Пример #1
0
    IEnumerator <float> AICo()
    {
        yield return(Timing.WaitForSeconds(1 + Random.value * 1));

        float rageTimer = 0.0f;

        while (true)
        {
            bool recentlySeenPlayer = mySenses_.GetPlayerLatestKnownPositionAge() < 2.0f;
            DefaultProjectiles.EnableEmission = recentlySeenPlayer;

            if (recentlySeenPlayer)
            {
                rageTimer += Time.deltaTime;
                if (rageTimer > (me_.LifePct * 4) && me_.LifePct < 0.8f)
                {
                    // Telegraph to player
                    enemyScript_.gameObject.layer = SceneGlobals.Instance.EnemyLayer;
                    enemyScript_.EnableAiPath(false);
                    AudioManager.Instance.PlaySfxClip(AppearSound, maxInstances: 3, 0, 1.5f);
                    myMovement_.StopMove();
                    DefaultProjectiles.EnableEmission = false;
                    var rageEmission = RageTelegraphParticles.emission;
                    rageEmission.enabled = true;

                    yield return(Timing.WaitForSeconds(1));

                    rageEmission.enabled = false;

                    // Rage
                    Vector2 playerDir = (AiBlackboard.Instance.PlayerPosition - transform_.position).normalized;
                    myPhysics_.AddForce(playerDir * 200);
                    rageTimer = 0;

                    yield return(Timing.WaitForSeconds(2));

                    // Stop rage
                    MapScript.Instance.TriggerExplosion(transform_.position, 2.85f, false, me_, damageSelf: false);
                    enemyScript_.gameObject.layer = SceneGlobals.Instance.EnemyNoWallsLayer;
                    enemyScript_.EnableAiPath(true);

                    yield return(Timing.WaitForSeconds(0.3f));
                }
            }

            myMovement_.MoveTo(AiBlackboard.Instance.PlayerPosition);
            yield return(0);
        }
    }
Пример #2
0
    IEnumerator <float> AICo()
    {
        while (true)
        {
            if (me_.IsDead)
            {
                body_.drag        = 2;
                body_.angularDrag = 3;
                yield break;
            }

            float dt    = Time.deltaTime;
            float time  = Time.time;
            var   myPos = transform_.position;

            float velocityMagnitude = body_.velocity.magnitude;
            if (velocityMagnitude > MaxVelocity)
            {
                body_.velocity = Vector3.ClampMagnitude(body_.velocity, MaxVelocity);
            }

            float rotationSpeed = 90 + (velocityMagnitude * 100);
            rotation_ -= dt * rotationSpeed;
            rendererTransform_.rotation = Quaternion.Euler(0, 0, rotation_);

            var   playerPos   = AiBlackboard.Instance.PlayerPosition;
            var   diff        = playerPos - myPos;
            float sqrDistance = AttractDistance * AttractDistance;
            if (diff.sqrMagnitude < sqrDistance)
            {
                if (!isCharging_ && time > nextChargeSoundCd_)
                {
                    AudioManager.Instance.PlaySfxClip(ChargeSound, 1);
                    nextChargeSoundCd_ = time + ChargeSoundCooldown + Random.value;
                }

                var direction = diff.normalized;
                myPhysics_.AddForce(direction * AttractPower, ForceMode2D.Force);
                isCharging_ = true;
            }
            else
            {
                isCharging_ = false;
            }

            yield return(0);
        }
    }
Пример #3
0
    IEnumerator <float> AICo()
    {
        yield return(Timing.WaitForSeconds(2));

        // 1) Follow player until damaged a bit
        while (me_.LifePct > 0.95)
        {
            myMovement_.MoveTo(AiBlackboard.Instance.PlayerPosition);
            yield return(0);
        }

        // 2) Call for help
        myMovement_.StopMove();
        shield_.gameObject.SetActive(true);
        yield return(Timing.WaitForSeconds(1.0f));

        AudioManager.Instance.PlaySfxClip(AppearSound, maxInstances: 3, 0, 0.8f);
        yield return(Timing.WaitForSeconds(0.2f));

        AudioManager.Instance.PlaySfxClip(AppearSound, maxInstances: 3, 0, 1.5f);

        var rageEmission = RageTelegraphParticles.emission;

        rageEmission.enabled = true;
        yield return(Timing.WaitForSeconds(2.5f));

        rageEmission.enabled = false;

        GameEvents.RaiseGolemKingCallForHelp();
        yield return(Timing.WaitForSeconds(5.0f));

        // 3) Standard loop
        float rageTimer = 0.0f;
        float shieldEnd = Time.unscaledTime + 20.0f;

        while (true)
        {
            if (Time.unscaledTime > shieldEnd && shield_.gameObject.activeInHierarchy)
            {
                shield_.gameObject.SetActive(false);
            }

            bool recentlySeenPlayer = mySenses_.GetPlayerLatestKnownPositionAge() < 2.0f;

            if (recentlySeenPlayer)
            {
                rageTimer += Time.deltaTime;
                if (rageTimer > (me_.LifePct * 4) && me_.LifePct < 0.8f)
                {
                    // Telegraph to player
                    enemyScript_.gameObject.layer = SceneGlobals.Instance.EnemyLayer;
                    enemyScript_.EnableAiPath(false);
                    AudioManager.Instance.PlaySfxClip(AppearSound, maxInstances: 3, 0, 1.4f);
                    myMovement_.StopMove();
                    rageEmission.enabled = true;

                    yield return(Timing.WaitForSeconds(1));

                    rageEmission.enabled = false;

                    // Rage
                    Vector2 playerDir = (AiBlackboard.Instance.PlayerPosition - transform_.position).normalized;
                    myPhysics_.AddForce(playerDir * 200);
                    rageTimer = 0;

                    yield return(Timing.WaitForSeconds(2));

                    // Stop rage
                    MapScript.Instance.TriggerExplosion(transform_.position, 3.9f, false, me_, damageSelf: false);
                    enemyScript_.gameObject.layer = SceneGlobals.Instance.EnemyNoWallsLayer;
                    enemyScript_.EnableAiPath(true);

                    yield return(Timing.WaitForSeconds(0.3f));
                }
            }

            myMovement_.MoveTo(AiBlackboard.Instance.PlayerPosition);
            yield return(0);
        }
    }