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IfPatternEndOnceTakeRandomRest.cs
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IfPatternEndOnceTakeRandomRest.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using BehaviorDesigner.Runtime.Tasks;
using BehaviorDesigner.Runtime;
public class IfPatternEndOnceTakeRandomRest : Conditional
{
private float startTime;
private float randomTime;
public float maxRandomTime;
public float minRandomTime;
private CloseAttackTypeNormalColliderCon closeAttackTypeNormalColliderCon;
//private DistacneAttackTypeNormalColliderCon distacneAttackTypeNormalColliderCon;
private Boss01ColliderCon boss01ColliderCon;
public EnemyHpPostionScript hpPostionScript;
private CloseAttackTypeNormalAni closeAttackEnemyaniScript;
private DistanceAttackTypeNormalAni distanceAttackEnemyaniScript;
BossAniScript bossAniScript01;
WeaponColliderCon weaponColliderConScript;
public SharedString thisGameObjName;
public SharedInt numOfPattern;
public SharedTransform target;
public SharedBool waitForAttack;
Vector3 velo = Vector3.zero;
public float[] bossAttackDistancePattern = new float[11];
public override void OnStart()
{
velo = Vector3.zero;
startTime = Time.time;
randomTime = Random.Range(minRandomTime, maxRandomTime);
switch (thisGameObjName.Value)
{
case "CloseAttackEnemy01":
hpPostionScript = GetComponent<EnemyHpPostionScript>();
closeAttackTypeNormalColliderCon = GetComponent<CloseAttackTypeNormalColliderCon>();
closeAttackEnemyaniScript = GetComponent<CloseAttackTypeNormalAni>();
closeAttackEnemyaniScript.aniSet("Reset_Ani");
break;
case "DistanceAttackEnemy01":
distanceAttackEnemyaniScript = GetComponent<DistanceAttackTypeNormalAni>();
distanceAttackEnemyaniScript.aniSet("Reset_Ani");
break;
case "Boss_01(Clone)":
boss01ColliderCon = GetComponent<Boss01ColliderCon>();
bossAniScript01 = GetComponent<BossAniScript>();
weaponColliderConScript = GetComponent<WeaponColliderCon>();
weaponColliderConScript.weaponColliderOff();
for (int i = 1; i < 10; i++)
{
float num = 0;
switch (i)
{
case 1:
num = 8f;
break;
case 2:
num = 3f;
break;
case 3:
num = 2f;
break;
case 4:
num = 2f;
break;
case 5:
num = 2f;
break;
case 6:
num = 2f;
break;
case 7:
num = 1.5f;
break;
case 8:
num = 1.6f;
break;
case 9:
num = 2f;
break;
}
bossAttackDistancePattern[i] = num;
}
break;
}
}
public override TaskStatus OnUpdate()
{
switch (thisGameObjName.Value)
{
case "CloseAttackEnemy01":
if ((hpPostionScript.deadOrLive != 1)
|| (closeAttackTypeNormalColliderCon.IsAttackedState != CloseAttackTypeNormalColliderCon.CloseAttackEnemy01IsAttacked.stuned)) rotate();
if (startTime + randomTime < Time.time)
{
waitForAttack.Value = true;
closeAttackEnemyaniScript.resetAni();
return TaskStatus.Success;
}
if (Vector3.Distance(transform.position, target.Value.position) >= 4f)
{
closeAttackEnemyaniScript.aniSet("Run");
transform.position = Vector3.SmoothDamp(transform.position, target.Value.position, ref velo, 5f);
}
else
{
closeAttackEnemyaniScript.forIdle();
}
break;
case "DistanceAttackEnemy01":
if (startTime + randomTime < Time.time)
{
distanceAttackEnemyaniScript.aniSet("Reset_Ani");
waitForAttack.Value = true;
return TaskStatus.Success;
}
if (Vector3.Distance(transform.position, target.Value.position) >= 8f)
{
distanceAttackEnemyaniScript.aniSet("Run");
transform.position = Vector3.SmoothDamp(transform.position, target.Value.position, ref velo, 5f);
}
else
{
distanceAttackEnemyaniScript.aniSet("Reset_Ani");
waitForAttack.Value = true;
}
break;
case "Boss_01(Clone)":
if (startTime + randomTime < Time.time)
{
bossAniScript01.resetAttackPattern();
waitForAttack.Value = true;
if (Vector3.Distance(transform.position, target.Value.position) < 7f) ifClosePatternChoiceBoss01();
else ifFarPatternChoiceBoss01();
switch (numOfPattern.Value)
{
case 2:
bossAniScript01.bossPatternStorageToCheckLastOneState = BossPatternStorageToCheckLastOne.pattern02;
break;
case 3:
bossAniScript01.bossPatternStorageToCheckLastOneState = BossPatternStorageToCheckLastOne.pattern03;
break;
case 4:
bossAniScript01.bossPatternStorageToCheckLastOneState = BossPatternStorageToCheckLastOne.pattern04;
break;
case 5:
bossAniScript01.bossPatternStorageToCheckLastOneState = BossPatternStorageToCheckLastOne.pattern05;
break;
case 6:
bossAniScript01.bossPatternStorageToCheckLastOneState = BossPatternStorageToCheckLastOne.pattern06;
break;
case 7:
bossAniScript01.bossPatternStorageToCheckLastOneState = BossPatternStorageToCheckLastOne.pattern07;
break;
case 8:
bossAniScript01.bossPatternStorageToCheckLastOneState = BossPatternStorageToCheckLastOne.pattern08;
break;
case 9:
bossAniScript01.bossPatternStorageToCheckLastOneState = BossPatternStorageToCheckLastOne.pattern09;
break;
}
return TaskStatus.Success;
}
if (Vector3.Distance(transform.position, target.Value.position) >= 5f)
{
bossAniScript01.run();
transform.position = Vector3.SmoothDamp(transform.position, target.Value.position, ref velo, 5f);
}
else
{
bossAniScript01.resetAttackPattern();
}
break;
}
rotate();
return TaskStatus.Running;
}
void rotate()
{
Vector3 vec = target.Value.position - transform.position;
vec.Normalize();
Quaternion q = Quaternion.LookRotation(vec);
transform.rotation = q;
}
//먼가유?
void ifFarPatternChoiceBoss01()
{
numOfPattern.Value = Random.Range(2, 3);
}
//가까운가유?
void ifClosePatternChoiceBoss01()
{
numOfPattern.Value = Random.Range(3, 10);
checkPatternAgain(numOfPattern.Value);
}
//이전에 했었던 패턴이면 다시 골라욧!
void checkPatternAgain(int bossPatternRandomStorage)
{
switch (bossPatternRandomStorage)
{
case 3:
if (bossAniScript01.bossPatternStorageToCheckLastOneState == BossPatternStorageToCheckLastOne.pattern03) ifClosePatternChoiceBoss01();
break;
case 4:
if (bossAniScript01.bossPatternStorageToCheckLastOneState == BossPatternStorageToCheckLastOne.pattern04) ifClosePatternChoiceBoss01();
break;
case 5:
if (bossAniScript01.bossPatternStorageToCheckLastOneState == BossPatternStorageToCheckLastOne.pattern05) ifClosePatternChoiceBoss01();
break;
case 6:
if (bossAniScript01.bossPatternStorageToCheckLastOneState == BossPatternStorageToCheckLastOne.pattern06) ifClosePatternChoiceBoss01();
break;
case 7:
if (bossAniScript01.bossPatternStorageToCheckLastOneState == BossPatternStorageToCheckLastOne.pattern07) ifClosePatternChoiceBoss01();
break;
case 8:
if (bossAniScript01.bossPatternStorageToCheckLastOneState == BossPatternStorageToCheckLastOne.pattern08) ifClosePatternChoiceBoss01();
break;
case 9:
if (bossAniScript01.bossPatternStorageToCheckLastOneState == BossPatternStorageToCheckLastOne.pattern09) ifClosePatternChoiceBoss01();
break;
}
}
}