#nullable enable using UnityEngine; using UnityEngine.Serialization; public class AIEntity : Entity { [FormerlySerializedAs("stats")] [SerializeField] public AIStats AIStats = null!; BaseState currentState = null!; public EntityFlag enemies { get; protected set; } public bool facingRight { get; private set; } = true; override protected void Start() { base.Start(); currentState = CreateInitialState(); currentState.EnterState(); } override protected void Update() { base.Update(); if (currentState.UpdateState() is { } newState) SwitchState(newState); } override protected void FixedUpdate() { base.FixedUpdate(); if (currentState.FixedUpdateState() is { } newState) SwitchState(newState); FlipAccordingToInput(); } void OnDrawGizmos() => currentState?.OnDrawGizmos(); protected override void OnDied() { base.OnDied(); transform.SetParent(arena.graveyard); } void SwitchState(BaseState newState) { currentState.LeaveState(); currentState = newState; newState.EnterState(); } protected virtual BaseState CreateInitialState() => new FindTargetState(this); //Looks into enemy name list to see if the other is targetable virtual protected bool IsTargetable(Entity other) { return enemies.HasFlag(other.entityType) && other.IsAlive(); } override public bool TakeDamage(float amount, Entity other) { //TODO Should we warn if target is null here? if (target != null && target.GetComponent() is { }) target = other.transform; return base.TakeDamage(amount, other); } #region Flip public void Flip() { facingRight = !facingRight; Vector3 scaler = transform.localScale; scaler.x *= -1; transform.localScale = scaler; healthBar.gameObject.transform.localScale = scaler; } public void FlipAccordingToInput() { Vector3 direction = rb.velocity; if (target != null) { direction = target.position - transform.position; } if ((!facingRight && direction.x > 0) || (facingRight && direction.x < 0)) { Flip(); } } #endregion protected abstract class BaseStateAI : BaseState { protected AIEntity entity; public BaseStateAI(AIEntity entity) { this.entity = entity; } } protected class SeekState : BaseStateAI { public SeekState(AIEntity entity) : base(entity) { } public override void EnterState() { if (!entity.animator.GetCurrentAnimatorStateInfo(0).IsName("Attack")) { entity.animator.Play("Running"); } } public override BaseState? UpdateState() { if (!entity.IsAlive()) { return new DeadState(entity); } Entity targetEntity = entity.target.GetComponent(); if (targetEntity != null) { if (targetEntity.IsAlive()) {//target is alive, keep chasing it return null; } else {//target is dead, go to findTargetState return new FindTargetState(entity); ; } } return null; } public override BaseState? FixedUpdateState() { entity.direction = Vector3.RotateTowards(entity.direction, (entity.target.position - entity.transform.position), entity.rotSpeed * Time.fixedDeltaTime, 0.0f); if (entity.IsTargetable(entity.target.GetComponent())) { if (!entity.IsInAttackRange()) { entity.rb.MovePosition(entity.transform.position + entity.direction * entity.movementSpeed * Time.fixedDeltaTime); // entity.animator.Play("Running"); } else { return new AttackState(entity); } } else { return new FindTargetState(entity); } // entity.animator.Play("Idle"); return null; } } protected class FindTargetState : BaseStateAI { float closeEnough; Vector3 roamPosition; public FindTargetState(AIEntity entity) : base(entity) { } public override void EnterState() { if (!entity.animator.GetCurrentAnimatorStateInfo(0).IsName("Attack")) { entity.animator.Play("Running"); } } public override BaseState? UpdateState() { if (!entity.IsAlive()) { return new DeadState(entity); } Transform entityParent = entity.entityType == EntityFlag.Gladiator ? entity.arena.minionParent : entity.arena.gladiatorParent; float lastDist = float.MaxValue; Transform chosenEntity = null!; foreach (Transform other in entityParent) {// Find the closest entity float distance = Vector2.Distance(other.position, entity.transform.position); if (distance < lastDist) { lastDist = distance; chosenEntity = other; if (lastDist <= entity.AIStats.closeEnough) break; } } if (chosenEntity != null) { entity.target = chosenEntity; return new SeekState(entity); } else { if (roamPosition == new Vector3()) roamPosition = entity.AIStats.getRandomRoamPositon(); return null; } } public override BaseState? FixedUpdateState() { if (roamPosition == new Vector3()) { // entity.animator.Play("Idle"); return null; } entity.direction = Vector3.RotateTowards(entity.direction, (roamPosition - entity.transform.position), entity.rotSpeed * Time.fixedDeltaTime, 0.0f); if (Vector2.Distance(entity.transform.position, roamPosition) >= entity.attackRange) { entity.rb.MovePosition(entity.transform.position + entity.direction * entity.movementSpeed * Time.fixedDeltaTime); } else { roamPosition = entity.AIStats.getRandomRoamPositon(); } // entity.animator.Play("Running"); return null; } } protected class AttackState : BaseStateAI { public AttackState(AIEntity entity) : base(entity) { } public override void EnterState() { entity.animator.Play("Attack"); } public override BaseState? UpdateState() { if (!entity.IsAlive()) { return new DeadState(entity); } if (entity.gameFlowManager.CanDoAction) { if (entity.IsInAttackRange()) { if (entity.attackTimer >= entity.attackCooldown) { entity.attackTimer = 0; return Attack(); } else { entity.attackTimer += Time.deltaTime; } } else return new SeekState(entity); } return null; } private BaseState? Attack() { Entity targetEntity = entity.target.GetComponent(); if (targetEntity != null) { targetEntity.TakeDamage(entity.attackDmg, entity); bool isTargetAlive = targetEntity.IsAlive(); if (!isTargetAlive) { return new FindTargetState(entity); } } return null; } } protected class DeadState : BaseStateAI { public DeadState(AIEntity entity) : base(entity) { } public override void EnterState() { entity.animator.Play("Death"); } public override BaseState? UpdateState() { return null; } } }