ludumdare50/Assets/Scripts/AIEntity.cs
2022-04-02 14:02:27 -04:00

172 lines
5.5 KiB
C#

#nullable enable
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AIEntity : Entity
{
[SerializeField] AIStats stats = null!;
BaseState currentState = null!;
public string enemyName {get; protected set; }
override protected void Awake(){
base.Awake();
currentState = new FindTargetState(this);
}
override protected void Start(){
base.Start();
currentState.EnterState();
}
void Update() {
if (currentState.UpdateState() is {} newState)
SwitchState(newState);
}
void FixedUpdate() {
if (currentState.FixedUpdateState() is {} newState)
SwitchState(newState);
}
void OnDrawGizmos() => currentState?.OnDrawGizmos();
void SwitchState(BaseState newState) {
currentState.LeaveState();
currentState = newState;
newState.EnterState();
}
abstract class BaseStateAI : BaseState{
protected AIEntity entity;
public BaseStateAI(AIEntity entity){
this.entity = entity;
}
}
class SeekState : BaseStateAI{
public SeekState(AIEntity entity) : base(entity){
}
public override BaseState? UpdateState(){
if(!entity.IsAlive()){
return new DeadState(entity);
}
Entity targetEntity = entity.GetTarget().GetComponent<Entity>();
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(){
Transform target = entity.GetTarget();
entity.direction = Vector3.RotateTowards(entity.direction, (target.position - entity.transform.position), entity.rotSpeed*Time.fixedDeltaTime, 0.0f);
if(!entity.IsInAttackRange()){
entity.rb.MovePosition(entity.transform.position + entity.direction * entity.movementSpeed * Time.fixedDeltaTime);
}else{
return new AttackState(entity);
}
return null;
}
}
class FindTargetState : BaseStateAI{
float closeEnough;
Vector3 roamPosition;
public FindTargetState(AIEntity entity) : base(entity){
}
public override BaseState? UpdateState(){
if(!entity.IsAlive()){
return new DeadState(entity);
}
Entity[] entities = FindObjectsOfType<Entity>();
float lastDist = float.MaxValue;
Entity chosenEntity = null!;
foreach (Entity other in entities){// Find the closest entity
if(other.name == entity.enemyName && other.IsAlive()){
float distance = Vector2.Distance(other.transform.position, entity.transform.position);
if(distance < lastDist){
lastDist = distance;
chosenEntity = other;
if(lastDist <= entity.stats.closeEnough)break;
}
}
}
if(chosenEntity != null){
entity.SetTarget(chosenEntity.transform);
return new SeekState(entity);
}else{
if(roamPosition == new Vector3()) roamPosition = entity.stats.getRandomRoamPositon();
return null;
}
}
public override BaseState? FixedUpdateState(){
if(roamPosition == new Vector3()){
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.stats.getRandomRoamPositon();
}
return null;
}
}
class AttackState : BaseStateAI{
public AttackState(AIEntity entity) : base(entity){
}
public override BaseState? UpdateState(){
if(!entity.IsAlive()){
return new DeadState(entity);
}
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.GetTarget().GetComponent<Entity>();
if(targetEntity != null){
targetEntity.TakeDamage(entity.attackDmg);
bool isTargetAlive = targetEntity.IsAlive();
if(!isTargetAlive){
return new FindTargetState(entity);
}
}
return null;
}
}
class DeadState : BaseStateAI{
public DeadState(AIEntity entity) : base(entity){
Debug.Log("Dead!");
}
public override BaseState? UpdateState(){
return null;
}
}
}