if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false)
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{
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targetingPlayer = false;
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LastKnownPlayerLocation = null;
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}
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}
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// Go back to patrol move
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else
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{
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LastKnownPlayerLocation = gameObject;
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currentlyPatrolling = true;
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targetingPlayer = false;
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}
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// Call patrol method
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if (currentlyPatrolling)
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{
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if (canMove == true && currentlyMovingToNextPatrolTarget == false)
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{
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MoveNextPatrol();
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}
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}
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//TARGET DETERMINATION
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if (canPursue == true)
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{
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/*
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// If the player moves away (CHANGE TARGET)
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if (Vector2.Distance(target.transform.position, player.transform.position) > DesiredDistance)
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{
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ComputeClosestPositionToPlayer();
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}
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*/
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//If the player is too close to the target (CHANGE TARGET)
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if (Vector2.Distance(target.transform.position, player.transform.position) < MinumumDistance)
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{
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ComputeClosestPositionToPlayer();
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}
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// If the player is not within line of sight of the desired position (CHANGE TARGET)
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if (DetermineLineOfSight(target, player) == false)
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{
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ComputeClosestPositionToPlayer();
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}
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// If the enemy reaches the target
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if (Vector2.Distance(target.transform.position, transform.position) <= 1)
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{
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if (DetermineLineOfSight(gameObject, player) == false) // If the enemy has LOS on the player
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{
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ComputeClosestPositionToPlayer();
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}
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}
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}
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}
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//MISC METHODS
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// Attempt to explode on the player
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async Task UseWeapon()
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{
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inFiringCycle = true;
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await Task.Delay(3000); // Dash delay ms
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//Dash into player
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rb.linearVelocity = new Vector2(transform.position.x - player.transform.position.x, transform.position.y - player.transform.position.y).normalized * dashSpeed * -2f;
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inFiringCycle = false;
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}
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// Part of the patrol cycle
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async Task MoveNextPatrol()
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{
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LastKnownPlayerLocation = gameObject;
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target.transform.position = transform.position;
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canPursue = false;
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currentlyMovingToNextPatrolTarget = true;
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//Find Random Position nearby
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target.transform.position = new Vector2((StartPosition.x + UnityEngine.Random.Range(-1 * PatrolDistance, PatrolDistance)), (StartPosition.y + UnityEngine.Random.Range(-1 * PatrolDistance, PatrolDistance)));
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await Task.Delay(PatrolStallTime + UnityEngine.Random.Range((PatrolStallTime * -1), PatrolStallTime));
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currentlyMovingToNextPatrolTarget = false;
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}
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// General Utility
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bool DetermineLineOfSight(GameObject object1, GameObject object2)
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{
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Vector3 RaycastStart = object1.transform.position;
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Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized;
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float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position);
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if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false)
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{
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Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance);
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return true;
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}
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else
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{
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return false;
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}
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}
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// Part of the pursue cycle
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void ComputeClosestPositionToPlayer()
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{
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canMove = true;
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// find a target in the air a set radius away from the player
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if (DetermineLineOfSight(player, gameObject))
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{
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target.transform.position = new Vector2(player.transform.position.x + UnityEngine.Random.Range(-MinumumDistance, MinumumDistance), player.transform.position.y + MinumumDistance);
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}
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}
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// Explode
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void Explode()
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{
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//Create Explosion
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GameObject Explosion;
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Explosion = Instantiate(GameObject.Find("Explosion"), new Vector3(transform.position.x, transform.position.y, GameObject.Find("Explosion").transform.position.z), Quaternion.identity);
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Explosion.transform.rotation = Quaternion.Euler(Vector3.forward);
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//Set Variables
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Explosion.GetComponent<EnemyParticleWeapon>().destroy = true;
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Explosion.GetComponent<EnemyParticleWeapon>().opacity = true;
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Explosion.GetComponent<EnemyParticleWeapon>().timer = 3;
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Explosion.GetComponent<EnemyParticleWeapon>().damageAmmount = WeaponDamage;
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//Delete Enemy
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Destroy(gameObject);
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}
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void OnTriggerEnter2D(Collider2D collision)
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{
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if (primed)
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{
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if (collision.gameObject.tag == "Ground")
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{
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if (collision.gameObject.layer == 6)
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{
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Explode();
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}
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}
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}
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}
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}
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