GlobalGameJame/Assets/Scripts/EnemyManager.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class EnemyManager : MonoBehaviour
{
public float health = 100;
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public float actualHealth;
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private NavMeshAgent navMeshAgent;
private PlayerManager player;
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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()
{
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actualHealth = health;
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player = FindObjectOfType<PlayerManager>();
navMeshAgent = GetComponent<NavMeshAgent>();
}
// Update is called once per frame
void Update()
{
navMeshAgent.SetDestination(player.transform.position);
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DropBodyPart();
if (actualHealth <= 0)
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{
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if (bodyParts.Count > 0) {
foreach (GameObject bodyPart in bodyParts)
{
Destroy(bodyPart, 3);
}
}
navMeshAgent.isStopped = true;
navMeshAgent.enabled = false;
Destroy(this.gameObject, 3);
}
}
void FixedUpdate()
{
if (actualHealth > 0)
{
Vector3 _dir = player.transform.position - transform.position;
_dir.Normalize();
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(_dir), 5 * Time.deltaTime);
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}
}
public void Damage()
{
WeaponManager weaponManager = player.weaponList[player.selectedWeapon].GetComponent<WeaponManager>();
if (weaponManager != null) {
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actualHealth -= weaponManager.damage;
}
}
void DropBodyPart()
{
if (bodyParts.Count > 0)
{
float number = health / (bodyParts.Count + 1);
for (int i = 0; i < bodyParts.Count; i++)
{
if ((health - actualHealth) / number > i)
{
bodyParts[i].transform.parent = null;
bodyParts[i].AddComponent<Rigidbody>();
Rigidbody rigidBodyEnemy = bodyParts[i].GetComponent<Rigidbody>() as Rigidbody;
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bodyParts[i].AddComponent<MeshCollider>();
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MeshCollider meshCollider = bodyParts[i].GetComponent<MeshCollider>() as MeshCollider;
meshCollider.convex = true;
if (i == bodyParts.Count -1) {
rigidBodyEnemy.velocity = -bodyParts[i].transform.forward;
}
rigidBodyEnemy.mass = 10 * bodyParts.Count;
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}
}
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}
}
private void OnParticleCollision(GameObject other)
{
if (other.transform.tag == "Bullets")
{
Damage();
}
}
}