99 lines
2.8 KiB
C#
99 lines
2.8 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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[field: SerializeField] [field: Required]
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protected EntityStats stats { get; private set; }
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[field: SerializeField]protected float Health { get; private set; }
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[SerializeField]private float movementSpeed;
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[SerializeField]private float rotSpeed;
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[SerializeField]private float fov;
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[SerializeField]private float attackRange;
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[SerializeField]private float attackDmg;
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[SerializeField]protected float attackCooldown;
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protected float attackTimer;
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[SerializeField]private Transform target;
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private new string name;
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private Collider atkCollider;
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private Vector3 direction;
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Rigidbody2D rb;
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bool beingPushed;
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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 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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// jason: TODO Either have target be Entity instead of transform, or skip Attack when GetComponent<Entity>() is null
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Entity targetEntity = target.GetComponent<Entity>();
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bool isTargetAlive = targetEntity.TakeDamage(attackDmg);
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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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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, returns true if it is still alive
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public virtual bool TakeDamage(float amount){
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Health -= amount;
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if(Health <= 0){
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return false;
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}
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return true;
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}
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public void SetName(string name){
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this.name = name;
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}
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protected string GetName(){
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return this.name;
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}
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protected bool IsInAttackRange(){
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return Vector2.Distance(transform.position, target.position) <= 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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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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}
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