BloodAndGore/Assets/Scripts/Enemies/Enemy.cs

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using UnityEngine;
using UnityEngine.Animations;
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using Saltosion.OneWeapon.AI;
using Saltosion.OneWeapon.Utils;
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namespace Saltosion.OneWeapon.Enemies {
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[RequireComponent(typeof(Rigidbody2D), typeof(AcceleratedMovement))]
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public class Enemy : MonoBehaviour {
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private static Enemy latestDebugHoveredEnemy = null;
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[Header("Debug Info")]
public TextMesh BehaviourDisplay;
public string CurrentBehaviour = "Nothing";
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public AcceleratedMovement Movement { private set; get; }
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private Rigidbody2D Body;
private bool MovingToTarget = false;
private Vector2 TargetPosition;
private void Start() {
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Movement = GetComponent<AcceleratedMovement>();
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Body = GetComponent<Rigidbody2D>();
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BehaviourDisplay.GetComponent<MeshRenderer>().sortingLayerName = "Debug Text";
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}
private void Update() {
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if (Application.isEditor) {
Collider2D Hit = Physics2D.OverlapPoint(Camera.main.ScreenToWorldPoint(Input.mousePosition));
if (Hit != null && Hit.attachedRigidbody == Body) {
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latestDebugHoveredEnemy = this;
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}
}
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bool DisplayDebugInfo = latestDebugHoveredEnemy == this;
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BehaviourDisplay.gameObject.SetActive(DisplayDebugInfo);
if (DisplayDebugInfo) {
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BehaviourDisplay.text = CurrentBehaviour.Length == 0 ? "Nothing" : CurrentBehaviour;
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}
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}
private void FixedUpdate() {
if (MovingToTarget) {
Movement.Direction = (TargetPosition - Body.position).normalized;
} else {
Movement.Direction = Vector2.zero;
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}
}
public void StartMovingTo(Vector2 target) {
TargetPosition = target;
MovingToTarget = true;
}
public void StopMoving() {
MovingToTarget = false;
}
}
}