104 lines
3.4 KiB
C#
104 lines
3.4 KiB
C#
#nullable enable
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class AIEntity : Entity
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{
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[SerializeField] AIStats stats = null!;
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public string ennemyName {get; protected set; }
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abstract class BaseStateAI : BaseState{
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protected AIEntity entity;
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public BaseStateAI(AIEntity entity){
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this.entity = entity;
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}
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}
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class SeekState : BaseStateAI{
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public SeekState(AIEntity entity) : base(entity){
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}
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public override BaseState? UpdateState(){
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Entity targetEntity = entity.GetTarget().GetComponent<Entity>();
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if(targetEntity != null){
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if(targetEntity.IsAlive()){//target is alive, keep chasing it
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return null;
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}else{//target is dead, go to findTargetState
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return new FindTargetState(entity);;
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}
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}
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return null;
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}
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public override BaseState? FixedUpdateState(){
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Transform target = entity.GetTarget();
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entity.direction = Vector3.RotateTowards(entity.direction, (target.position - entity.transform.position), entity.rotSpeed*Time.fixedDeltaTime, 0.0f);
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if(!entity.IsInAttackRange()){
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entity.rb.MovePosition(entity.transform.position + entity.direction * entity.movementSpeed * Time.fixedDeltaTime);
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}else{
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return new AttackState(entity);
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}
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return null;
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}
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}
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class FindTargetState : BaseStateAI{
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float closeEnough;
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public FindTargetState(AIEntity entity) : base(entity){
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}
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public override BaseState? UpdateState(){
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Entity[] entities = FindObjectsOfType<Entity>();
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float lastDist = -1;
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Entity chosenEntity = null!;
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foreach (Entity other in entities){// Find the closest entity
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if(other.name == entity.ennemyName){
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float distance = Vector2.Distance(other.transform.position, entity.transform.position);
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if(distance < lastDist){
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lastDist = distance;
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chosenEntity = other;
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if(lastDist <= entity.stats.closeEnough)break;
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}
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}
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}
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if(chosenEntity != null){
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entity.SetTarget(chosenEntity.transform);
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}
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return new SeekState(entity);
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}
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}
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class AttackState : BaseStateAI{
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public AttackState(AIEntity entity) : base(entity){
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}
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public override BaseState? UpdateState(){
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if(entity.IsInAttackRange()){
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if(entity.attackTimer >= entity.attackCooldown){
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entity.attackTimer = 0;
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return Attack();
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}else{
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entity.attackTimer += Time.deltaTime;
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}
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}
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return null;
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}
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private BaseState? Attack(){
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Entity targetEntity = entity.GetTarget().GetComponent<Entity>();
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if(targetEntity != null){
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targetEntity.TakeDamage(entity.attackDmg);
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bool isTargetAlive = targetEntity.IsAlive();
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if(!isTargetAlive){
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return new FindTargetState(entity);
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}
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}
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return null;
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}
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}
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}
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