Add initial stompy

This commit is contained in:
Jens Pitkänen 2019-08-23 00:14:55 +03:00
parent a06b0ee648
commit da3a4d1f40
9 changed files with 656 additions and 3 deletions

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using UnityEngine;
using Saltosion.OneWeapon.Enemies;
using Saltosion.OneWeapon.Effects;
namespace Saltosion.OneWeapon.AI.Behaviours {
enum StompState {
ReadyToStomp,
PreparingStomp,
RecoveringFromStomp,
CoolingDown,
}
[RequireComponent(typeof(Follow))]
public class Stomp : AIBehaviour {
public float StompCooldown;
[Tooltip("How long the stomp animation is")]
public float StompDuration;
[Tooltip("If StompDuration is 1.0 and this is 0.75, the stomp explosion will happen after the first 3/4ths of the stomp animation.")]
public float StompExplosionTime;
public float StompRadius;
public float LoweredStompCooldown;
public float LoweredStompCooldownRadius;
public bool Stomping { get { return State == StompState.PreparingStomp || State == StompState.RecoveringFromStomp; } }
public bool CoolingDown { get { return State == StompState.CoolingDown; } }
private float CurrentCooldown;
private StompState State = StompState.ReadyToStomp;
private Follow FollowBehaviour;
private void Start() {
FollowBehaviour = GetComponent<Follow>();
}
private void Update() {
if (CurrentCooldown > 0) {
CurrentCooldown -= Time.deltaTime;
} else {
// This is reached every time the cooldown reaches zero, for one frame
// (except when ReadyToStomp, when this is called every loop until the next stomp,
// since then the cooldown isn't reset to something >0)
switch (State) {
case StompState.PreparingStomp:
// TODO(jens): Consider adding squish and stretch animation for this
CurrentStatus = "STOMP";
DoStomp();
CurrentCooldown = StompDuration - StompExplosionTime;
State = StompState.RecoveringFromStomp;
break;
case StompState.RecoveringFromStomp:
CurrentStatus = "CoolingDown";
CurrentCooldown = GetDistance() < LoweredStompCooldownRadius ? LoweredStompCooldown : StompCooldown;
State = StompState.CoolingDown;
break;
case StompState.CoolingDown:
CurrentStatus = "CooledDown";
State = StompState.ReadyToStomp;
break;
case StompState.ReadyToStomp:
CurrentStatus = "ReadyToStomp";
break;
}
}
}
public override bool CanBehave() {
return State != StompState.CoolingDown;
}
public override void Execute() {
if (State == StompState.ReadyToStomp) {
CurrentCooldown = StompExplosionTime;
State = StompState.PreparingStomp;
CurrentStatus = "Stomping";
}
}
private float GetDistance() {
return FollowBehaviour.Target == null ? float.PositiveInfinity : (FollowBehaviour.Target.position - transform.position).magnitude;
}
private void DoStomp() {
Debug.Log("STOMP");
Camera.main.GetComponent<CameraFX>().ScreenShake(7f);
}
private void OnDrawGizmosSelected() {
Gizmos.color = new Color(1f, 0f, 0f, 0.3f);
Gizmos.DrawWireSphere(transform.position, LoweredStompCooldownRadius);
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, StompRadius);
}
}
}

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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(Wander))]
[RequireComponent(typeof(Follow))]
[RequireComponent(typeof(Stomp))]
public class Stompy : MonoBehaviour {
public Animator Anim;
private Enemy Enemy;
private PlayerSighted FollowTrigger;
private Wander WanderBehaviour;
private Follow FollowBehaviour;
private Stomp StompBehaviour;
private void Start() {
Enemy = GetComponent<Enemy>();
FollowTrigger = GetComponent<PlayerSighted>();
WanderBehaviour = GetComponent<Wander>();
FollowBehaviour = GetComponent<Follow>();
StompBehaviour = GetComponent<Stomp>();
}
private void Update() {
Enemy.CurrentBehaviour = "";
if (FollowTrigger.IsTriggered()) {
FollowBehaviour.Target = FollowTrigger.Player.transform;
if (StompBehaviour.CanBehave()) {
// If seeing the player and stomping is possible, stomp
StompBehaviour.Execute();
} else if (!StompBehaviour.Stomping) {
// If seeing the player but stomping was not possible, and am currently not stomping,
// get closer to the player.
FollowBehaviour.TryExecute();
}
Enemy.CurrentBehaviour = "Stomp:" + StompBehaviour.CurrentStatus + ", " + "Follow:" + FollowBehaviour.CurrentStatus;
} else if (WanderBehaviour.TryExecute()) {
Enemy.CurrentBehaviour = "Wander:" + WanderBehaviour.CurrentStatus;
}
/* TODO: Implement animations for Stompy
if (StompBehaviour.Stomping) {
Anim.Play("Attack");
} else {
Anim.Play("Walk");
}
Anim.SetFloat("Speed", Enemy.Movement.AnimationSpeed);*/
}
}
}

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