128 lines
3.0 KiB
C#
128 lines
3.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class FriendlyNPCController : BasicEnemyNPCController
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{
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[SerializeField] private GameEventListener_RiftPlayer onPlayerSpawned;
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protected bool isReady = false;
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Taggable owner;
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protected override void Awake()
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{
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base.Awake();
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onPlayerSpawned.Response.AddListener((riftPlayer) => EnableCombat(riftPlayer.GetComponent<Taggable>()));
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}
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protected override void Start()
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{
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base.Start();
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}
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public void EnableCombat(Taggable player)
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{
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owner = player;
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isReady = true;
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}
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public void DisableCombat()
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{
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isReady = false;
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}
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protected override void Update()
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{
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if (isDead) return;
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if (!isReady)
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{
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SetAgentMoving(false);
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return;
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}
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counter += Time.deltaTime;
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if (HasTarget())
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{
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ChasingUpdate();
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}
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else
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{
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PatrollingUpdate();
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}
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}
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protected override void PatrollingUpdate()
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{
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if (!HasAvailableTargets())
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{
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//Debug.Log("BRAIN: !HasAVailableTargetsInside");
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if (currentTarget != null)
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{
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//Debug.Log("BRAIN: TargetWasNull");
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currentTarget = null;
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}
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if (agent.destination == null)
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{
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//Debug.Log("BRAIN: DEstination Null");
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FollowOwner();
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}
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else if (agent.remainingDistance < distanceToChangePatrolDestination)
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{
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//Debug.Log("BRAIN: StoppingDistanceReached");
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FollowOwner();
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}
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else
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{
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//Debug.Log("BRAIN: Else");
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FollowOwner();
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}
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}
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else
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{
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//Debug.Log("BRAIN: Else Else");
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FollowOwner();
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if (currentTarget == null)
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{
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UpdateCurrentTarget(GetClosestTarget());
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}
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}
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}
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protected virtual void FollowOwner()
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{
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agent.speed = patrolAgentSpeed;
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patrolDestination = owner.transform.position;
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patrolDestination.y = 0f;
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UpdatePatrolTarget(patrolDestination);
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SetAgentMoving(true);
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//Debug.Log("BRAIN: Following owner");
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}
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protected virtual void FollowInstruction(Vector3 instructionPosition)
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{
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agent.speed = patrolAgentSpeed;
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patrolDestination = instructionPosition;
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patrolDestination.y = 0f;
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UpdatePatrolTarget(patrolDestination);
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SetAgentMoving(true);
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}
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protected override void RPC_OnDeath(bool lootDropped)
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{
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if (isDead) return;
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//Debug.Log($"{this.gameObject.name} died!");
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isDead = true;
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agent.enabled = false;
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//experienceOnDeath.Raise(health.GetMaxValue() * GameConstants.GameBalancing.HealthIntoExperienceMultiplier);
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//dropTable.DropLoot(lootDropped);
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animatorController.SetDead();
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}
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}
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