Files
blackhole-escape/Assets/Scripts/AI/DropperEnemyHoverMovement.cs
iDunnoDev 3ab4b78a79 Added Accessors for the GameManager to get the Score, Cores and Level values
Added a Score to the Game
Added an actual blackhole material and shader to the black hole
Added a new Main menu and How to Play menu system
Added Beam swords to all ships (replacing the light saber things the player had)
Added a pause menu
Overhauled the UI for the game scene
Added List to hold the amount of core energy needed for each level
Added the URP package for better rendering (apparently)
Added a GameState enum to set which part of the game the player is in
Added Magnet powerup to game
Changed the way powerups are spawned, enemies now have a loot table
Changed cores to core energy which is a percentage needed to pass a level
Changed all the Ints to Hidden Value ints to maybe stop cheat engine users finding the important values
Changed all level loads to use sceneloadasync
Updated all of the materials to use URP shaders
Removed Junk Files from external sources
Rearranged the folders inside the unity project to try and reduce some name length issues
2022-06-30 01:09:48 +01:00

310 lines
9.6 KiB
C#

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