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We have a cool skeleton archer ai now

This commit is contained in:
Lorenzo Balugani 2019-04-29 22:09:41 +02:00
parent 1fb55c1018
commit 7ca47e7c47
5 changed files with 231 additions and 1 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EntitySkeletonArcher : EntityMonster
{
public float moveChance = 0.5f;
public float visionRange = 6f;
public float attackRange = 5f;
public float damage = 1.5f;
public GameObject attackAnimation;
protected EntityPlayer player;
[BeforeStartAttribute]
public Sprite upSprite;
[BeforeStartAttribute]
public Sprite downSprite;
protected new void Start() {
base.Start();
player = GameObject.FindGameObjectWithTag("Player").GetComponent<EntityPlayer>();
}
public override void OnTurn(){
if(Random.value < moveChance) return;
if (CanSeePlayer()){
Vector2Int distance = player.MapPosition - MapPosition;
if(distance.magnitude <= attackRange) {
if(Random.value < (distance.magnitude/10)+0.25f){ //se colpisce, sta fermo
float actualDamage = Random.value * damage;
player.hp -= actualDamage;
Instantiate(attackAnimation, player.transform);
messageBar.Write("Took " + actualDamage.ToString("0.0") + " damage from an arrow!", Color.red);
}
else{ //se non colpisce, avanza verso il giocatore
int direction2 = Random.Range(0, 4);
if (direction2 == 0 && map.CanMoveTo(MapPosition + Vector2Int.left)){
transform.Translate(Vector3.left);
spriteRenderer.flipX = false;
}
else if (direction2 == 1 && map.CanMoveTo(MapPosition + Vector2Int.right)){
transform.Translate(Vector3.right);
spriteRenderer.flipX = true;
}
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transform.Translate(Vector3.up);
spriteRenderer.sprite = upSprite;
}
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transform.Translate(Vector3.down);
spriteRenderer.sprite = downSprite;
}
}
}
else{
int direction = Random.Range(0, 4);
if (direction == 0 && map.CanMoveTo(MapPosition + Vector2Int.left)){
transform.Translate(Vector3.left);
spriteRenderer.flipX = false;
}
else if (direction == 1 && map.CanMoveTo(MapPosition + Vector2Int.right)){
transform.Translate(Vector3.right);
spriteRenderer.flipX = true;
}
else if (direction == 2 && map.CanMoveTo(MapPosition + Vector2Int.up)){
transform.Translate(Vector3.up);
spriteRenderer.sprite = upSprite;
}
else if (direction == 3 && map.CanMoveTo(MapPosition + Vector2Int.down)){
transform.Translate(Vector3.down);
spriteRenderer.sprite = downSprite;
}
}
}
else {
int direction = Random.Range(0, 4);
if (direction == 0 && map.CanMoveTo(MapPosition + Vector2Int.left)){
transform.Translate(Vector3.left);
spriteRenderer.flipX = false;
}
else if (direction == 1 && map.CanMoveTo(MapPosition + Vector2Int.right)){
transform.Translate(Vector3.right);
spriteRenderer.flipX = true;
}
else if (direction == 2 && map.CanMoveTo(MapPosition + Vector2Int.up)){
transform.Translate(Vector3.up);
spriteRenderer.sprite = upSprite;
}
else if (direction == 3 && map.CanMoveTo(MapPosition + Vector2Int.down)){
transform.Translate(Vector3.down);
spriteRenderer.sprite = downSprite;
}
}
}
public bool CanSeePlayer(){
return Vector3.Distance(player.transform.position, transform.position) < visionRange;
}
private void OnDrawGizmosSelected() {
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(transform.position, visionRange);
}
}

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