304 lines
9.5 KiB
C#
304 lines
9.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DropperEnemyHoverMovement : HoverMovement
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{
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// Game object to track the player GO
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private GameObject _player;
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private GameObject _blackHole;
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// Residual Thrust variables to handle the "glide" after the gameObject has moved
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public float residualThrustStep;
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public float residualThrustMax;
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public float residualThrustTimeTickMax;
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public float residualThrustDecayRate;
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public float residualThrustIdleDecayRate;
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public float jumpForce;
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public float jumpMaxTime;
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private float _residualThrust;
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private float _residualThrustCurrentTime;
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private float _currentJumpTime;
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private bool _isJumping;
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// Variables for RNG movement
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private float _aiVert;
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private float _aiHorz;
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private bool _aiJump;
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public float dropPower;
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public float dropCooldown;
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public float dropCooldownSpeed;
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private bool _dropped;
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private float _currentDropCooldownTick;
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public override void DoAwakeTasks()
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{
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base.DoAwakeTasks();
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}
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// Start is called before the first frame update
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void Start()
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{
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// We have to find the player since setting it in the editor doesnt work correctly
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_player = GameObject.Find("Player");
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_blackHole = GameObject.Find("BlackHole");
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_residualThrust = 0.0f;
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_residualThrustCurrentTime = 0.0f;
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_currentJumpTime = 0.0f;
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_isJumping = false;
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_aiJump = false;
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_aiHorz = 0.0f;
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_aiVert = 0.0f;
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_dropped = false;
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_currentDropCooldownTick = 0.0f;
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BaseOnStart();
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// Custom start stuff can go here
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}
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void DoAIPhysics(float currentTimeStep)
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{
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RaycastHit belowCheck;
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Physics.SphereCast(transform.position, 5.0f, -transform.up, out belowCheck, 6.0f, LayerMask.GetMask("Player"));
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if (belowCheck.rigidbody != null)
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{
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if (!_dropped)
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{
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float playerHeight = _player.GetComponent<PlayerHoverMovement>().GetCurrentHeight();
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if (playerHeight + 1.0f < GetCurrentHeight())
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{
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_objectRigidbody.AddRelativeForce(Vector3.down * dropPower, ForceMode.Impulse);
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_dropped = true;
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}
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}
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}
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}
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/// <summary>
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/// Calculates some RNG movement for the attached Enemy.
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/// </summary>
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/// <param name="currentTimeStep">The time unit currently used, typically deltatime or deltafixed time depending on if its the fixed update or not.</param>
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void DoAI(float currentTimeStep)
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{
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// Get the Up vector of each gameObject so we can compare its X values rather than the Y
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Vector3 playerDirection = _player.transform.position - transform.position;
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Vector3 playerLocation = Vector3.ProjectOnPlane(_player.transform.position, Vector3.forward);
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Vector3 myLocation = Vector3.ProjectOnPlane(transform.position, Vector3.forward);
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Vector3 direction = playerLocation - myLocation;
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float angleDiff = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
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float facingPlayer = Vector3.Dot(playerDirection.normalized, transform.forward);
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// Added a check to see if the difference is big enough to warrant a turn otherwise they just get stuck turning forever
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float playerHeight = _player.GetComponent<PlayerHoverMovement>().GetCurrentHeight();
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_aiVert = 1;
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if (facingPlayer > 0.8f)
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{
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_aiHorz = 0.0f;
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}
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else
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{
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_aiHorz = angleDiff;
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}
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if (!_dropped)
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{
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if ((playerHeight + 1.5f) >= GetCurrentHeight())
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{
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RaycastHit aboveCheck;
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Physics.SphereCast(transform.position, 3.0f, transform.up, out aboveCheck, 5.0f, LayerMask.GetMask("Player"));
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if (aboveCheck.rigidbody != null)
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{
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if (GetCurrentHeight() < playerHeight)
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{
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_objectRigidbody.velocity = Vector3.zero;
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_aiJump = false;
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}
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else
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{
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_aiJump = true;
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}
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}
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else
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{
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_aiJump = true;
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}
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}
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else
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{
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_aiJump = false;
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}
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}
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else
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{
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_aiJump = false;
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}
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}
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/// <summary>
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/// Processes the inputs needed to move the gameObject, the turn direction, thrust direction and any residual thrust calculations so that we dont just stop in place.
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/// Anything in this method can be removed, as long as the _turnDirection and _thrustDirection are set then the parent script with handle the orbit and positioning.
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/// </summary>
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/// <param name="currentTimeStep">The time unit currently used, typically deltatime or deltafixed time depending on if its the fixed update or not.</param>
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public override void ProcessPreMovement(float currentTimeStep)
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{
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// Check if movement has been frozen
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if (!freezeMovement)
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{
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// Get the Horz and Vert axis from the RNG (or whatever vars you want)
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float horzInput = _aiHorz;
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float vertInput = _aiVert;
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// Check horz direction value, pos = Right, neg = Left
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if (horzInput > 0)
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{
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_turnDirection = 1;
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}
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else if (horzInput < 0)
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{
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_turnDirection = -1;
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}
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else
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{
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_turnDirection = 0;
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}
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// Check if the vert is pushed forwards or back, pos = forward, neg = back
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if (vertInput > 0)
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{
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_thrusting = true;
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_thrustDirection = 1;
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if (_residualThrust < residualThrustMax)
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{
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_residualThrust += residualThrustStep * currentTimeStep;
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}
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}
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// If the Enemy is holding backwards
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else if (vertInput < 0)
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{
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if (_residualThrust > 0.0f)
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{
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if (_residualThrustCurrentTime >= residualThrustTimeTickMax)
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{
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_residualThrust -= residualThrustDecayRate;
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}
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_thrustDirection = _residualThrust / residualThrustMax;
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}
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else
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{
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_thrusting = true;
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_thrustDirection = -1;
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}
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}
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else
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{
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if (_residualThrust > 0.0f)
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{
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if (_residualThrustCurrentTime >= residualThrustTimeTickMax)
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{
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_residualThrust -= residualThrustIdleDecayRate;
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}
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_thrustDirection = _residualThrust / residualThrustMax;
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}
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else
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{
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_thrusting = false;
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_thrustDirection = 0;
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}
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}
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// Clamp the residual thrust so we cant fall below 0 or greater than the max value set
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_residualThrust = Mathf.Clamp(_residualThrust, 0, residualThrustMax);
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if (_residualThrustCurrentTime >= residualThrustTimeTickMax)
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{
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_residualThrustCurrentTime = 0.0f;
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}
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else
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{
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_residualThrustCurrentTime += currentTimeStep;
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}
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// Check if the jump button
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if (_aiJump && !_isJumping)
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{
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_isJumping = true;
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}
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// Run any base class stuff
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base.ProcessPreMovement(currentTimeStep);
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}
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}
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/// <summary>
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/// Method for dealing with the jump physics, this should be in the fixed update since it uses rigidbody physics
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/// </summary>
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void ProcessJump()
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{
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// If the enemy is jumping add the jump force
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if (_isJumping)
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{
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_objectRigidbody.AddRelativeForce(Vector3.up * jumpForce * Time.fixedDeltaTime, ForceMode.Impulse);
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if (_currentJumpTime >= jumpMaxTime)
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{
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_currentJumpTime = 0.0f;
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_isJumping = false;
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_aiJump = false;
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}
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else
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{
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_currentJumpTime += Time.fixedDeltaTime;
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}
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}
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}
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void ProcessCooldowns(float currentTimeStep)
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{
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if (_dropped)
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{
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if (_currentDropCooldownTick >= dropCooldown)
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{
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_dropped = false;
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_currentDropCooldownTick = 0.0f;
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}
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else
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{
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_currentDropCooldownTick += currentTimeStep;
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}
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}
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}
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private void FixedUpdate()
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{
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if (objectIsActive)
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{
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DoAIPhysics(Time.fixedDeltaTime);
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ProcessJump();
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}
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}
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// Update is called once per frame
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void Update()
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{
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if (objectIsActive)
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{
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DoAI(Time.deltaTime);
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ProcessPreMovement(Time.deltaTime);
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ProcessCurrentMovement(Time.deltaTime);
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ProcessPostMovement();
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ProcessCooldowns(Time.deltaTime);
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}
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}
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}
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