UnityProjekt/Assets/Scripts/EnemyController.cs

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using System;
using System.Collections;
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using System.Collections.Generic;
using UnityEngine;
using Random = System.Random;
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public class EnemyController : MonoBehaviour
{
public Transform target;
public float speed;
public float flyForce;
public short finalHealth = 3;
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private Rigidbody2D _rb;
private short _hitsToRemove;
private Random _random = new Random();
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// Start is called before the first frame update
void Start()
{
_rb = GetComponent<Rigidbody2D>();
}
private void OnEnable()
{
_hitsToRemove = finalHealth;
}
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// Update is called once per frame
void FixedUpdate()
{
var tr = transform;
var diff = target.position - tr.position;
if (_rb.mass < 0.01f)
{ //Már lelőttük
if (diff.magnitude > 10) //Ha már túl messze van
Remove();
_rb.AddForce(new Vector2(0f, flyForce * _rb.mass * _rb.gravityScale)); //Ne maradjon véletlenül útban
return;
}
if (diff.y > 5 || diff.x > 20)
Remove();
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diff.Normalize();
float sp = ((float) _random.NextDouble() / 2f + 1f) * speed; //1 és 1.5 közötti szorzó
_rb.AddForce(diff * (sp * _rb.mass * _rb.gravityScale));
if (diff.x * transform.localScale.x < 0) //Ha másfelé néz, mint amerre megy
{
var scale = tr.localScale;
scale.x *= -1;
tr.localScale = scale;
}
}
private void Die()
{
_rb.mass = 0.00001f;
_rb.gravityScale = 0.01f;
_rb.freezeRotation = false;
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}
public bool IsAlive() => _rb.mass > 0.001f;
private void HitWhileFlying()
{
_hitsToRemove--;
if (_hitsToRemove == 0)
Remove();
}
public void Hit()
{
if (IsAlive())
Die();
else
HitWhileFlying();
}
private void OnCollisionEnter2D(Collision2D other)
{
var go = other.gameObject;
if (!go.CompareTag("Player"))
return;
if (IsAlive())
go.GetComponent<OwnCharacterController>().Hit();
}
private void Remove()
{
_rb.velocity = Vector2.zero;
gameObject.SetActive(false);
}
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}