Jens Pitkanen
a2340cbd25
Also, make the Armadillo explosions smaller and therefore closer to the visual explosion, but this should've been in the last commit already.
100 lines
3.5 KiB
C#
100 lines
3.5 KiB
C#
using UnityEngine;
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using Saltosion.OneWeapon.Player;
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using Saltosion.OneWeapon.Enemies;
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namespace Saltosion.OneWeapon.AI.Behaviours {
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[RequireComponent(typeof(Follow), typeof(Enemy))]
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public class MeleeAttackFollowed : AIBehaviour {
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[Tooltip("This should be at 0,0,0 locally by default.")]
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public Transform AnimatableTransform;
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public float MeleeRange;
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public float AttackAnimationLength;
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public float ReleaseAnimationLength;
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public float CooldownLength;
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[HideInInspector]
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public bool Attacking;
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private Enemy Enemy;
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private Follow Follow;
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private bool AttackHit;
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private float AnimationProgress;
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private float CooldownProgress;
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private Vector3 LocalOrigin;
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private void Start() {
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Enemy = GetComponent<Enemy>();
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Follow = GetComponent<Follow>();
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if (AnimatableTransform.localPosition.magnitude != 0) {
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Debug.LogWarning($"{name} has an animated melee attack, and AnimatableTransform is not at local origin!");
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}
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LocalOrigin = AnimatableTransform.localPosition;
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Reset();
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}
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private void Reset() {
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AttackHit = false;
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AnimationProgress = 0.0f;
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CooldownProgress = 1.0f;
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AnimatableTransform.localPosition = LocalOrigin;
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}
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private void Update() {
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if (CooldownProgress > 0) {
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CurrentStatus = "Cooldown";
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CooldownProgress -= Time.deltaTime / CooldownLength;
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}
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Attacking = CooldownProgress < 0.4f && Follow.Target != null &&
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(Follow.Target.position - Enemy.transform.position).magnitude <= MeleeRange * 2f;
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}
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public override bool CanBehave() {
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bool CanBehave = Follow.Target != null && (Follow.Target.position - Enemy.transform.position).magnitude <= MeleeRange;
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return CanBehave;
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}
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public override void Execute() {
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if (CooldownProgress > 0) {
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return;
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} else {
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Attacking = true;
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}
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Vector2 Root = AnimatableTransform.parent.position + LocalOrigin;
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Vector2 Target = Follow.Target.transform.position;
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if (!AttackHit) {
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CurrentStatus = "Hit";
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AnimationProgress += Time.deltaTime / AttackAnimationLength;
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AnimatableTransform.position = Vector2.Lerp(Root, Target, AnimationProgress);
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if (AnimationProgress >= 1.0f) {
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// Attack hit, deal damage and start return animation
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TakeFunDamage();
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AttackHit = true;
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AnimationProgress = 0.0f;
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}
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} else {
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CurrentStatus = "Retreat";
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AnimationProgress += Time.deltaTime / ReleaseAnimationLength;
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AnimatableTransform.position = Vector2.Lerp(Target, Root, AnimationProgress);
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if (AnimationProgress >= 1.0f) {
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// Attack finished, reset
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Reset();
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}
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}
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}
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private void TakeFunDamage() {
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PlayerFun Player = Follow.Target.GetComponent<PlayerFun>();
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if (Player != null) {
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Player.TakeDamage();
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}
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}
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private void OnDrawGizmosSelected() {
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(transform.position, MeleeRange);
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}
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}
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}
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