using UnityEngine;
using UnityEngine.AI;
public class EnemyAI : MonoBehaviour
{
public NavMeshAgent agent;
public Transform player;
public LayerMask whatIsGround, whatIsPlayer;
public Transform projectilepoint;
//Patroling
public Vector3 walkPoint;
bool walkPointSet;
public float walkPointRange;
//Attacking
public float timeBetweenAttacks;
bool alreadyAttacked;
public bool ranged;
public GameObject projectile;
public float projectileSpeed;
public float projectileUpForce;
public float attackDamage;
public Animator animator;
//States
public float sightRange, attackRange;
public bool playerInSightRange, playerInAttackRange;
public CameraShake shaker;
private void Awake()
{
player = GameObject.Find("PlayerObj").transform;
agent = GetComponent<NavMeshAgent>();
shaker = GameObject.Find("Boomshakalaka").GetComponent<CameraShake>();
animator = GetComponentInChildren<Animator>();
}
private void Update()
{
playerInSightRange = Physics.CheckSphere(transform.position, sightRange, whatIsPlayer);
playerInAttackRange = Physics.CheckSphere(transform.position, attackRange, whatIsPlayer);
if (!playerInSightRange && !playerInAttackRange) Patroling();
if (playerInSightRange && !playerInAttackRange) ChasePlayer();
if (playerInSightRange && playerInAttackRange) AttackPlayer();
}
private void Patroling()
{
if (!walkPointSet) SearchWalkPoint();
if (walkPointSet)
{
animator.SetBool("Walking", true);
agent.SetDestination(walkPoint);
}
Vector3 distanceToWalkPoint = transform.position - walkPoint;
if(distanceToWalkPoint.magnitude < 1f)
{
animator.SetBool("Walking", false);
walkPointSet = false;
}
}
private void SearchWalkPoint()
{
float randomZ = Random.Range(-walkPointRange, walkPointRange);
float randomX = Random.Range(-walkPointRange, walkPointRange);
walkPoint = new Vector3(transform.position.x + randomX, transform.position.y, transform.position.z + randomZ);
if(Physics.Raycast(walkPoint, -transform.up, 2f, whatIsGround)){
walkPointSet = true;
}
}
private void ChasePlayer()
{
animator.SetBool("Walking", true);
agent.SetDestination(player.position);
}
private void AttackPlayer()
{
animator.SetBool("Walking", false);
agent.SetDestination(transform.position);
if (!alreadyAttacked)
{
//Atk code here!!
animator.SetTrigger("Attack");
if (ranged)
{
transform.LookAt(player);
Rigidbody rb = Instantiate(projectile, projectilepoint.position, Quaternion.identity).GetComponent<Rigidbody>();
rb.AddForce(transform.forward * projectileSpeed, ForceMode.Impulse);
rb.AddForce(transform.up * projectileUpForce, ForceMode.Impulse);
}
if (!ranged)
{
player.gameObject.GetComponentInParent<Blood>().DrainBlood(attackDamage);
StartCoroutine(shaker.Shake(.15f, .15f));
}
alreadyAttacked = true;
Invoke(nameof(ResetAttack), timeBetweenAttacks);
}
}
private void ResetAttack()
{
alreadyAttacked = false;
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, attackRange);
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, sightRange);
}
}