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