Example #1
0
    // Use this for initialization
    void Start()
    {
        AI     = transform.GetComponent <Player> ();
        Spawns = transform.Find("spawn");

        playerFinder = transform.GetComponent <PlayerFinder> ();
        player       = playerFinder.getPlayerTransform();

        AISync = transform.GetComponent <SyncFlip> ();

        spawn0 = Spawns.GetChild(0);
        spawn1 = Spawns.GetChild(1);
        spawn2 = Spawns.GetChild(2);
        spawn3 = Spawns.GetChild(3);
        spawn4 = Spawns.GetChild(4);

        v0_4_0 = new Vector3(0, 4, 0);

        prevXPos = transform.position.x;
    }
Example #2
0
    void Update()
    {
        if (player == null)
        {
            player = playerFinder.getPlayerTransform();
            AI.setbuttonHeldAimRight(true);
            AI.setbuttonHeldAimLeft(false);
            AI.setbuttonHeldAimUp(false);
            AI.setbuttonHeldAimDown(false);
            return;
        }

        if (player.position.x > transform.position.x && AISync.getFacingRight() == false)
        {
            aimLeft  = false;
            aimRight = true;
            AI.setbuttonHeldAimLeft(aimLeft);
            AI.setbuttonHeldAimRight(aimRight);
            AI.setbuttonHeldAimUp(aimUp);
            AI.setbuttonHeldAimDown(aimDown);
            return;
        }
        else if (player.position.x < transform.position.x && AISync.getFacingRight() == true)
        {
            aimRight = false;
            aimLeft  = true;
            AI.setbuttonHeldAimRight(aimRight);
            AI.setbuttonHeldAimLeft(aimLeft);
            AI.setbuttonHeldAimUp(aimUp);
            AI.setbuttonHeldAimDown(aimDown);
            return;
        }

        Vector3      playerPos       = player.transform.position - new Vector3(0, 5, 0);
        Vector2      origin          = new Vector2(0f, 0f); //Init
        Vector2      hitDirection    = new Vector2(0f, 0f); //Init
        AimDirection vectorDirection = 0;
        Quaternion   rotation;
        Vector2      direction;

        if (AISync.getFacingRight() == true)
        {
            if (player.position.y >= transform.position.y)
            {
                //Up
                aimUp   = true;
                aimDown = false;

                //Up
                rotation  = spawn4.rotation;
                rotation  = Quaternion.Euler(rotation.eulerAngles.x, rotation.eulerAngles.y, rotation.eulerAngles.z * -1);
                direction = rotation * Vector2.right;
                vector1   = direction * 50;
                vector2   = (playerPos - spawn4.position);
                angle1    = Vector3.Angle(vector1, vector2);
                Debug.DrawRay(spawn4.position, vector1, Color.yellow);
                Debug.DrawRay(spawn4.position, vector2, Color.white);
                angleEnum1 = AimDirection.Up;
                Up         = vector1;

                //Up Right
                rotation  = spawn3.rotation;
                rotation  = Quaternion.Euler(rotation.eulerAngles.x, rotation.eulerAngles.y, rotation.eulerAngles.z * -1);
                direction = rotation * Vector2.right;
                vector1   = direction * 50;
                vector2   = (playerPos - spawn3.position);
                angle2    = Vector3.Angle(vector1, vector2);
                Debug.DrawRay(spawn3.position, vector1, Color.yellow);
                Debug.DrawRay(spawn3.position, vector2, Color.white);
                angleEnum2 = AimDirection.UpRight;
                UpRight    = vector1;
            }
            else
            {
                //Down
                aimUp   = false;
                aimDown = true;

                //Down
                rotation  = spawn0.rotation;
                rotation  = Quaternion.Euler(rotation.eulerAngles.x, rotation.eulerAngles.y, rotation.eulerAngles.z * -1);
                direction = rotation * Vector2.right;
                Vector3 spawn0Pos = spawn0.position - v0_4_0;
                vector1 = direction * 50;
                vector2 = (playerPos - spawn0Pos);
                angle1  = Vector3.Angle(vector1, vector2);
                Debug.DrawRay(spawn0Pos, vector1, Color.yellow);
                Debug.DrawRay(spawn0Pos, vector2, Color.white);
                angleEnum1 = AimDirection.Down;
                Down       = vector1;

                //Down Right
                rotation  = spawn1.rotation;
                rotation  = Quaternion.Euler(rotation.eulerAngles.x, rotation.eulerAngles.y, rotation.eulerAngles.z * -1);
                direction = rotation * Vector2.right;
                vector1   = direction * 50;
                vector2   = (playerPos - spawn1.position);
                angle2    = Vector3.Angle(vector1, vector2);
                Debug.DrawRay(spawn1.position, vector1, Color.yellow);
                Debug.DrawRay(spawn1.position, vector2, Color.white);
                angleEnum2 = AimDirection.DownRight;
                DownRight  = vector1;
            }

            if (angle1 > angle2)
            {
                angle1          = angle2;
                vectorDirection = angleEnum2;
                aimRight        = true;
            }
            else
            {
                aimRight        = false;
                aimLeft         = false;
                vectorDirection = angleEnum1;
            }

            //Right
            vector1 = new Vector3(spawn2.position.x + 50, spawn2.position.y, 0) - spawn2.position;
            vector2 = (playerPos - spawn2.position);
            angle3  = Vector3.Angle(vector1, vector2);
            Debug.DrawRay(spawn2.position, new Vector3(50, 0, 0), Color.yellow);
            Debug.DrawRay(spawn2.position, vector2, Color.white);
            Right = vector1;

            if (angle1 > angle3)
            {
                angle1          = angle3;
                vectorDirection = AimDirection.Right;
                aimUp           = false;
                aimDown         = false;
            }

            // If the AI gets close to a target it'll aim up
            if (Mathf.Abs(transform.position.x - player.position.x) < 10f && Mathf.Abs(transform.position.y - player.position.y) < 3)
            {
                angle1          = angle3;
                vectorDirection = AimDirection.Right;
                aimUp           = false;
                aimDown         = false;
            }

            AI.setbuttonHeldAimRight(aimRight);
            AI.setbuttonHeldAimLeft(aimLeft);
            AI.setbuttonHeldAimUp(aimUp);
            AI.setbuttonHeldAimDown(aimDown);
        }
        else if (AISync.getFacingRight() == false)
        {
            if (player.position.y >= transform.position.y)
            {
                //Up
                aimUp   = true;
                aimDown = false;

                //Up
                rotation  = spawn4.rotation;
                rotation  = Quaternion.Euler(rotation.eulerAngles.x, rotation.eulerAngles.y, rotation.eulerAngles.z * -1);
                direction = rotation * Vector2.left;
                vector1   = direction * 50;
                vector2   = (playerPos - spawn4.position);
                angle1    = Vector3.Angle(vector1, vector2);
                Debug.DrawRay(spawn4.position, vector1, Color.yellow);
                Debug.DrawRay(spawn4.position, vector2, Color.white);
                angleEnum1 = AimDirection.Up;
                Up         = vector1;

                //Up Left
                rotation  = spawn3.rotation;
                rotation  = Quaternion.Euler(rotation.eulerAngles.x, rotation.eulerAngles.y, rotation.eulerAngles.z * -1);
                direction = rotation * Vector2.left;
                vector1   = direction * 50;
                vector2   = (playerPos - spawn3.position);
                angle2    = Vector3.Angle(vector1, vector2);
                Debug.DrawRay(spawn3.position, vector1, Color.yellow);
                Debug.DrawRay(spawn3.position, vector2, Color.white);
                angleEnum2 = AimDirection.UpLeft;
                UpLeft     = vector1;
            }
            else
            {
                //Down
                aimUp   = false;
                aimDown = true;

                //Down
                Vector3 spawn0Pos = spawn0.position - v0_4_0;
                rotation  = spawn0.rotation;
                rotation  = Quaternion.Euler(rotation.eulerAngles.x, rotation.eulerAngles.y, rotation.eulerAngles.z * -1);
                direction = rotation * Vector2.left;
                vector1   = direction * 50;
                vector2   = (playerPos - spawn0Pos);
                angle1    = Vector3.Angle(vector1, vector2);
                Debug.DrawRay(spawn0Pos, vector1, Color.yellow);
                Debug.DrawRay(spawn0Pos, vector2, Color.white);
                angleEnum1 = AimDirection.Down;
                Down       = vector1;

                //Down Left
                rotation  = spawn1.rotation;
                rotation  = Quaternion.Euler(rotation.eulerAngles.x, rotation.eulerAngles.y, rotation.eulerAngles.z * -1);
                direction = rotation * Vector2.left;
                vector1   = direction * 50;
                vector2   = (playerPos - spawn1.position);
                angle2    = Vector3.Angle(vector1, vector2);
                Debug.DrawRay(spawn1.position, vector1, Color.yellow);
                Debug.DrawRay(spawn1.position, vector2, Color.white);
                angleEnum2 = AimDirection.DownLeft;
                DownLeft   = vector1;
            }

            if (angle1 > angle2)
            {
                angle1          = angle2;
                vectorDirection = angleEnum2;
                aimLeft         = true;
            }
            else
            {
                aimRight        = false;
                aimLeft         = false;
                vectorDirection = angleEnum1;
            }

            //Left
            rotation  = spawn2.rotation;
            rotation  = Quaternion.Euler(rotation.eulerAngles.x, rotation.eulerAngles.y, rotation.eulerAngles.z * -1);
            direction = rotation * Vector2.left;
            vector1   = direction * 50;
            vector2   = (playerPos - spawn2.position);
            angle3    = Vector3.Angle(vector1, vector2);
            Debug.DrawRay(spawn2.position, vector1, Color.yellow);
            Debug.DrawRay(spawn2.position, vector2, Color.white);
            Left = vector1;

            if (angle1 > angle3)
            {
                angle1          = angle3;
                vectorDirection = AimDirection.Left;
                aimUp           = false;
                aimDown         = false;
            }

            // If the AI gets close to a target it'll aim up
            if (Mathf.Abs(transform.position.x - player.position.x) < 5f && Mathf.Abs(transform.position.y - player.position.y) < 3)
            {
                angle1          = angle3;
                vectorDirection = AimDirection.Left;
                aimUp           = false;
                aimDown         = false;
            }
            AI.setbuttonHeldAimRight(aimRight);
            AI.setbuttonHeldAimLeft(aimLeft);
            AI.setbuttonHeldAimUp(aimUp);
            AI.setbuttonHeldAimDown(aimDown);
        }

        if (vectorDirection == AimDirection.Up)
        {
            origin       = spawn4.position;
            hitDirection = Up;
        }
        else if (vectorDirection == AimDirection.Down)
        {
            origin       = spawn0.position - v0_4_0;
            hitDirection = Down;
        }
        else if (vectorDirection == AimDirection.UpRight)
        {
            origin       = spawn3.position;
            hitDirection = UpRight;
        }
        else if (vectorDirection == AimDirection.UpLeft)
        {
            origin       = spawn3.position;
            hitDirection = UpLeft;
        }
        else if (vectorDirection == AimDirection.DownRight)
        {
            origin       = spawn1.position;
            hitDirection = DownRight;
        }
        else if (vectorDirection == AimDirection.DownLeft)
        {
            origin       = spawn1.position;
            hitDirection = DownLeft;
        }
        else if (vectorDirection == AimDirection.Right)
        {
            origin       = spawn2.position;
            hitDirection = Right;
        }
        else if (vectorDirection == AimDirection.Left)
        {
            origin       = spawn2.position;
            hitDirection = Left;
        }
        Hit = Physics2D.Raycast(origin, hitDirection, 100f);

        if (Hit.transform == null || (Hit.transform != null && String.Compare(Hit.transform.name, 0, "Cube", 0, 4) == 0))
        {
            aimUp   = false;
            aimDown = false;
            AI.setbuttonHeldAimUp(aimUp);
            AI.setbuttonHeldAimDown(aimDown);
        }
    }