2019-08-18 20:32:07 +02:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Saltosion.OneWeapon.AI.Behaviours;
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using Saltosion.OneWeapon.AI.Triggers;
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namespace Saltosion.OneWeapon.Enemies {
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[RequireComponent(typeof(Enemy))]
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[RequireComponent(typeof(PlayerSighted))]
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[RequireComponent(typeof(Wander))]
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[RequireComponent(typeof(Follow))]
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[RequireComponent(typeof(RangedAttackFollowed))]
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2019-08-18 23:13:42 +02:00
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public class MobCat : MonoBehaviour {
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2019-08-18 20:32:07 +02:00
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public Animator Anim;
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private Enemy Enemy;
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private PlayerSighted FollowTrigger;
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private Wander WanderBehaviour;
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private Follow FollowBehaviour;
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private RangedAttackFollowed RangedBehaviour;
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private void Start() {
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Enemy = GetComponent<Enemy>();
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FollowTrigger = GetComponent<PlayerSighted>();
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WanderBehaviour = GetComponent<Wander>();
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FollowBehaviour = GetComponent<Follow>();
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RangedBehaviour = GetComponent<RangedAttackFollowed>();
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}
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private void Update() {
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Enemy.CurrentBehaviour = "";
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if (FollowTrigger.IsTriggered()) {
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FollowBehaviour.Target = FollowTrigger.Player.transform;
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if (FollowBehaviour.TryExecute()) {
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Enemy.CurrentBehaviour += "Follow:" + FollowBehaviour.CurrentStatus + ", ";
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}
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if (RangedBehaviour.TryExecute()) {
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Enemy.CurrentBehaviour += "Ranged:" + RangedBehaviour.CurrentStatus;
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}
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} else if (WanderBehaviour.TryExecute()) {
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Enemy.CurrentBehaviour += "Wander:" + WanderBehaviour.CurrentStatus;
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}
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2019-08-18 23:13:42 +02:00
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if (RangedBehaviour.Attacking) {
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Anim.Play("Attack");
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} else {
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Anim.Play("Walk");
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}
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Anim.SetFloat("Speed", Enemy.Movement.SpeedPercentage);
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2019-08-18 20:32:07 +02:00
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}
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}
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}
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