void DetermineMoveSpeed()
    {
        if (enemyScript.isDead == false)
        {
            if ((enemySightScript.CanPlayerBeSeen() == true && enemyScript.distanceToPlayer <= stoppingDistance && !isHacked) ||
                currentState == State.Idle ||
                (currentState == State.Attack && enemyToAttack != null && currentTarget == enemyToAttack && Vector2.Distance(transform.position, enemyToAttack.position) <= stoppingDistance))
            {
                moveSpeed = noSpeed;
                isRunning = false;
                isWalking = false;
            }
            else if (enemyScript.distanceToPlayer > stoppingDistance && player.isDead == false && playerPositionKnown == true ||
                     (currentState == State.Attack && currentTarget == enemyToAttack) ||
                     playerPositionKnown == true && enemySightScript.CanPlayerBeSeen() == false ||
                     currentState == State.CheckSound || currentState == State.Alert || currentState == State.SpreadOut)
            {
                moveSpeed = runSpeed;
                isRunning = true;
                isWalking = false;
            }
            else
            {
                moveSpeed = walkSpeed;
                isRunning = false;
                isWalking = true;
            }

            anim.SetFloat("moveSpeed", moveSpeed);
            anim.SetBool("isRunning", isRunning);
            anim.SetBool("isWalking", isWalking);
        }
    }
Example #2
0
    void EnemyArmRotation()
    {
        if (enemyMovementScript.currentTarget != null)
        {
            Vector3 playerPosition = player.transform.position;
            Vector3 enemyPosition  = enemy.transform.position;

            Vector3 difference = enemyMovementScript.currentTarget.position - enemyPosition; // Subtracting the enemy's position from the player's position
            difference.Normalize();                                                          // Normalize the vector. Meaning that the sum of the vector will be equal to 1.

            if (enemyMovementScript.isHacked)
            {
                if (enemyMovementScript.currentTarget == enemyMovementScript.enemyToAttack)
                {
                    float rotationZ = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg; // Find the angle in degrees.
                    transform.rotation = Quaternion.Euler(0f, 0f, (rotationZ + enemyRotationOffset));
                }
            }
            else if (enemySightScript.CanPlayerBeSeen() == true)
            {
                float rotationZ = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg; // Find the angle in degrees.
                transform.rotation = Quaternion.Euler(0f, 0f, (rotationZ + enemyRotationOffset));
            }
            else
            {
                transform.rotation = Quaternion.Euler(0f, 0f, 0f);
            }
        }
        else
        {
            transform.rotation = Quaternion.Euler(0f, 0f, 0f);
        }
    }
Example #3
0
    void CheckIfShooting()
    {
        if (enemyScript.isDead == false && enemyMovementScript.currentState == EnemyMovement.State.Attack)
        {
            if ((enemySightScript.CanPlayerBeSeen() == true && enemyScript.distanceToPlayer <= maxShootDistance) ||
                (enemyMovementScript.currentTarget != null && enemyMovementScript.currentTarget == enemyMovementScript.enemyToAttack && Vector2.Distance(enemyMovementScript.transform.position, enemyMovementScript.currentTarget.position) <= maxShootDistance))
            {
                isAbleToShoot = true;
            }
            else
            {
                isAbleToShoot = false;
            }

            if (isCoolingDown == false && isAbleToShoot == true && currentAmmoAmount > 0)
            {
                if (isAutomatic == false) // For semi-auto guns
                {
                    coolDownTime = semiAutoCoolDownTime;
                    StartCoroutine(EnemyShoot());
                }
                else if (isAutomatic == true) // For automatic guns
                {
                    coolDownTime = autoCoolDownTime;
                    StartCoroutine(EnemyShoot());
                }
            }
        }
    }
    void OnTriggerStay2D(Collider2D collision)
    {
        playerEquippedWeapon = GameObject.FindGameObjectWithTag("EquippedWeapon").GetComponent <Weapon>();

        if (collision.gameObject.tag == "SoundTrigger" && enemyMovementScript.currentState != EnemyMovement.State.Attack && !enemyMovementScript.isHacked)
        {
            if (enemySightScript.CanPlayerBeSeen() == false && enemyScript.isDead == false)
            {
                soundTriggerColliderOrigin = collision.gameObject.transform;
                soundTriggerColliderParent = collision.gameObject.transform.root;

                if (soundTriggerColliderParent.tag == "Player" && playerEquippedWeapon.isSilenced == false)
                {
                    soundTriggerColliderRoom       = soundTriggerColliderParent.gameObject.GetComponent <PlayerController>().currentRoom;
                    soundTriggerColliderFloorLevel = soundTriggerColliderParent.gameObject.GetComponent <PlayerController>().currentFloorLevel;
                    soundTriggerColliderRoomNumber = soundTriggerColliderParent.gameObject.GetComponent <PlayerController>().currentRoomNumber;

                    enemyMovementScript.currentState = EnemyMovement.State.CheckSound;
                }
                else if (soundTriggerColliderParent.tag == "Enemy" && soundTriggerColliderParent.GetComponentInChildren <EnemyWeapon>().isSilenced == false)
                {
                    soundTriggerColliderRoom       = soundTriggerColliderParent.gameObject.GetComponent <EnemyMovement>().currentRoom;
                    soundTriggerColliderFloorLevel = soundTriggerColliderParent.gameObject.GetComponent <EnemyMovement>().currentFloorLevel;
                    soundTriggerColliderRoomNumber = soundTriggerColliderParent.gameObject.GetComponent <EnemyMovement>().currentRoomNumber;

                    enemyMovementScript.currentState = EnemyMovement.State.CheckSound;
                }
            }
        }
    }