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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AntiPlayer : Fighter, IFighterCallback
[SerializeField, Tooltip("How close the AntiPlayer has to be to start attacking, or how far away it has to be to start running towards the target")]
float maxDistanceToEnemy = 1f;
[SerializeField] float movementSpeed = 4f;
[SerializeField, Tooltip("After killing an Enemy, how long to stay idle before targeting the next enemy")]
float delayUntilNextTarget = 0.3f;
List<Fighter> enemies = new List<Fighter>();
Fighter currentTargetEnemy;
string[] attackAnimationTriggers = new string[] { "Attack1", "Attack2", "Attack3" };
protected override void Awake()
{
base.Awake();
fighterType = FighterTypes.ANTI_PLAYER;
opponentTag = "Enemy";
// TODO Eventually, the player will be able to place enemies _after_ the AntiPlayer has been created.
// Idea: Create a global GameManager-like class where scripts can register an IGameState callback,
// which has a `OnRoundStart()` callback.
foreach (var enemy in GameObject.FindGameObjectsWithTag("Enemy"))
{
var fighter = enemy.GetComponent<Fighter>();
fighter.callbacks.Add(this);
enemies.Add(fighter);
}
CalculateClosestEnemy();
animator.SetBool("Grounded", true);
}
protected override void Update()
{
base.Update();
if (!alive || currentTargetEnemy == null)
var vectorToNextEnemy = currentTargetEnemy.transform.position - transform.position;
var scale = transform.localScale;
// Always face the target Enemy
scale.x = vectorToNextEnemy.x < 0 ? -initalScale.x : initalScale.x;
transform.localScale = scale;
// Run towards target enemy if too far away
if (Mathf.Abs(vectorToNextEnemy.x) > maxDistanceToEnemy)
{
animator.SetInteger("AnimState", 1); // Run
rigidbody.velocity = new Vector2(Mathf.Sign(vectorToNextEnemy.x) * movementSpeed, rigidbody.velocity.y);
} else
{
animator.SetInteger("AnimState", 0);
rigidbody.velocity = new Vector2(0, rigidbody.velocity.y);
}
}
protected override bool CanAttack()
{
if (currentTargetEnemy == null)
{
return false;
}
// Can only attack when near an Enemy
var vectorToNextEnemy = currentTargetEnemy.transform.position - transform.position;
return Mathf.Abs(vectorToNextEnemy.x) <= maxDistanceToEnemy;
}
protected override void Attack()
{
animator.SetTrigger(attackAnimationTriggers[Random.Range(0, attackAnimationTriggers.Length)]);
void CalculateClosestEnemy()
{
enemies.Sort((a, b) => (int)Mathf.Sign(Vector3.Distance(transform.position, a.transform.position) - Vector3.Distance(transform.position, b.transform.position)));
currentTargetEnemy = enemies.Count > 0 ? enemies[0] : null;
}
public void OnFighterDeath(Fighter fighter)
{
enemies.Remove(fighter);
// Wait a short time before targeting next enemy. This is to avoid interrupting the current
// attack animation, which would happen if we immediately ran to the next target.
currentTargetEnemy = null;
Invoke(nameof(CalculateClosestEnemy), delayUntilNextTarget);