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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class Enemy : Fighter
{
[SerializeField, Tooltip("How close the AntiPlayer has to be in order for this Enemy to start attacking")]
protected float playerDistanceToAttack = 1.25f;
protected GameObject antiPlayer;
protected override void Awake()
{
base.Awake();
antiPlayer = GameObject.FindGameObjectWithTag("AntiPlayer");
}
protected override void Update()
{
base.Update();
if (alive)
{
// Always face the AntiPlayer
var scale = transform.localScale;
scale.x = transform.position.x < antiPlayer.transform.position.x ? -initalScale.x : initalScale.x;
transform.localScale = scale;
}
}
protected override bool CanAttack()
{
return GetDistanceToAntiPlayer() < playerDistanceToAttack;
}
protected override void Attack()
{
animator.SetTrigger("Attack");
}
public override void OnRoundStart()
{
base.OnRoundStart();
animator.ResetTrigger("Attack");
}
public override void OnRoundEnd()
{
// Only run this when a round was actually running; OnRoundEnd is also called in the initialization phase.
if (roundRunning && !alive)
{
Destroy(gameObject);
return;
}
base.OnRoundEnd();
}
protected float GetDistanceToAntiPlayer()
{
return Vector3.Distance(transform.position, antiPlayer.transform.position);
}
}