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 //Use on Cloaker type enemies public class CloakerAI : MonoBehaviour { //MISC GameObject target; public float nextWaypointDistance = 5; Path path; int currentWaypoint = 0; bool reachedEndOfPath = false; GameObject projectile; GameObject player; public List SuitablePositions; public List AllPositions; float DistanceFromPlayer; Vector2 StartPosition; public List PatrolPositions; GameObject LastKnownPlayerLocation; //CONDITIONS/GENERAL INFORMATION bool canJump = true; bool canMove = true; // Prevent all movement bool canPursue = false; // Follow player bool canFire = false; bool currentlyReloading = false; bool targetingPlayer = false; bool inFiringCycle = false; bool canDash = true; //ENEMY STATS (Changeable) public float Speed = 0.7f; // In relation to player's walking speed public float JumpHeight = 1.4f; // In relation to player's regular jump height public float Health = 15; public int PlayerDetectionRange = 25; public float HiddenTransparencyAmmount = 0.05f; public float dashSpeed = 40f; // Strength of the dash //WEAPON STATS (CHANGEABLE) public int WeaponDamage = 40; // Damage per hit public int WeaponFireRate = 1500; // Delay in time between attacks both melee and ranged public float WeaponMeleeRange = 0.75f; //REFERENCES Seeker seeker; Rigidbody2D rb; //ONCE THE GAME STARTS void Start() { seeker = GetComponent(); rb = GetComponent(); transform.Find("PursuingIndicator").GetComponent().enabled = false; StartPosition = transform.position; AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList(); projectile = GameObject.Find("EnemyProjectile"); player = GameObject.FindGameObjectWithTag("Player"); LastKnownPlayerLocation = null; target = gameObject; InvokeRepeating("UpdatePath", 0f, 0.1f); InvokeRepeating("PathfindingTimeout", 0f, 10); } // When enemy has reached the next node void OnPathComplete(Path p) { if (!p.error) { path = p; currentWaypoint = 0; } } // Select next node void UpdatePath() { if (seeker.IsDone() && target != null) { seeker.StartPath(rb.position, target.transform.position, OnPathComplete); } } // Pathfiniding Timeout void PathfindingTimeout() { if (Vector2.Distance(transform.position, target.transform.position) > 0.5) { LastKnownPlayerLocation = null; targetingPlayer = false; target = gameObject; } } //MAIN LOGIC void FixedUpdate() { //DEATH if (Health <= 0) { GameObject DeadBody; DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity); Destroy(GameObject.Find(DeadBody.name).GetComponent()); Destroy(GameObject.Find(DeadBody.name).GetComponent()); foreach (Transform child in DeadBody.transform) { GameObject.Destroy(child.gameObject); } Destroy(gameObject); } //ICONS if (targetingPlayer && gameObject.GetComponent().color.a == 1) { transform.Find("PursuingIndicator").GetComponent().enabled = true; } else { transform.Find("PursuingIndicator").GetComponent().enabled = false; gameObject.GetComponent().color = new Color(1f, 0f, 0f, HiddenTransparencyAmmount); } //MISC PATHFINDING if (path == null) return; if (target == null) return; if (currentWaypoint >= path.vectorPath.Count) { reachedEndOfPath = true; return; } else { reachedEndOfPath = false; } //ATTACK // Check if enemy has line of sight on the player & if they are in the acceptable range if (canFire == true && currentlyReloading == false) { if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(player.transform.position, transform.position) <= WeaponMeleeRange) { gameObject.GetComponent().color = new Color(1f, 0f, 0f, 1f); UseWeapon(); } } //CALL DASH if (DetermineLineOfSight(gameObject, player) && targetingPlayer && canDash == true) { Dash(); } //MOVEMENT if (canMove == true) { canFire = false; Vector2 direction = (Vector2)path.vectorPath[currentWaypoint] - rb.position; if (direction.x > 0) // Move right { rb.AddForce(new Vector2(Speed * 20, rb.linearVelocity.y)); } if (direction.x < 0) // Move left { rb.AddForce(new Vector2(-1 * Speed * 20, rb.linearVelocity.y)); } if (direction.y > 1f) // Wants to jump { JumpMethod(); } // A* logic float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]); if (distance < nextWaypointDistance) { currentWaypoint++; } } //GROUND DETECTION //Detecting if the enemy has reached the ground if (GetComponentInChildren().isGrounded == true && rb.linearVelocity.y == 0) { canJump = true; if (inFiringCycle == false) { canFire = true; } } else { canJump = false; canFire = false; } //DETECTION // Enemy detects player if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange) { targetingPlayer = true; canPursue = true; target = player; // Get the last know player location by finding which of the positions is closest to the player if (LastKnownPlayerLocation == null) { LastKnownPlayerLocation = gameObject; } foreach (GameObject pos in AllPositions) { if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position)) { LastKnownPlayerLocation = pos; } } } // Player has broken line of sight and the enemy will attempt to move to the last known location else if (LastKnownPlayerLocation != null) { if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5) { canPursue = false; target = LastKnownPlayerLocation; } if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false) { targetingPlayer = false; LastKnownPlayerLocation = null; } } //TARGET DETERMINATION if (canPursue == true) { // If the enemy reaches the target if (Vector2.Distance(target.transform.position, transform.position) <= 1 && DetermineLineOfSight(gameObject, player)) { if (canFire == false && inFiringCycle == false) { canFire = true; } } } } //MISC METHODS // Perform jump async Task JumpMethod() { if (canJump == true) { rb.linearVelocity = new Vector2(rb.linearVelocity.x, JumpHeight * 12); canJump = false; await Task.Delay(500); } } // Dash async Task Dash() { canDash = false; // Perform dash rb.linearVelocity = new Vector2(transform.position.x - player.transform.position.x, transform.position.y - player.transform.position.y).normalized * dashSpeed * -1; await Task.Delay(1000); // Dash delay ms canDash = true; } // Use Ranged Weapon async Task UseWeapon() { canFire = false; inFiringCycle = true; // melee attack //Damage GameObject.Find("GameData").GetComponent().CurrentHealth -= WeaponDamage; await Task.Delay(WeaponFireRate); canFire = true; inFiringCycle = false; } // 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; } } }