BloodAndGore/Assets/Scripts/AI/Triggers/PlayerSighted.cs

41 lines
1.6 KiB
C#

using UnityEngine;
using Saltosion.OneWeapon.Utils;
using Saltosion.OneWeapon.Player;
using Saltosion.OneWeapon.Enemies;
namespace Saltosion.OneWeapon.AI.Triggers {
public class PlayerSighted : Trigger {
[Tooltip("How close the player needs to be for the AI to notice them.")]
public float Radius;
[Tooltip("How far the player needs to escape for the AI to \"forget\" them.")]
public float ForgetRadius;
[Tooltip("How long does it take for the enemy to forget where the player was?")]
public float ForgetTimer;
public PlayerController Player { get; private set; }
private bool CountdownStarted = false;
private float ForgetCountdownStartTime = 0.0f;
public override bool IsTriggered() {
PlayerController Sighted = Util.GetClosestTo<PlayerController>(transform, Player == null ? Radius : ForgetRadius, true);
if (Sighted != null) {
CountdownStarted = false;
Player = Sighted;
} else if (!CountdownStarted) {
CountdownStarted = true;
ForgetCountdownStartTime = Time.time;
} else if (Time.time - ForgetCountdownStartTime > ForgetTimer) {
Player = null;
}
return Player != null;
}
private void OnDrawGizmosSelected() {
Gizmos.color = Color.green;
Gizmos.DrawWireSphere(transform.position, Radius);
Gizmos.color = new Color(Color.green.r, Color.green.g, Color.green.b, 0.5f);
Gizmos.DrawWireSphere(transform.position, ForgetRadius);
}
}
}