Exemple #1
0
    void FixedUpdate()
    {
        if (target != null && !attacking && !RunningThisRoutine(fleeing))
        {
            Vector2        vectorToTarget = Vector2.zero;
            RaycastHit2D[] hits           = new RaycastHit2D[raycastDepth];
            Physics2D.RaycastNonAlloc(WC.transform.position, target.transform.position - transform.position, hits, aggroRange, collideLayerMask);
            string hitTag      = null;
            bool   hitIsTarget = false;
            foreach (RaycastHit2D hit in hits)
            {
                // go through hits from closest to farthest
                if (hit.collider != null && hit.fraction != 0)
                {
                    hitTag         = hit.collider.tag;
                    vectorToTarget = hit.point - (Vector2)transform.position;

                    // if the tag of this object is a target, then we will target this one since it is the closest
                    foreach (string tag in targetTags)
                    {
                        if (tag == hitTag)
                        {
                            hitIsTarget = true;
                            break;
                        }
                    }

                    if (hitIsTarget)
                    {
                        break;
                    }
                }
            }

            if (vectorToTarget != Vector2.zero)
            {
                if (vectorToTarget.magnitude < aggroRange) // if within aggro range
                {
                    if (vectorToTarget.magnitude > attackRange || vectorToTarget.magnitude > tooFarThreshold)
                    {
                        Move(vectorToTarget);
                        WC.AimInDirection(vectorToTarget);
                    }
                    else if (vectorToTarget.magnitude < tooCloseThreshold && hitIsTarget)
                    {
                        fleeing = MoveTo(vectorToTarget.normalized * -1 * Mathf.Abs(followDistance - vectorToTarget.magnitude));
                        WC.AimInDirection(-vectorToTarget);
                    }
                    else if (Time.time - lastAttackTime > attackCooldownLength && vectorToTarget.magnitude < attackRange && hitIsTarget)
                    {
                        if (WC.CanFire())
                        {
                            StartCoroutine(ShootAttack(vectorToTarget, attackChargeTime, postAttackPauseDuration));
                        }
                    }
                }
            }
            spriteDirection = vectorToTarget;
        }
    }
    void FixedUpdate()
    {
        if (Time.time - lastAttackTime <= attackCooldownLength)
        {
            return;
        }                                 // cancel if this enemy just attacked

        if (target != null && !attacking) // if the enemy is not attacking, do movement and try to attack
        {
            Vector2        vectorToTarget = Vector2.zero;
            RaycastHit2D[] hits           = new RaycastHit2D[raycastDepth];
            Physics2D.RaycastNonAlloc(WC.transform.position, target.transform.position - transform.position, hits, aggroRange, collideLayerMask);
            string hitTag      = null;
            bool   hitIsTarget = false;
            foreach (RaycastHit2D hit in hits)
            {
                // go through hits from closest to farthest
                if (hit.collider != null && hit.fraction != 0)
                {
                    hitTag         = hit.collider.tag;
                    vectorToTarget = hit.point - (Vector2)transform.position;

                    // if the tag of this object is a target, then we will target this one since it is the closest
                    foreach (string tag in targetTags)
                    {
                        if (tag == hitTag)
                        {
                            hitIsTarget = true;
                            break;
                        }
                    }

                    if (hitIsTarget)
                    {
                        break;
                    }
                }
            }

            if (vectorToTarget != Vector2.zero)
            {
                if (vectorToTarget.magnitude < aggroRange) // if within aggro range, move and aim weapon towards target
                {
                    Move(vectorToTarget);
                    WC.AimInDirection(vectorToTarget);
                }
                if (vectorToTarget.magnitude < attackRange && hitIsTarget && WC.CanFire()) // attack
                {
                    StartCoroutine(SwordAttack(vectorToTarget, attackChargeTime, postAttackPauseDuration, postAttackRetreatDistance));
                }
            }
        }
    }