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System.Collections.Generic; +using UnityEditor.Rendering; +using UnityEngine; + +public class SkinlessMonsterAnimator : MonoBehaviour +{ + [SerializeField] + private Animator animator; + private float speed = 0f; + + + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + animator.SetFloat("speed", speed); + + } + + public void StartMoving() + { + speed = 1; + + + } + public void StopMoving() + { + speed = 0; + + } + public void Attack() + { + animator.SetTrigger("Attack"); + } + /// + /// 0,1,2,3 + /// + /// + public void SetAttackType(int attackType) + { + animator.SetInteger("AttackIndex", attackType); + } + public void InLight() + { + animator.SetBool("InLight", true); + } + public void NotInLight() + { + animator.SetBool("InLight", false); + } + + public void AttackScream() + { + animator.SetTrigger("AttackScream"); + } + +} diff --git a/Assets/Scripts/Enemies/AI/SkinlessMonsterAnimator.cs.meta b/Assets/Scripts/Enemies/AI/SkinlessMonsterAnimator.cs.meta new file mode 100644 index 0000000..02a496a --- /dev/null +++ b/Assets/Scripts/Enemies/AI/SkinlessMonsterAnimator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 25b1ea1a67bb5ac46ab647a1cd794807 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Enemies/AI/SkinlessMonsterComponent.cs b/Assets/Scripts/Enemies/AI/SkinlessMonsterComponent.cs new file mode 100644 index 0000000..0092447 --- /dev/null +++ b/Assets/Scripts/Enemies/AI/SkinlessMonsterComponent.cs @@ -0,0 +1,100 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.AI; + + + + +public class SkinlessMonsterComponent : MonoBehaviour +{ + [SerializeField] + private NavMeshAgent agent; + [SerializeField] + private SkinlessMonsterAnimator animator; + + private bool inRangeOfTarget = false; + private bool atTarget = false; + [SerializeField] + private float atTargetDistance = 3; + private TargetInformation target; + + + private void Update() + { + + if (target != null) + { + //Update booleans for movement + float distToTarget = Vector3.Distance(target.target.transform.position, agent.transform.position); + atTarget = atTargetDistance >= distToTarget; + if (target.hasDamageRange) + { + inRangeOfTarget = target.damageRange <= distToTarget; + } + else + { + inRangeOfTarget = false; + } + //Perform actions. + + + } + } + /* + STANDARD BEHAVIOR: + - OnSeeing/Hearing Player: + - Run towards Player + - OnHearing Bolt: + - Run towards bolt + - OnSeeing Flare: + - Run towards flare if not within (flareRange + flareMargin). + - This acts like if you are far enough away that you don't feel the pain of the flare + - OnSeeing FlareBeacon: + - Run away if within (flareBeaconRange + flareBeaconMargin). + + */ + + //Runs towards target. If its meant to be hostile, it will melee attack once in range. + public void Target(GameObject obj,bool hostile=false) + { + if(target.target!= obj) + { + //target = new TargetInformation(obj,hostile,false,runTowards:true); + } + } + //Runs towards flare such that it stops randomly within margin before range. + public void TargetFlare(GameObject obj,float range,float margin) + { + if(target.target != obj) + { + //target = new TargetInformation(obj, false, true, range, margin,runTowards:true); + } + } + /// + /// Runs away from object. 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