We have a cool skeleton archer ai now
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5 changed files with 231 additions and 1 deletions
107
Assets/Prefabs/Entities/SkeletonArrow.prefab
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107
Assets/Prefabs/Entities/SkeletonArrow.prefab
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hp: 0
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monsterName: Skeleton Archer
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moveChance: 0.3
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7
Assets/Prefabs/Entities/SkeletonArrow.prefab.meta
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7
Assets/Prefabs/Entities/SkeletonArrow.prefab.meta
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105
Assets/Scripts/EntitySkeletonArcher.cs
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105
Assets/Scripts/EntitySkeletonArcher.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class EntitySkeletonArcher : EntityMonster
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{
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public float moveChance = 0.5f;
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public float visionRange = 6f;
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public float attackRange = 5f;
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public float damage = 1.5f;
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public GameObject attackAnimation;
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protected EntityPlayer player;
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[BeforeStartAttribute]
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public Sprite upSprite;
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[BeforeStartAttribute]
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public Sprite downSprite;
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protected new void Start() {
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base.Start();
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player = GameObject.FindGameObjectWithTag("Player").GetComponent<EntityPlayer>();
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}
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public override void OnTurn(){
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if(Random.value < moveChance) return;
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if (CanSeePlayer()){
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Vector2Int distance = player.MapPosition - MapPosition;
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if(distance.magnitude <= attackRange) {
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if(Random.value < (distance.magnitude/10)+0.25f){ //se colpisce, sta fermo
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float actualDamage = Random.value * damage;
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player.hp -= actualDamage;
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Instantiate(attackAnimation, player.transform);
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messageBar.Write("Took " + actualDamage.ToString("0.0") + " damage from an arrow!", Color.red);
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}
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else{ //se non colpisce, avanza verso il giocatore
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int direction2 = Random.Range(0, 4);
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if (direction2 == 0 && map.CanMoveTo(MapPosition + Vector2Int.left)){
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transform.Translate(Vector3.left);
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spriteRenderer.flipX = false;
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}
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else if (direction2 == 1 && map.CanMoveTo(MapPosition + Vector2Int.right)){
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transform.Translate(Vector3.right);
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spriteRenderer.flipX = true;
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}
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else if (direction2 == 2 && map.CanMoveTo(MapPosition + Vector2Int.up)){
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transform.Translate(Vector3.up);
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spriteRenderer.sprite = upSprite;
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}
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else if (direction2 == 3 && map.CanMoveTo(MapPosition + Vector2Int.down)){
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transform.Translate(Vector3.down);
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spriteRenderer.sprite = downSprite;
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}
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}
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}
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else{
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int direction = Random.Range(0, 4);
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if (direction == 0 && map.CanMoveTo(MapPosition + Vector2Int.left)){
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transform.Translate(Vector3.left);
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spriteRenderer.flipX = false;
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}
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else if (direction == 1 && map.CanMoveTo(MapPosition + Vector2Int.right)){
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transform.Translate(Vector3.right);
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spriteRenderer.flipX = true;
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}
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else if (direction == 2 && map.CanMoveTo(MapPosition + Vector2Int.up)){
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transform.Translate(Vector3.up);
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spriteRenderer.sprite = upSprite;
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}
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else if (direction == 3 && map.CanMoveTo(MapPosition + Vector2Int.down)){
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transform.Translate(Vector3.down);
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spriteRenderer.sprite = downSprite;
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}
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}
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}
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else {
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int direction = Random.Range(0, 4);
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if (direction == 0 && map.CanMoveTo(MapPosition + Vector2Int.left)){
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transform.Translate(Vector3.left);
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spriteRenderer.flipX = false;
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}
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else if (direction == 1 && map.CanMoveTo(MapPosition + Vector2Int.right)){
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transform.Translate(Vector3.right);
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spriteRenderer.flipX = true;
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}
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else if (direction == 2 && map.CanMoveTo(MapPosition + Vector2Int.up)){
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transform.Translate(Vector3.up);
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spriteRenderer.sprite = upSprite;
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}
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else if (direction == 3 && map.CanMoveTo(MapPosition + Vector2Int.down)){
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transform.Translate(Vector3.down);
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spriteRenderer.sprite = downSprite;
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}
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}
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}
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public bool CanSeePlayer(){
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return Vector3.Distance(player.transform.position, transform.position) < visionRange;
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}
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private void OnDrawGizmosSelected() {
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Gizmos.color = Color.cyan;
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Gizmos.DrawWireSphere(transform.position, visionRange);
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}
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}
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11
Assets/Scripts/EntitySkeletonArcher.cs.meta
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11
Assets/Scripts/EntitySkeletonArcher.cs.meta
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