Add initial stompy
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							| @ -0,0 +1,96 @@ | ||||
| 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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							| @ -0,0 +1,56 @@ | ||||
| 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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