Пример #1
0
        void CheckAttack()
        {
            if (m_CurrentState == State.ATTACKING)
            {
                return;
            }

            if (m_CharacterData.CanAttackReach(m_CurrentTargetCharacterData))
            {
                StopAgent();

                //if the mouse button isn't pressed, we do NOT attack
                if (Input.GetMouseButton(0))
                {
                    Vector3 forward = (m_CurrentTargetCharacterData.transform.position - transform.position);
                    forward.y = 0;
                    forward.Normalize();


                    transform.forward = forward;
                    if (m_CharacterData.CanAttackTarget(m_CurrentTargetCharacterData))
                    {
                        m_CurrentState = State.ATTACKING;

                        m_CharacterData.AttackTriggered();
                        m_Animator.SetTrigger(m_AttackParamID);
                    }
                }
            }
            else
            {
                m_Agent.SetDestination(m_CurrentTargetCharacterData.transform.position);
            }
        }
Пример #2
0
        // Update is called once per frame
        void Update()
        {
            //See the Update function of CharacterControl.cs for a comment on how we could replace
            //this (polling health) to a callback method.
            if (m_CharacterData.Stats.CurrentHealth == 0)
            {
                m_Animator.SetTrigger(m_DeathAnimHash);

                m_CharacterAudio.Death(transform.position);
                m_CharacterData.Death();

                if (m_LootSpawner != null)
                {
                    m_LootSpawner.SpawnLoot();
                }

                Destroy(m_Agent);
                Destroy(GetComponent <Collider>());
                Destroy(this);
                return;
            }

            Vector3       playerPosition = CharacterControl.Instance.transform.position;
            CharacterData playerData     = CharacterControl.Instance.Data;

            switch (m_State)
            {
            case State.IDLE:
            {
                if (Vector3.SqrMagnitude(playerPosition - transform.position) < detectionRadius * detectionRadius)
                {
                    if (SpottedAudioClip.Length != 0)
                    {
                        SFXManager.PlaySound(SFXManager.Use.Enemies, new SFXManager.PlayData()
                            {
                                Clip     = SpottedAudioClip[Random.Range(0, SpottedAudioClip.Length)],
                                Position = transform.position
                            });
                    }

                    m_PursuitTimer    = 4.0f;
                    m_State           = State.PURSUING;
                    m_Agent.isStopped = false;
                }
            }
            break;

            case State.PURSUING:
            {
                float distToPlayer = Vector3.SqrMagnitude(playerPosition - transform.position);
                if (distToPlayer < detectionRadius * detectionRadius)
                {
                    m_PursuitTimer = 4.0f;

                    if (m_CharacterData.CanAttackTarget(playerData))
                    {
                        m_CharacterData.AttackTriggered();
                        m_Animator.SetTrigger(m_AttackAnimHash);
                        m_State = State.ATTACKING;
                        m_Agent.ResetPath();
                        m_Agent.velocity  = Vector3.zero;
                        m_Agent.isStopped = true;
                    }
                }
                else
                {
                    if (m_PursuitTimer > 0.0f)
                    {
                        m_PursuitTimer -= Time.deltaTime;

                        if (m_PursuitTimer <= 0.0f)
                        {
                            m_Agent.SetDestination(m_StartingAnchor);
                            m_State = State.IDLE;
                        }
                    }
                }

                if (m_PursuitTimer > 0)
                {
                    m_Agent.SetDestination(playerPosition);
                }
            }
            break;

            case State.ATTACKING:
            {
                if (!m_CharacterData.CanAttackReach(playerData))
                {
                    m_State           = State.PURSUING;
                    m_Agent.isStopped = false;
                }
                else
                {
                    if (m_CharacterData.CanAttackTarget(playerData))
                    {
                        m_CharacterData.AttackTriggered();
                        m_Animator.SetTrigger(m_AttackAnimHash);
                    }
                }
            }
            break;
            }
            m_Animator.SetFloat(m_SpeedAnimHash, m_Agent.velocity.magnitude / Speed);
        }
Пример #3
0
    public void Update()
    {
        // Key and mouse movement control
        //
        if (!isDead)
        {
            float   horisontal = Input.GetAxis("Horizontal");
            float   vertical   = Input.GetAxis("Vertical");
            Vector3 movement   = new Vector3(horisontal, 0f, vertical);
            if (movement.normalized.magnitude >= 0.1f)
            {
                Vector3 moveDestination = transform.position + movement;
                agent.destination = moveDestination;
                if (CurrentState == State.ATTACKING)
                {
                    CurrentState = State.DEFAULT;
                    currentTargetCharacterData = null;
                }
            }
            else
            {
                RaycastHit hit;
                if (Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), out hit, 50, ClickableLayer.value))
                {
                    bool enemyHit = false;

                    if (hit.collider.gameObject.tag == "enemy")
                    {
                        enemyHit = true;
                    }

                    if (Input.GetMouseButtonDown(0))
                    {
                        if (enemyHit)
                        {
                            Transform enemyPos = hit.collider.gameObject.transform;
                            agent.destination = enemyPos.position;
                            if (currentTargetCharacterData)
                            {
                                lastTegetCharacterData = currentTargetCharacterData;
                            }

                            currentTargetCharacterData = enemyPos.GetComponent <UnitData>();
                        }
                        else
                        {
                            agent.destination          = hit.point;
                            lastTegetCharacterData     = currentTargetCharacterData;
                            currentTargetCharacterData = null;
                            if (CurrentState == State.ATTACKING)
                            {
                                CurrentState = State.DEFAULT;
                                currentTargetCharacterData = null;
                            }
                        }
                    }
                }
            }

            if (currentTargetCharacterData && characterData.CanAttackReach(currentTargetCharacterData) && CurrentState != State.ATTACKING)
            {
                agent.Stop();
                agent.ResetPath();

                var targetDirection = (currentTargetCharacterData.transform.position - transform.position).normalized;
                targetDirection.y  = 0f;
                transform.rotation = Quaternion.LookRotation(targetDirection);


                CurrentState = State.ATTACKING;
            }

            if (CurrentState == State.ATTACKING)
            {
                characterData.Attack(currentTargetCharacterData);
                if (!characterData.TargetIsLive(currentTargetCharacterData))
                {
                    CurrentState = State.DEFAULT;
                    currentTargetCharacterData = null;
                }
            }
        }



        //Respawn
        else if (isDead)
        {
            CurrentState = State.DEFAULT;
            deathTimer  += Time.deltaTime;
            if (deathTimer > 3.0f)
            {
                GoToRespawn();
            }

            return;
        }

        if (characterData.Stats.CurrentHealth == 0)
        {
            isDead            = true;
            _renderer.enabled = false;
            characterData.StartingWeapon.GetComponentInChildren <Renderer>().enabled = false;
            deathTimer = 0.0f;
        }
        //
    }