946 lines
32 KiB
C#
946 lines
32 KiB
C#
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 the goat Jacob Weedman
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// Use on any basic enemy
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//
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// Configure to your likeing
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// Not all options apply with every configuration
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//
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// PREREQUISITES
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// 1. The "Seeker" script from the A* pathfinding library must be attatched to the same game object
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// 2. A Rigidbody2D component must be attatched to the same game object
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// 3. A _Collider2D component must be attatched to the same game object
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// 4. Various game objects are required to be in the scene in order for this to function properly
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// 5. Various children game objects are required in order for this to funciton properly
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public class MasterEnemyAIOld : MonoBehaviour
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{
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#region MISC VARIABLES (DO NOT CHANGE VALUES)
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GameObject target;
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GameObject Camera;
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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 player;
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GameObject barrel;
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public List<GameObject> SuitablePositions;
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public List<GameObject> AllPositions;
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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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Transform DroneBayLocation;
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#endregion
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#region CONDITIONS/GENERAL INFORMATION
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public bool targetingPlayer = false;
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public bool inFiringCycle = false;
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bool currentlyReloading = false;
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bool currentlyPatrolling;
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bool canJump = true;
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bool canMove = true; // Prevent all movement
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bool canPursue = false; // Follow player
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bool canFire = true;
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bool canDash = true;
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bool currentlyMovingToNextPatrolTarget = false;
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float DesiredDistance;
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public int WeaponCurrentMagazineAmmount;
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public int NumberOfHitsPerMag = 0;
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bool canTeleport = true;
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float angle;
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bool currentlyInDroneBay = false;
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int CurrentBatteryCapacity;
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bool currentlyTravelingToDroneBay = false;
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bool currentlyRecharging = false;
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bool primed = false; // For self-explosion
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#endregion
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#region ENEMY STATS (Changeable in Unity)
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public float Speed = 1f; // In relation to player's walking speed
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public float JumpHeight = 1f; // In relation to player's regular jump height
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public float Health = 100;
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public float MinumumDistance = 5f;
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public float PatrolDistance = 15;
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public int PatrolStallTime = 2000; //ms
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public int PlayerDetectionRange = 20;
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public float dashSpeed = 40f; // Strength of the dash
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public int dashDelay = 1000;
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public float HiddenTransparencyAmmount = 0.05f; // Strength of the cloaked transparency
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public int TeleportCooldown = 500; //ms
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public int MaxBatteryCapacity = 30; // Depletes one every second it is out of the bay
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public int RechargeTime = 6000; //ms
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// Capabiltiies
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public bool AbilityDash = false;
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public bool AbilityInvisible = false;
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public bool AbilityJump = false;
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public bool AbilityTeleport = false;
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public bool AbilityShootAndMove = false;
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public bool AbilityReloadAndMove = false;
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public bool AbilityMove = false;
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public bool AbilityDynamicRelocation = false;
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public bool AbilityExplodeOnContact = false;
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public bool AbilityExplodeNearPlayer = false;
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public bool AbilityExplodeOnDeath = false;
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public bool AbilityPlayerESP = false;
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#endregion
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#region WEAPON STATS (CHANGEABLE in Unity)
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public GameObject EnemyProjectile;
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public string EnemyType = "GROUND"; // Options: "GROUND", "AIR"
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public bool IsDrone = false;
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public string WeaponType = "RANGED"; // Options: "RANGED", "ROCKET", "PARTICLE", "MELEE", "GRENADE", "NONE"
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public int WeaponDamage = 5; // Damage per hit
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public int WeaponFireRate = 300; // Delay in time between attacks both melee and ranged
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public float WeaponRandomSpread = 7.5f; // Random direction of lanched projectiles
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public int WeaponRange = 15; // Maximum range of the projectile before it drops off
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public float WeaponProjectileSpeed = 40f; // Speed of launched projectiles
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public int WeaponMagazineSize = 20; // Number of shots the enemy will take before having to reload
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public int WeaponReloadTime = 3000; // Time it takes to reload the magazine
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#endregion
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#region COMPONENT REFERENCES
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Seeker seeker;
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Rigidbody2D rb;
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#endregion
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#region ONCE THE ENEMY IS SPAWNED IN
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void Awake()
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{
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seeker = GetComponent<Seeker>();
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rb = GetComponent<Rigidbody2D>();
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if (transform.Find("ReloadingIndicator")) // Ensures Reloading Indicator Exists
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{
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transform.Find("ReloadingIndicator").GetComponent<SpriteRenderer>().enabled = false;
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}
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if (transform.Find("PursuingIndicator")) // Ensures Pursuing Indicator Exists
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{
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transform.Find("PursuingIndicator").GetComponent<SpriteRenderer>().enabled = false;
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}
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StartPosition = transform.position;
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AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList();
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if (EnemyType == "GROUND") // Configure settings for Ground enemies
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{
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foreach (GameObject pos in AllPositions)
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{
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if (Vector2.Distance(pos.transform.position, StartPosition) <= PatrolDistance)
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{
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PatrolPositions.Add(pos);
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}
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}
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gameObject.layer = LayerMask.NameToLayer("Enemies");
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foreach (Transform child in gameObject.transform)
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{
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child.gameObject.layer = LayerMask.NameToLayer("Enemies");
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}
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if (PatrolPositions.Count() > 0) // Catches error when the game object starts outside of the game area
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{
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target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)];
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}
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else
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{
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target = null;
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}
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}
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if (EnemyType == "AIR") // Configure settings for Air enemies
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{
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gameObject.layer = LayerMask.NameToLayer("FlyingEnemies");
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foreach (Transform child in gameObject.transform)
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{
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child.gameObject.layer = LayerMask.NameToLayer("FlyingEnemies");
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}
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GetComponent<Rigidbody2D>().gravityScale = 0;
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target = Instantiate(GameObject.Find("FlyingTarget"), transform.position, Quaternion.identity);
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}
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Camera = GameObject.FindGameObjectWithTag("MainCamera");
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player = GameObject.FindGameObjectWithTag("Player");
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if (transform.Find("Barrel")) // Ensures barrel exists
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{
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barrel = transform.Find("Barrel").gameObject;
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}
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else
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{
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barrel = null;
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}
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LastKnownPlayerLocation = null;
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WeaponCurrentMagazineAmmount = WeaponMagazineSize;
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DesiredDistance = WeaponRange - 5;
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// Set default EnemyProjectile if it starts as NULL (DEV forgot to change it lmao)
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if (EnemyProjectile == null)
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{
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EnemyProjectile = GameObject.Find("GameObjectFolder").transform.Find("EnemyProjectile").gameObject;
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}
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InvokeRepeating("UpdatePath", 0f, 0.1f);
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InvokeRepeating("PathfindingTimeout", 0f, 10);
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if (IsDrone == true)
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{
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InvokeRepeating("BatteryDrain", 0f, 1);
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CurrentBatteryCapacity = MaxBatteryCapacity;
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DroneBayLocation = transform.parent.transform;
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}
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}
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#endregion
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#region INVOKE REPEATING METHODS
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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() && target != null)
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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 (target != null && Vector2.Distance(transform.position, target.transform.position) > 0.5 || LastKnownPlayerLocation == null)
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{
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//target = gameObject;
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MoveNextPatrol();
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if (AbilityTeleport && canTeleport)
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{
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Teleport();
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}
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}
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}
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// Battery Drain
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void BatteryDrain()
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{
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if (currentlyInDroneBay == false)
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{
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CurrentBatteryCapacity -= 1;
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}
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}
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#endregion
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#region MAIN LOGIC
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void FixedUpdate()
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{
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#region DEATH
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if (Health <= 0)
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{
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if (AbilityExplodeNearPlayer == false && AbilityExplodeOnContact == false && AbilityExplodeOnDeath == false)
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{
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// Create carcas
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GameObject DeadBody;
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DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity);
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DeadBody.GetComponent<Rigidbody2D>().gravityScale = 1.5f;
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Destroy(GameObject.Find(DeadBody.name).GetComponent<MasterEnemyAI>());
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Destroy(GameObject.Find(DeadBody.name).GetComponent<Seeker>());
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foreach (Transform child in DeadBody.transform)
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{
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GameObject.Destroy(child.gameObject);
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}
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Destroy(gameObject);
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}
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else if (AbilityExplodeOnDeath == true)
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{
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Explode();
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}
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}
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// Explode when close to the player
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if (AbilityExplodeNearPlayer && 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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#endregion
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#region ICONS
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// See where the enemy wants to go (DEBUGGING ONLY)
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/*
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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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*/
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if (targetingPlayer && transform.Find("PursuingIndicator"))
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{
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transform.Find("PursuingIndicator").GetComponent<SpriteRenderer>().enabled = true;
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if (AbilityInvisible)
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{
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Cloak(false);
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}
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}
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else if (transform.Find("PursuingIndicator"))
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{
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transform.Find("PursuingIndicator").GetComponent<SpriteRenderer>().enabled = false;
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if (AbilityInvisible)
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{
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Cloak(true);
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}
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}
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if (currentlyReloading && transform.Find("ReloadingIndicator"))
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{
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transform.Find("ReloadingIndicator").GetComponent<SpriteRenderer>().enabled = true;
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}
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else if (transform.Find("ReloadingIndicator"))
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{
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transform.Find("ReloadingIndicator").GetComponent<SpriteRenderer>().enabled = false;
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}
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//if (90 <= angle || angle <= 270) // FIX THIS
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//{
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// barrel.transform.localScale = new Vector2(-barrel.transform.localScale.x, barrel.transform.localScale.y);
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//}
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#endregion
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#region MISC PATHFINDING
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// Player ESP
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if (AbilityPlayerESP)
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{
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LastKnownPlayerLocation = player;
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}
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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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#endregion
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#region WEAPONATTACK
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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 (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false && WeaponType != "NONE")
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{
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if (DetermineLineOfSight(gameObject, player) == true && 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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else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false)
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{
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ReloadWeapon();
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}
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#endregion
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#region MOVEMENT
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// Call Dash
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if (DetermineLineOfSight(gameObject, player) && targetingPlayer && canDash == true && AbilityDash)
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{
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Dash();
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}
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// Ground Movement
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if (canMove == true && EnemyType == "GROUND" && AbilityMove)
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{
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canFire = false;
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Vector2 direction = (Vector2)path.vectorPath[currentWaypoint] - rb.position;
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if (direction.x > 0) // Move right
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{
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rb.AddForce(new Vector2(Speed * 20, rb.linearVelocity.y));
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}
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if (direction.x < 0) // Move left
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{
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rb.AddForce(new Vector2(-1 * Speed * 20, rb.linearVelocity.y));
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}
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if (direction.y > 1f) // Wants to jump
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{
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JumpMethod();
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}
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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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// Air Movement
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if (canMove == true && EnemyType == "AIR" && AbilityMove)
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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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#endregion
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#region GROUND DETECTION
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//Detecting if the enemy has reached the ground
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if (EnemyType == "GROUND" && AbilityJump && GetComponentInChildren<GroundCheck>()) // Makes sure the enemy can jump before calculating
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{
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if (GetComponentInChildren<GroundCheck>().isGrounded == true && rb.linearVelocity.y == 0)
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{
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canJump = true;
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if (inFiringCycle == false)
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{
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canFire = true;
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}
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}
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else
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{
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canJump = false;
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canFire = false;
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}
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}
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#endregion
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#region PATROL & DETECTION
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// Check if the enemy is at the target location, used for moving to the next patrol target
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if (Vector2.Distance(transform.position, target.transform.position) <= 1)
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{
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currentlyMovingToNextPatrolTarget = false;
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}
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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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// Angle barrel towards player
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if (barrel != null) // Prevents Error
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{
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angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg;
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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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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 = LastKnownPlayerLocation;
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if (AbilityTeleport && canTeleport)
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{
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Teleport();
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}
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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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// Reset barrel rotation
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angle = 0f;
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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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primed = false;
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//LastKnownPlayerLocation = gameObject;
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currentlyPatrolling = true;
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targetingPlayer = false;
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if (IsDrone)
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{
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ReturnToDroneBay();
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}
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else if (canMove == true && currentlyMovingToNextPatrolTarget == false)
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{
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MoveNextPatrol();
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}
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// Reset barrel rotation
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angle = 0f;
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}
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// Rotate barrel towards player
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if (barrel != null) // PRevents error
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{
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Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle));
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barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 200 * Time.deltaTime);
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}
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#endregion
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#region TARGET DETERMINATION
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if (canPursue == true)
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{
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// Catch desired distance error
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if (DesiredDistance <= MinumumDistance)
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{
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DesiredDistance = MinumumDistance + 1;
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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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|
// If the player is too close to the target (CHANGE TARGET)
|
|
if (Vector2.Distance(target.transform.position, player.transform.position) < MinumumDistance)
|
|
{
|
|
ComputeClosestPositionToPlayer();
|
|
}
|
|
|
|
// If the target is on the other side of the player (CHANGE TARGET)
|
|
//if (Vector2.Distance(transform.position, player.transform.position) < Vector2.Distance(target.transform.position, player.transform.position))
|
|
//{
|
|
// ComputeClosestPositionToPlayer();
|
|
//}
|
|
|
|
// If the player is not within line of sight of the desired position (CHANGE TARGET)
|
|
if (DetermineLineOfSight(target, player) == false)
|
|
{
|
|
ComputeClosestPositionToPlayer();
|
|
}
|
|
|
|
if (canTeleport && AbilityTeleport)
|
|
{
|
|
if (Vector2.Distance(transform.position, target.transform.position) > 0.5)
|
|
{
|
|
Teleport();
|
|
}
|
|
}
|
|
|
|
// If the enemy reaches the target
|
|
if (Vector2.Distance(target.transform.position, transform.position) <= 1 && DetermineLineOfSight(gameObject, player))
|
|
{
|
|
if (EnemyType == "AIR")
|
|
{
|
|
ComputeClosestPositionToPlayer();
|
|
}
|
|
if (canTeleport && AbilityTeleport)
|
|
{
|
|
ComputeClosestPositionToPlayer();
|
|
Teleport();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region USE WEAPON METHOD
|
|
// Use Weapon
|
|
async Awaitable UseWeapon()
|
|
{
|
|
if (AbilityShootAndMove == false)
|
|
{
|
|
canMove = false;
|
|
}
|
|
|
|
canFire = false;
|
|
inFiringCycle = true;
|
|
|
|
switch (WeaponType)
|
|
{
|
|
case "RANGED":
|
|
// Create Projectile
|
|
GameObject BulletInstance;
|
|
BulletInstance = Instantiate(EnemyProjectile, barrel.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;
|
|
|
|
// Variables
|
|
BulletInstance.GetComponent<EnemyProjectileScript>().WeaponDamage = WeaponDamage;
|
|
BulletInstance.GetComponent<EnemyProjectileScript>().WeaponRange = WeaponRange;
|
|
|
|
// 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));
|
|
break;
|
|
|
|
case "ROCKET":
|
|
|
|
// Create Rocket
|
|
GameObject Rocket;
|
|
Rocket = Instantiate(EnemyProjectile, barrel.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)));
|
|
|
|
// Variables
|
|
Rocket.GetComponent<EnemyRocket>().WeaponDamage = WeaponDamage;
|
|
Rocket.GetComponent<EnemyRocket>().duration = 30;
|
|
|
|
// Send it on its way
|
|
Rocket.GetComponent<Rigidbody2D>().linearVelocity = Rocket.transform.forward * -1 * WeaponProjectileSpeed;
|
|
Rocket.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, Rocket.transform.forward) - 90));
|
|
|
|
break;
|
|
|
|
case "PARTICLE":
|
|
|
|
// Create particle
|
|
GameObject ParticleWeapon;
|
|
|
|
ParticleWeapon = Instantiate(EnemyProjectile, new Vector3(barrel.transform.position.x + UnityEngine.Random.Range(-0.5f, 0.5f), barrel.transform.position.y + UnityEngine.Random.Range(-0.5f, 0.5f), EnemyProjectile.transform.position.z), Quaternion.identity);
|
|
ParticleWeapon.GetComponent<Rigidbody2D>().linearVelocity = new Vector2(transform.position.x - player.transform.position.x + UnityEngine.Random.Range(-WeaponRandomSpread, WeaponRandomSpread), transform.position.y - player.transform.position.y + UnityEngine.Random.Range(-WeaponRandomSpread, WeaponRandomSpread)).normalized * 1.25f * WeaponRange * -1;
|
|
|
|
// Set variables
|
|
ParticleWeapon.GetComponent<EnemyParticleWeapon>().destroy = true;
|
|
ParticleWeapon.GetComponent<EnemyParticleWeapon>().opacity = true;
|
|
ParticleWeapon.GetComponent<EnemyParticleWeapon>().damageAmmount = WeaponDamage;
|
|
|
|
break;
|
|
|
|
case "MELEE":
|
|
|
|
GameObject.Find("GameData").GetComponent<GameData>().CurrentHealth -= WeaponDamage;
|
|
|
|
break;
|
|
|
|
case "GRENADE":
|
|
|
|
break;
|
|
|
|
default:
|
|
Debug.Log("Invalid or no weapon seleted.");
|
|
break;
|
|
|
|
}
|
|
|
|
WeaponCurrentMagazineAmmount--;
|
|
await Awaitable.WaitForSecondsAsync(WeaponFireRate/1000);
|
|
|
|
canFire = true;
|
|
canMove = true;
|
|
inFiringCycle = false;
|
|
}
|
|
#endregion
|
|
|
|
#region MISC METHODS
|
|
|
|
async Awaitable Dash()
|
|
{
|
|
canDash = false;
|
|
|
|
|
|
await Awaitable.WaitForSecondsAsync(dashDelay/1000); // Dash delay ms
|
|
|
|
// Flash Red
|
|
gameObject.GetComponent<SpriteRenderer>().color = new Color(1f, 0f, 0f, 1f);
|
|
|
|
await Awaitable.WaitForSecondsAsync(500/1000);
|
|
|
|
gameObject.GetComponent<SpriteRenderer>().color = new Color(1f, 1f, 1f, 1f);
|
|
|
|
await Awaitable.WaitForSecondsAsync(500/1000);
|
|
|
|
gameObject.GetComponent<SpriteRenderer>().color = new Color(1f, 0f, 0f, 1f);
|
|
|
|
await Awaitable.WaitForSecondsAsync(500/1000);
|
|
|
|
gameObject.GetComponent<SpriteRenderer>().color = new Color(1f, 1f, 1f, 1f);
|
|
|
|
await Awaitable.WaitForSecondsAsync(500/1000);
|
|
|
|
// Perform dash
|
|
rb.linearVelocity = new Vector2(transform.position.x - player.transform.position.x, transform.position.y - player.transform.position.y).normalized * dashSpeed * -1;
|
|
|
|
canDash = true;
|
|
}
|
|
|
|
// Reload Weapon
|
|
async Awaitable ReloadWeapon()
|
|
{
|
|
canFire = false;
|
|
|
|
if (AbilityReloadAndMove == false)
|
|
{
|
|
canMove = false;
|
|
}
|
|
|
|
//play reload animation
|
|
currentlyReloading = true;
|
|
await Awaitable.WaitForSecondsAsync(WeaponReloadTime/1000);
|
|
WeaponCurrentMagazineAmmount = WeaponMagazineSize;
|
|
currentlyReloading = false;
|
|
|
|
if (NumberOfHitsPerMag / WeaponMagazineSize < 0.5 && AbilityDynamicRelocation)
|
|
{
|
|
DesiredDistance -= 5;
|
|
}
|
|
|
|
NumberOfHitsPerMag = 0;
|
|
|
|
canFire = true;
|
|
canMove = true;
|
|
}
|
|
|
|
// Part of the patrol cycle
|
|
async Awaitable MoveNextPatrol()
|
|
{
|
|
LastKnownPlayerLocation = null;
|
|
DesiredDistance = WeaponRange - 5;
|
|
|
|
canPursue = false;
|
|
currentlyMovingToNextPatrolTarget = true;
|
|
|
|
if (EnemyType == "GROUND")
|
|
{
|
|
//Find Random Position nearby
|
|
if (Vector2.Distance(transform.position, target.transform.position) <= 0.5 || PatrolPositions.Contains(target) == false)
|
|
{
|
|
target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)];
|
|
await Awaitable.WaitForSecondsAsync(PatrolStallTime/1000);
|
|
}
|
|
}
|
|
|
|
if (EnemyType == "AIR")
|
|
{
|
|
//Find Random Position nearby
|
|
target.transform.position = new Vector2((StartPosition.x + UnityEngine.Random.Range(-1 * PatrolDistance, PatrolDistance)), (StartPosition.y + UnityEngine.Random.Range(-1 * PatrolDistance, PatrolDistance)));
|
|
await Task.Delay(PatrolStallTime);
|
|
}
|
|
|
|
}
|
|
|
|
// Teleport
|
|
async Awaitable Teleport()
|
|
{
|
|
canTeleport = false;
|
|
transform.position = target.transform.position;
|
|
await Awaitable.WaitForSecondsAsync(TeleportCooldown/1000);
|
|
canTeleport = true;
|
|
}
|
|
|
|
// Cloak
|
|
void Cloak(bool state)
|
|
{
|
|
if (state)
|
|
{
|
|
gameObject.GetComponent<SpriteRenderer>().color = new Color(1f, 1f, 1f, HiddenTransparencyAmmount);
|
|
}
|
|
else
|
|
{
|
|
gameObject.GetComponent<SpriteRenderer>().color = new Color(1f, 1f, 1f, 1f);
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
// Part of the pursue cycle
|
|
void ComputeClosestPositionToPlayer()
|
|
{
|
|
canMove = true;
|
|
|
|
if (EnemyType == "GROUND")
|
|
{
|
|
|
|
SuitablePositions.Clear();
|
|
foreach (GameObject query in AllPositions)
|
|
{
|
|
// Check the distance of the position
|
|
if (Vector2.Distance(query.transform.position, player.transform.position) < DesiredDistance && Vector2.Distance(query.transform.position, player.transform.position) >= MinumumDistance)
|
|
{
|
|
// Check line of sight of the position
|
|
if (DetermineLineOfSight(query, player))
|
|
{
|
|
SuitablePositions.Add(query);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (SuitablePositions.Count > 0)
|
|
{
|
|
target = SuitablePositions[UnityEngine.Random.Range(0, SuitablePositions.Count)];
|
|
|
|
if (AbilityTeleport == false)
|
|
{
|
|
foreach (GameObject pos in SuitablePositions)
|
|
{
|
|
//Find the point that is closest to the enemy
|
|
if (Vector2.Distance(transform.position, pos.transform.position) < Vector2.Distance(transform.position, target.transform.position))
|
|
{
|
|
target = pos;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (EnemyType == "AIR")
|
|
{
|
|
//if (DetermineLineOfSight(player, gameObject))
|
|
//{
|
|
target.transform.position = new Vector2((player.transform.position.x + UnityEngine.Random.Range(-MinumumDistance, MinumumDistance)), (player.transform.position.y + MinumumDistance + UnityEngine.Random.Range(-5, 0)));
|
|
//}
|
|
}
|
|
}
|
|
|
|
// Perform jump
|
|
async Awaitable JumpMethod()
|
|
{
|
|
if (canJump == true && AbilityJump)
|
|
{
|
|
rb.linearVelocity = new Vector2(rb.linearVelocity.x, JumpHeight * 12);
|
|
canJump = false;
|
|
await Awaitable.WaitForSecondsAsync(500/1000);
|
|
}
|
|
}
|
|
|
|
// Return To Drone Bay
|
|
async Awaitable ReturnToDroneBay()
|
|
{
|
|
if (currentlyTravelingToDroneBay == false && currentlyInDroneBay == false)
|
|
{
|
|
currentlyTravelingToDroneBay = true;
|
|
target.transform.position = DroneBayLocation.position;
|
|
}
|
|
}
|
|
|
|
// Recharge
|
|
async Awaitable Recharge()
|
|
{
|
|
currentlyRecharging = true;
|
|
canMove = false;
|
|
canFire = false;
|
|
seeker.enabled = false;
|
|
transform.position = DroneBayLocation.position;
|
|
rb.linearVelocity = Vector3.zero;
|
|
currentlyTravelingToDroneBay = false;
|
|
await Awaitable.WaitForSecondsAsync(RechargeTime/1000);
|
|
CurrentBatteryCapacity = MaxBatteryCapacity;
|
|
currentlyRecharging = false;
|
|
canFire = true;
|
|
}
|
|
|
|
// Explode
|
|
void Explode()
|
|
{
|
|
// Shake Camera
|
|
Camera.GetComponent<CameraMovement>().shakeCamera(0.8f, 0.5f);
|
|
|
|
// Create Explosion
|
|
GameObject Explosion;
|
|
Explosion = Instantiate(GameObject.Find("Explosion"), new Vector3(transform.position.x, transform.position.y, GameObject.Find("Explosion").transform.position.z), Quaternion.identity);
|
|
Explosion.transform.rotation = Quaternion.Euler(Vector3.forward);
|
|
|
|
// Set Variables
|
|
Explosion.GetComponent<EnemyParticleWeapon>().destroy = true;
|
|
Explosion.GetComponent<EnemyParticleWeapon>().opacity = true;
|
|
Explosion.GetComponent<EnemyParticleWeapon>().timer = 3;
|
|
Explosion.GetComponent<EnemyParticleWeapon>().damageAmmount = WeaponDamage;
|
|
|
|
// Destroy Flying Target
|
|
//if (EnemyType == "AIR")
|
|
//{
|
|
// Destroy(target);
|
|
//}
|
|
|
|
//gameObject.GetComponent<MasterEnemyAI>().enabled = false;
|
|
|
|
// Destroy GameObject
|
|
Destroy(gameObject);
|
|
}
|
|
|
|
// On contact
|
|
void OnTriggerEnter2D(Collider2D collision)
|
|
{
|
|
if (primed && AbilityExplodeOnContact)
|
|
{
|
|
if (collision.gameObject.layer == LayerMask.NameToLayer("SolidGround") || collision.gameObject.layer == LayerMask.NameToLayer("Enemies") || collision.gameObject.layer == LayerMask.NameToLayer("Player"))
|
|
{
|
|
Explode();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endregion |