Fixed small visual bugs
This commit is contained in:
@@ -0,0 +1,189 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Pathfinding;
|
||||
using System.Threading.Tasks;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
//Designed by Jacob Weedman
|
||||
//V 0.0.1
|
||||
//DO NOT USE THIS ON ANY ENEMIES
|
||||
|
||||
public class TestEnemyAITurret : MonoBehaviour
|
||||
{
|
||||
|
||||
//MISC
|
||||
GameObject projectile;
|
||||
GameObject player;
|
||||
GameObject barrel;
|
||||
public float DistanceFromPlayer;
|
||||
Vector2 StartPosition;
|
||||
|
||||
//CONDITIONS/GENERAL INFORMATION
|
||||
public bool canFire = true;
|
||||
public bool currentlyReloading = false;
|
||||
public bool targetingPlayer = false;
|
||||
public bool inFiringCycle = false;
|
||||
public int WeaponCurrentMagazineAmmount;
|
||||
public float angle;
|
||||
|
||||
//ENEMY STATS (Changeable)
|
||||
public float Health = 100;
|
||||
public int PlayerDetectionRange = 25;
|
||||
|
||||
//WEAPON STATS (CHANGEABLE)
|
||||
public int WeaponDamage = 15; // Damage per hit
|
||||
public int WeaponFireRate = 250; // Delay in time between attacks both melee and ranged
|
||||
public float WeaponRandomSpread = 5f; // Random direction of lanched projectiles
|
||||
public int WeaponRange = 20; // Maximum range of the projectile before it drops off
|
||||
public float WeaponProjectileSpeed = 30f; // Speed of launched projectiles
|
||||
public int WeaponMagazineSize = 20; // Number of shots the enemy will take before having to reload
|
||||
public int WeaponReloadTime = 5000; // Time it takes to reload the magazine
|
||||
|
||||
//ONCE THE GAME STARTS
|
||||
void Start()
|
||||
{
|
||||
transform.Find("ReloadingIndicator").GetComponent<SpriteRenderer>().enabled = false;
|
||||
transform.Find("PursuingIndicator").GetComponent<SpriteRenderer>().enabled = false;
|
||||
|
||||
projectile = GameObject.Find("EnemyProjectile");
|
||||
player = GameObject.FindGameObjectWithTag("Player");
|
||||
barrel = transform.Find("Barrel").gameObject;
|
||||
|
||||
WeaponCurrentMagazineAmmount = WeaponMagazineSize;
|
||||
|
||||
canFire = true;
|
||||
}
|
||||
|
||||
//MAIN LOGIC
|
||||
void FixedUpdate()
|
||||
{
|
||||
DistanceFromPlayer = Vector2.Distance(transform.position, player.transform.position);
|
||||
|
||||
// Death
|
||||
if (Health <= 0)
|
||||
{
|
||||
GameObject DeadBody;
|
||||
DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity);
|
||||
Destroy(GameObject.Find(DeadBody.name).GetComponent<TestEnemyAIGroundRanged>());
|
||||
Destroy(GameObject.Find(DeadBody.name).GetComponent<Seeker>());
|
||||
|
||||
foreach (Transform child in DeadBody.transform) {
|
||||
GameObject.Destroy(child.gameObject);
|
||||
}
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
|
||||
//ICONS
|
||||
if (targetingPlayer)
|
||||
{
|
||||
transform.Find("PursuingIndicator").GetComponent<SpriteRenderer>().enabled = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
transform.Find("PursuingIndicator").GetComponent<SpriteRenderer>().enabled = false;
|
||||
}
|
||||
|
||||
if (currentlyReloading)
|
||||
{
|
||||
transform.Find("ReloadingIndicator").GetComponent<SpriteRenderer>().enabled = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
transform.Find("ReloadingIndicator").GetComponent<SpriteRenderer>().enabled = false;
|
||||
}
|
||||
|
||||
//RANGED ATTACK
|
||||
// Check if enemy has line of sight on the player & if they are in the acceptable range
|
||||
if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false)
|
||||
{
|
||||
if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange)
|
||||
{
|
||||
UseWeapon();
|
||||
}
|
||||
}
|
||||
else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false)
|
||||
{
|
||||
ReloadWeapon();
|
||||
}
|
||||
|
||||
//PLAYER TARGETING
|
||||
if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange + 10)
|
||||
{
|
||||
targetingPlayer = true;
|
||||
|
||||
// Set angle to player
|
||||
angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// Reset barrel rotation
|
||||
angle = 90f;
|
||||
}
|
||||
|
||||
// Rotate barrel towards player
|
||||
Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle));
|
||||
barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 100 * Time.deltaTime);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
//MISC METHODS
|
||||
// Use Ranged Weapon
|
||||
async Task UseWeapon()
|
||||
{
|
||||
canFire = false;
|
||||
inFiringCycle = true;
|
||||
|
||||
// Create Projectile
|
||||
GameObject BulletInstance;
|
||||
BulletInstance = Instantiate(projectile, transform.position, Quaternion.LookRotation(transform.position - GameObject.FindGameObjectWithTag("Player").transform.position + new Vector3(UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), UnityEngine.Random.Range((-1 * WeaponRandomSpread), WeaponRandomSpread), 0)));
|
||||
BulletInstance.transform.parent = transform;
|
||||
|
||||
// Send it on it's way
|
||||
BulletInstance.GetComponent<Rigidbody2D>().linearVelocity = BulletInstance.transform.forward * -1 * WeaponProjectileSpeed;
|
||||
BulletInstance.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, BulletInstance.transform.forward) - 90));
|
||||
WeaponCurrentMagazineAmmount--;
|
||||
|
||||
await Task.Delay(WeaponFireRate);
|
||||
|
||||
canFire = true;
|
||||
inFiringCycle = false;
|
||||
}
|
||||
|
||||
// Reload Weapon
|
||||
async Task ReloadWeapon()
|
||||
{
|
||||
canFire = false;
|
||||
//play reload animation
|
||||
currentlyReloading = true;
|
||||
await Task.Delay(WeaponReloadTime);
|
||||
WeaponCurrentMagazineAmmount = WeaponMagazineSize;
|
||||
currentlyReloading = false;
|
||||
|
||||
canFire = true;
|
||||
}
|
||||
|
||||
// General Utility
|
||||
bool DetermineLineOfSight(GameObject object1, GameObject object2)
|
||||
{
|
||||
Vector3 RaycastStart = object1.transform.position;
|
||||
Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized;
|
||||
float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position);
|
||||
|
||||
if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false)
|
||||
{
|
||||
Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user