using UnityEngine; using Saltosion.OneWeapon.Guns; namespace Saltosion.OneWeapon.AI.Behaviours { [RequireComponent(typeof(Follow))] public class RangedAttackFollowed : AIBehaviour { public GameObject BulletPrefab; public float Range; public float Cooldown; public bool Attacking { get { return CanBehave(); } } private Follow Follow; private float CurrentCooldown; private void Start() { Follow = GetComponent(); } private void Update() { if (CurrentCooldown > 0) { CurrentCooldown -= Time.deltaTime; } } public override bool CanBehave() { return Follow.Target != null && Follow.GetDistance() <= Range; } public override void Execute() { CurrentStatus = "PewPew"; if (CurrentCooldown <= 0) { Shoot(); CurrentCooldown = Cooldown; CurrentStatus = "PEW"; // A joke that lasts for a frame } } private void Shoot() { Vector2 Direction = Follow.TargetDirection; GameObject ShotBulletObj = Instantiate(BulletPrefab, transform.position + (Vector3)Direction, new Quaternion()); Bullet ShotBullet = ShotBulletObj.GetComponent(); ShotBullet.Direction = Direction.normalized; ShotBullet.InitialRotation = Mathf.Atan2(Direction.y, Direction.x); } private void OnDrawGizmosSelected() { Gizmos.color = Color.red; Gizmos.DrawWireSphere(transform.position, Range); } } }