BloodAndGore/Assets/Scripts/AI/Behaviours/Follow.cs

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using UnityEngine;
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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;
public float CloseEnoughRadius;
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public float TargetPositionUpdateFrequency = 5f;
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public Vector2 TargetDirection { private set; get; }
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private Enemy Enemy;
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private float TargetPositionUpdateCooldown;
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private void Start() {
Enemy = GetComponent<Enemy>();
}
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private void Update() {
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if (Target != null && TargetPositionUpdateCooldown <= 0) {
TargetPositionUpdateCooldown = 1.0f / TargetPositionUpdateFrequency;
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TargetDirection = Target.position - Enemy.transform.position;
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} else if (Target == null) {
TargetPositionUpdateCooldown = 0.0f;
} else {
TargetPositionUpdateCooldown -= Time.deltaTime;
}
}
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public void SetUpdateFrequency(float freq) {
TargetPositionUpdateFrequency = freq;
TargetPositionUpdateCooldown = Mathf.Min(TargetPositionUpdateCooldown, 1.0f / freq);
}
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public float GetDistance() {
return Target == null ? -1.0f : (Target.position - Enemy.transform.position).magnitude;
}
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public override bool CanBehave() {
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bool TargetExists = Target != null;
if (!TargetExists) {
Enemy.StopMoving();
CurrentStatus = "NoTarget";
}
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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if (GetDistance() > CloseEnoughRadius) {
Enemy.StartMovingTo((Vector2)Enemy.transform.position + TargetDirection);
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CurrentStatus = "Approach";
} else {
Enemy.StopMoving();
CurrentStatus = "CloseEnough";
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}
}
}
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private void OnDrawGizmosSelected() {
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, CloseEnoughRadius);
}
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}
}