2019-08-03 17:36:17 +02:00
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using UnityEngine;
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using Saltosion.OneWeapon.AI;
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namespace Saltosion.OneWeapon {
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[RequireComponent(typeof(Rigidbody2D))]
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public class Enemy : MonoBehaviour {
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2019-08-04 20:09:00 +02:00
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[Header("Debug Info")]
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public string CurrentBehavior = "Nothing";
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[Header("Graphics")]
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public SpriteRenderer Renderer;
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public Sprite IdleSprite;
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public Sprite AttackingSprite;
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public int MovementAnimationFramerate;
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public Sprite[] MovementSprites;
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[Header("Stats")]
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2019-08-03 17:36:17 +02:00
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public float MoveSpeed;
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2019-08-04 20:09:00 +02:00
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[Header("Behaviour")]
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2019-08-03 17:36:17 +02:00
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public BehaviourNode BehaviourTree;
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2019-08-04 20:09:00 +02:00
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[HideInInspector]
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public bool Attacking;
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2019-08-03 17:36:17 +02:00
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private Rigidbody2D Body;
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private bool MovingToTarget = false;
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private Vector2 TargetPosition;
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private void Start() {
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Body = GetComponent<Rigidbody2D>();
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}
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private void Update() {
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BehaviourTree.Execute(this);
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2019-08-04 15:44:44 +02:00
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CurrentBehavior = BehaviourTree.GetExecutedName();
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2019-08-04 20:09:00 +02:00
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if (Attacking) {
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Renderer.sprite = AttackingSprite;
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} else if (Body.velocity.magnitude > 0.1) {
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Renderer.sprite = MovementSprites[(int)(Time.time * MovementAnimationFramerate) % MovementSprites.Length];
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} else {
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Renderer.sprite = IdleSprite;
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}
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2019-08-03 17:36:17 +02:00
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}
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private void FixedUpdate() {
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if (MovingToTarget) {
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Body.velocity = (TargetPosition - Body.position).normalized * MoveSpeed;
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}
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}
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public void StartMovingTo(Vector2 target) {
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TargetPosition = target;
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MovingToTarget = true;
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}
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public void StopMoving() {
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MovingToTarget = false;
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}
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}
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}
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