100 lines
2.8 KiB
C#
100 lines
2.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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public class SkinlessMonsterComponent : MonoBehaviour
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{
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[SerializeField]
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private NavMeshAgent agent;
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[SerializeField]
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private SkinlessMonsterAnimator animator;
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private bool inRangeOfTarget = false;
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private bool atTarget = false;
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[SerializeField]
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private float atTargetDistance = 3;
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private TargetInformation target;
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private void Update()
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{
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if (target != null)
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{
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//Update booleans for movement
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float distToTarget = Vector3.Distance(target.target.transform.position, agent.transform.position);
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atTarget = atTargetDistance >= distToTarget;
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if (target.hasDamageRange)
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{
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inRangeOfTarget = target.damageRange <= distToTarget;
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}
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else
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{
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inRangeOfTarget = false;
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}
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//Perform actions.
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}
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}
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/*
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STANDARD BEHAVIOR:
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- OnSeeing/Hearing Player:
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- Run towards Player
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- OnHearing Bolt:
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- Run towards bolt
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- OnSeeing Flare:
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- Run towards flare if not within (flareRange + flareMargin).
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- This acts like if you are far enough away that you don't feel the pain of the flare
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- OnSeeing FlareBeacon:
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- Run away if within (flareBeaconRange + flareBeaconMargin).
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*/
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//Runs towards target. If its meant to be hostile, it will melee attack once in range.
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public void Target(GameObject obj,bool hostile=false)
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{
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if(target.target!= obj)
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{
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//target = new TargetInformation(obj,hostile,false,runTowards:true);
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}
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}
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//Runs towards flare such that it stops randomly within margin before range.
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public void TargetFlare(GameObject obj,float range,float margin)
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{
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if(target.target != obj)
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{
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//target = new TargetInformation(obj, false, true, range, margin,runTowards:true);
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}
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}
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/// <summary>
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/// Runs away from object. A minimum range is specified where it no longer takes damage, and a minimum margin is
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/// speicifed where it can stop running.
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/// </summary>
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/// <param name="obj"></param>
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/// <param name="minRange"></param>
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/// <param name="minMargin"></param>
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public void RunAwayFrom(GameObject obj,float minRange,float minMargin) {
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if(target.target != obj)
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{
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//target = new TargetInformation(obj, false, true, minRange, minMargin, false);
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}
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}
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}
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class TargetInformation
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{
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public GameObject target;
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public bool isHostile;
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public bool hasDamageRange;
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public float damageRange;
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public float damageMargin;
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public bool runTowards;
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} |