BloodAndGore/Assets/Scripts/Enemies/Armadillo.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Saltosion.OneWeapon.AI.Behaviours;
using Saltosion.OneWeapon.AI.Triggers;
namespace Saltosion.OneWeapon.Enemies {
[RequireComponent(typeof(Enemy))]
[RequireComponent(typeof(PlayerSighted))]
[RequireComponent(typeof(Follow))]
[RequireComponent(typeof(ExplodeFollowed))]
public class Armadillo : MonoBehaviour {
public Animator Anim;
public SpriteRenderer SpriteRenderer;
private Enemy Enemy;
private PlayerSighted FollowTrigger;
private Follow FollowBehaviour;
private ExplodeFollowed ExplodeBehaviour;
private void Start() {
Enemy = GetComponent<Enemy>();
FollowTrigger = GetComponent<PlayerSighted>();
FollowBehaviour = GetComponent<Follow>();
ExplodeBehaviour = GetComponent<ExplodeFollowed>();
}
private void Update() {
bool Moving = false;
Enemy.CurrentBehaviour = "";
if (FollowTrigger.IsTriggered()) {
FollowBehaviour.Target = FollowTrigger.Player.transform;
Enemy.CurrentBehaviour += "PlayerSighted, ";
} else {
FollowBehaviour.Target = null;
}
if (ExplodeBehaviour.TryExecute()) {
Enemy.CurrentBehaviour += "Explode:" + ExplodeBehaviour.CurrentStatus + ", ";
}
if (FollowBehaviour.TryExecute()) {
Enemy.CurrentBehaviour += "Follow:" + FollowBehaviour.CurrentStatus;
Moving = true;
}
if (Moving) {
Anim.Play("Roll");
} else {
Anim.Play("Idle");
}
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Anim.SetFloat("Speed", Enemy.Movement.AnimationSpeed);
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if (Enemy.Movement.SpeedPercentage > 0.1) {
SpriteRenderer.flipX = Vector2.Dot(Enemy.Movement.Direction, Vector2.left) < 0;
}
}
}
}