GlobalGameJame/Assets/Scripts/EnemyManager.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
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public class EnemyManager : MonoBehaviour
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{
public float health = 100;
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public float damage = 10;
public float attackRate = 2;
private float attackTime = 2;
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public float actualHealth;
public float findRate = 1;
private float findTime = 1;
public List<AudioClip> deadSounds = new List<AudioClip>();
public AudioSource audio;
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private NavMeshAgent navMeshAgent;
private PlayerManager player;
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public BarricadeManager barricadeManager;
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public List<GameObject> bodyParts = new List<GameObject>();
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// Start is called before the first frame update
void Start()
{
findTime = findRate;
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attackTime = attackRate;
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actualHealth = health;
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player = FindObjectOfType<PlayerManager>();
navMeshAgent = GetComponent<NavMeshAgent>();
}
// Update is called once per frame
void Update()
{
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DropBodyPart();
if (actualHealth <= 0)
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{
if (deadSounds.Count > 0)
{
int rand = Random.Range(0, deadSounds.Count);
audio.PlayOneShot(deadSounds[rand]);
}
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Destroy(transform.gameObject, 0.1f);
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}
DestroyBarricades();
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Attack();
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if (navMeshAgent != null && barricadeManager == null && findTime < Time.time)
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{
navMeshAgent.SetDestination(player.transform.position);
findTime = findRate + Time.time;
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}
else if (navMeshAgent != null && barricadeManager != null && findTime < Time.time)
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{
navMeshAgent.SetDestination(barricadeManager.transform.position);
findTime = findRate + Time.time;
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}
}
void FixedUpdate()
{
if (actualHealth > 0 && barricadeManager == null)
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{
Vector3 _dir = player.transform.position - transform.position;
_dir.Normalize();
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(_dir), 5 * Time.deltaTime);
}
else if (actualHealth > 0 && barricadeManager != null)
{
Vector3 _dir = barricadeManager.transform.position - transform.position;
_dir.Normalize();
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(_dir), 5 * Time.deltaTime);
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}
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}
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public void Damage(float damageLoc = 0)
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{
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if (damageLoc == 0) {
WeaponManager weaponManager = player.weaponList[player.selectedWeapon].GetComponent<WeaponManager>();
if (weaponManager != null) {
actualHealth -= weaponManager.damage;
}
}
else
{
actualHealth -= damageLoc;
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}
}
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void DestroyBarricades()
{
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NavMeshPath path = new NavMeshPath();
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if (navMeshAgent != null) {
navMeshAgent.CalculatePath(player.transform.position, path);
Debug.Log(path.status);
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if (path.status == NavMeshPathStatus.PathPartial)
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{
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BarricadeManager[] barricadeManagers = GameObject.FindObjectsOfType<BarricadeManager>();
foreach (BarricadeManager localBarricadeManager in barricadeManagers)
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{
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if (barricadeManager == null)
{
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barricadeManager = localBarricadeManager;
}
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else
{
if (localBarricadeManager.health < barricadeManager.health) {
barricadeManager = localBarricadeManager;
continue;
}
if (Vector3.Distance(barricadeManager.transform.position, transform.position) > Vector3.Distance(localBarricadeManager.transform.position, transform.position))
{
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barricadeManager = localBarricadeManager;
continue;
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}
}
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}
}
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else
{
barricadeManager = null;
}
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}
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}
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void DropBodyPart()
{
if (bodyParts.Count > 0)
{
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float number = health / bodyParts.Count;
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for (int i = 0; i < bodyParts.Count; i++)
{
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if (bodyParts.Count - 1 != i)
{
if ((health - actualHealth) / number > i)
{
if (bodyParts[i] != null && bodyParts[i].transform.parent != null)
{
bodyParts[i].transform.parent = null;
bodyParts[i].AddComponent<Rigidbody>();
Rigidbody rigidBodyEnemy = bodyParts[i].GetComponent<Rigidbody>() as Rigidbody;
bodyParts[i].AddComponent<MeshCollider>();
MeshCollider meshCollider = bodyParts[i].GetComponent<MeshCollider>() as MeshCollider;
meshCollider.convex = true;
rigidBodyEnemy.mass = 10 * bodyParts.Count;
Destroy(bodyParts[i], 4);
}
}
}
else
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{
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if (actualHealth == 0)
{
if (bodyParts[i] != null && bodyParts[i].transform.parent != null)
{
bodyParts[i].transform.parent = null;
bodyParts[i].AddComponent<Rigidbody>();
Rigidbody rigidBodyEnemy = bodyParts[i].GetComponent<Rigidbody>() as Rigidbody;
bodyParts[i].AddComponent<MeshCollider>();
MeshCollider meshCollider = bodyParts[i].GetComponent<MeshCollider>() as MeshCollider;
meshCollider.convex = true;
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navMeshAgent.isStopped = true;
navMeshAgent.enabled = false;
navMeshAgent = null;
rigidBodyEnemy.velocity = bodyParts[i].transform.forward;
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rigidBodyEnemy.mass = 10 * bodyParts.Count;
Destroy(bodyParts[i], 4);
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}
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}
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}
}
}
}
void Attack()
{
RaycastHit hit;
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if (Physics.Raycast(transform.position + new Vector3(0,0.5f,0),transform.forward,out hit,1.5f) && attackTime <= Time.time)
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{
if (hit.transform.CompareTag("Player"))
{
player.Damage(damage);
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attackTime = attackRate + Time.time;
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}
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if (hit.transform.CompareTag("BarricadeField"))
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{
BarricadeManager barricadeManager = hit.transform.GetComponent<BarricadeManager>();
if (barricadeManager != null)
{
barricadeManager.Damage(damage);
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attackTime = attackRate + Time.time;
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}
}
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}
}
private void OnParticleCollision(GameObject other)
{
if (other.transform.tag == "Bullets")
{
Damage();
}
}
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void OnTriggerEnter(Collider collider)
{
if (collider.transform.CompareTag("Meele"))
{
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WeaponManager weaponManager = collider.transform.GetComponent<WeaponManager>();
if (weaponManager != null && weaponManager.hit) {
Damage();
weaponManager.hit = false;
}
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}
}
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}