Пример #1
0
    public IEnumerator walkToClosestEnemy()
    {
        if (!walkingToClosestEnemy)
        {
            walkingToClosestEnemy = true;
            EnemyAttributes enemy = getClosestEnemyInRange();

            while (walkingToClosestEnemy)
            {
                enemy = getClosestEnemyInRange();

                if (enemy == null || !enemiesInRange.Contains(enemy))
                {
                    //Debug.Log("No enemy found");
                    stopMovement();
                    break;
                }

                if (Vector3.Distance(this.getPosition(), enemy.getPosition()) < attackRange)
                {
                    //Debug.Log("clsoe enough");
                    setCurrentTarget(enemy);
                    StartCoroutine(attackEnemy(enemy));
                    break;
                }
                else
                {
                    agent.SetDestination(enemy.getPosition());
                }

                yield return(null);
            }
            stopMovement();
            walkingToClosestEnemy = false;
        }
    }
Пример #2
0
    // THIS ONE IS FOR PLAYER
    public IEnumerator walkToEnemy(EnemyAttributes enemy)
    {
        bool            walkingToEnemy    = true;
        EnemyAttributes player            = this;
        Vector3         hitGroundPosition = gameManager.getPlayerBehavior().getHitGround();


        while (walkingToEnemy)
        {
            enemy.setMobIndicator(true);
            enemy.setAllIndicatorsFallsAndActivate("yellow");
            //Debug.Log("player WALKINMG to enemy");

            if (hitGroundPosition != gameManager.getPlayerBehavior().getHitGround())
            {
                //Debug.Log("new walking position");
                enemy.setMobIndicator(false);
                enemy.setAllIndicatorsFallsAndActivate("red");
                break;
            }

            if (Vector3.Distance(gameManager.getPlayerBehavior().getPlayerPosition(), enemy.getPosition()) < player.getAttackRange())
            {
                //Debug.Log("clsoe enough");
                stopMovement();
                player.setCurrentTarget(enemy);
                StartCoroutine(attackEnemy(enemy, true));

                break;
            }
            else
            {
                player.getNavMeshAgent().SetDestination(enemy.getPosition());
            }
            yield return(null);
        }
    }
Пример #3
0
    public IEnumerator attackEnemy(EnemyAttributes enemy)
    {
        if (!attackingEnemy)
        {
            attackingEnemy = true;
            lookAtTargetEnemy(enemy);

            while (attackingEnemy)
            {
                //Debug.Log("attacking enemy running");

                if (Vector3.Distance(this.transform.position, enemy.getPosition()) > attackRange)
                {
                    //Debug.Log("Lost target, or distance to high to attack");
                    //enemy.setHealthbar(false);
                    break;
                }

                if (enemy == null)
                {
                    stopMovement();
                    //Debug.Log("Current target is null");
                    setHealthbar(false);
                    break;
                }
                else
                {
                    //enemy.setHealthbar(true);
                }

                this.dealDamage(enemy);
                yield return(null);
            }
            attackingEnemy = false;
        }
    }