2022-04-02 15:14:48 -04:00

127 lines
3.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using NaughtyAttributes;
using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
public class Entity : MonoBehaviour {
[SerializeField]
[Required]
protected GameFlowManager gameFlowManager = null!;
[field: SerializeField]
[field: Required]
protected EntityStats stats { get; private set; }
[field: SerializeField] public float Health { get; private set; }
[Min(10f)]
protected float initialHealth;
bool isAlive = true;
public int bloodTokens = 1;
[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;
[SerializeField] GameObject halo;
void Awake() => rb = GetComponent<Rigidbody2D>();
protected virtual void Start() {
direction = new Vector3(1, 0, 0);
attackTimer = attackCooldown;
initialHealth = Health;
if (halo != null) {
halo.SetActive(false);
}
}
protected virtual void Update() { }
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() {
//Would be nice if we could force this to be in FixedUpdate
direction = Vector3.RotateTowards(direction, (target.position - transform.position), rotSpeed * Time.fixedDeltaTime, 0.0f);
if (!IsInAttackRange()) {
rb.MovePosition(transform.position + direction * movementSpeed * Time.fixedDeltaTime);
}
}
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;
OnDied();
return false;
}
return true;
}
public virtual void HealDamage(float amount) {
Health += amount;
if(Health > initialHealth) {
Health = initialHealth;
}
}
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);
}
protected virtual void OnDied() { }
public void EnableHalo() {
halo.SetActive(true);
}
public void DisableHalo() {
halo.SetActive(false);
}
}