128 lines
3.0 KiB
C#

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