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Tank.cs 1.44 KiB
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  • using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class Tank : Fighter
    {
    
        [SerializeField, Tooltip("When the AntiPlayer is closer than this value, change to a combat idle anim")]
        float playerNearDistance = 3.75f;
        [SerializeField, Tooltip("How close the AntiPlayer has to be in order for this Bandit to start attacking")]
        float playerDistanceToAttack = 1.25f;
    
        GameObject antiPlayer;
        SpriteRenderer spriteRenderer;
    
        protected override void Awake()
        {
            base.Awake();
            spriteRenderer = GetComponent<SpriteRenderer>();
            antiPlayer = GameObject.FindGameObjectWithTag("AntiPlayer");
        }
    
        protected override void Update()
        {
            base.Update();
            if (GetDistanceToAntiPlayer() < playerNearDistance)
            {
                animator.SetInteger("AnimState", 1); // Combat Idle
            }
            else
            {
                animator.SetInteger("AnimState", 0); // Idle
            }
            // animator.SetInteger("AnimState", 2); // Run
    
            // Always face the AntiPlayer
            spriteRenderer.flipX = transform.position.x < antiPlayer.transform.position.x;
        }
    
        protected override void Attack()
        {
            if (GetDistanceToAntiPlayer() < playerDistanceToAttack)
            {
                animator.SetTrigger("Attack");
            }
        }
    
        float GetDistanceToAntiPlayer()
        {
            return Vector3.Distance(transform.position, antiPlayer.transform.position);
        }
    
    }