Jason Durand 01 1112e06d47 Merge remote-tracking branch 'origin/dev' into jason
# Conflicts:
#	Assets/Scripts/Entity.cs
2022-04-02 12:54:54 -04:00

98 lines
2.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using NaughtyAttributes;
using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
public class Entity : MonoBehaviour
{
[SerializeField] [Required]
GameFlowManager gameFlowManager = null!;
[field: SerializeField] [field: Required]
protected EntityStats stats { get; private set; }
[field: SerializeField]protected float Health {get; private set; }
bool isAlive = true;
[field: SerializeField]public float movementSpeed{get; private set; }
[field: SerializeField]public float rotSpeed {get; private set; }
[SerializeField]private float fov;
[SerializeField]private float attackRange;
[field: SerializeField]public float attackDmg {get; private set; }
[SerializeField]protected float attackCooldown;
protected float attackTimer;
[SerializeField]private Transform target;
public string entityName {get; protected set; }
private Collider atkCollider;
public Vector3 direction {get; set; }
public Rigidbody2D rb {get; private set;}
bool beingPushed;
void Awake() => rb = GetComponent<Rigidbody2D>();
protected virtual void Start() {
direction = new Vector3(1,0,0);
attackTimer = attackCooldown;
}
protected virtual void FixedUpdate() {
//TODO sqrMagnitude?
if (beingPushed && rb.velocity.magnitude < stats.MinVelocityWhenPushed) {
rb.velocity = Vector2.zero;
beingPushed = false;
}
}
protected virtual void Attack(){
}
protected virtual void SpecialAttack(){
}
protected virtual void MoveToTarget(){
direction = Vector3.RotateTowards(direction, (target.position - transform.position), rotSpeed*Time.fixedDeltaTime, 0.0f);
if(!IsInAttackRange()){
rb.MovePosition(transform.position + direction * movementSpeed * deltaTime);
}
}
public void SetTarget(Transform newTarget){
target = newTarget;
}
public Transform GetTarget(){
return target;
}
//Apply damage to the entity, returns true if it is still alive
public virtual bool TakeDamage(float amount){
Health -= amount;
if(Health <= 0){
isAlive = false;
return false;
}
return true;
}
protected bool IsInAttackRange(){
return Vector2.Distance(transform.position, target.position) <= attackRange;
}
protected bool IsLookingAtTarget(){
float angle = Vector2.SignedAngle(direction, (target.position - transform.position));
return angle >= -fov && angle <= fov;
}
public bool IsAlive(){
return isAlive;
}
protected void AddImpulse(Vector3 impulse) {
beingPushed = true;
rb.AddForce(impulse, ForceMode2D.Impulse);
}
}