2019-08-03 17:36:17 +02:00
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using UnityEngine;
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2019-08-14 16:17:48 +02:00
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using Saltosion.OneWeapon.Enemies;
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namespace Saltosion.OneWeapon.AI.Behaviours {
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[RequireComponent(typeof(Enemy))]
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public class Follow : AIBehaviour {
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public Transform Target;
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public float CloseEnoughRadius;
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public float TargetPositionUpdateFrequency = 5f;
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private Enemy Enemy;
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private Vector2 TargetDirection;
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private float TargetPositionUpdateCooldown;
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private void Start() {
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Enemy = GetComponent<Enemy>();
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}
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private void Update() {
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if (Target != null && TargetPositionUpdateCooldown <= 0) {
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TargetPositionUpdateCooldown = 1.0f / TargetPositionUpdateFrequency;
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TargetDirection = Target.position - Enemy.transform.position;
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} else if (Target == null) {
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TargetPositionUpdateCooldown = 0.0f;
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} else {
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TargetPositionUpdateCooldown -= Time.deltaTime;
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}
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}
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public void SetUpdateFrequency(float freq) {
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TargetPositionUpdateFrequency = freq;
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TargetPositionUpdateCooldown = Mathf.Min(TargetPositionUpdateCooldown, 1.0f / freq);
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}
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public override bool CanBehave() {
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bool TargetExists = Target != null;
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if (!TargetExists) {
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Enemy.StopMoving();
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CurrentStatus = "NoTarget";
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}
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return TargetExists;
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}
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public override void Execute() {
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if (Target != null) {
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Vector2 position = Enemy.transform.position;
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Vector2 delta = (Vector2)Target.position - position;
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if (delta.magnitude > CloseEnoughRadius) {
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Enemy.StartMovingTo(position + TargetDirection);
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CurrentStatus = "Approach";
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} else {
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Enemy.StopMoving();
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CurrentStatus = "CloseEnough";
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}
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}
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}
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}
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}
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