using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using Random = System.Random; public class EnemyController : MonoBehaviour { public Transform target; public float speed; public float flyForce; public short finalHealth = 3; private Rigidbody2D _rb; private short _hitsToRemove; private Random _random = new Random(); // Start is called before the first frame update void Start() { _rb = GetComponent(); } private void OnEnable() { _hitsToRemove = finalHealth; } // 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) Remove(); 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; } 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().Hit(); } private void Remove() { _rb.velocity = Vector2.zero; gameObject.SetActive(false); } }