Enemy.cs 3.8 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class Enemy : MonoBehaviour
  5. {
  6. public float powerSuckDelay = 1;
  7. [SerializeField]
  8. private GameObject powerDrop;
  9. [SerializeField]
  10. private PowerLevels powerLevel;
  11. private float power = 1.0f;
  12. private enum PowerLevels { VeryLow, Low, Medium, High, Full}
  13. private EnemyAI.BehaviorController behaviorController;
  14. private DayTimeManager dayTimeManager;
  15. private bool dead = false;
  16. private DayTimeLabel lastCharging;
  17. private IEnumerator drainCoroutine;
  18. void OnCollisionEnter(Collision collision)
  19. {
  20. if(!dead)
  21. {
  22. if (collision.collider.tag == "Bullet")
  23. {
  24. Death();
  25. }
  26. else if (collision.collider.tag == "Player")
  27. {
  28. drainCoroutine = DrainPower(collision.collider.GetComponent<Player>());
  29. StartCoroutine(drainCoroutine);
  30. }
  31. }
  32. }
  33. void OnCollisionExit(Collision collision)
  34. {
  35. if (collision.collider.tag == "Player")
  36. {
  37. if (drainCoroutine != null)
  38. StopCoroutine(drainCoroutine);
  39. }
  40. }
  41. // Use this for initialization
  42. void Start ()
  43. {
  44. dayTimeManager = GameObject.FindObjectOfType<DayTimeManager>();
  45. behaviorController = new EnemyAI.BehaviorController();
  46. behaviorController.blackboard.navMeshAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
  47. }
  48. // Update is called once per frame
  49. void Update ()
  50. {
  51. if (!dead)
  52. {
  53. // AI
  54. EnemyAI.Blackboard blackboard = behaviorController.blackboard;
  55. if (dayTimeManager.dayTimeLabel == DayTimeLabel.Night)
  56. {
  57. blackboard.Night = true;
  58. }
  59. else
  60. {
  61. blackboard.Night = false;
  62. }
  63. blackboard.PlayerPosition = GameObject.FindGameObjectWithTag("Player").transform.position;
  64. blackboard.EnemyPosition = transform.position;
  65. behaviorController.Update();
  66. // Energy collection
  67. if (dayTimeManager.dayTimeLabel != lastCharging)
  68. {
  69. switch (dayTimeManager.dayTimeLabel)
  70. {
  71. case (DayTimeLabel.Night):
  72. powerLevel = PowerLevels.Full;
  73. power = 16;
  74. lastCharging = dayTimeManager.dayTimeLabel;
  75. break;
  76. case (DayTimeLabel.Morning):
  77. powerLevel = PowerLevels.VeryLow;
  78. power = 1;
  79. lastCharging = dayTimeManager.dayTimeLabel;
  80. break;
  81. case (DayTimeLabel.Noon):
  82. powerLevel = PowerLevels.Low;
  83. power = 2;
  84. lastCharging = dayTimeManager.dayTimeLabel;
  85. break;
  86. case (DayTimeLabel.Evening):
  87. powerLevel = PowerLevels.Medium;
  88. power = 4;
  89. lastCharging = dayTimeManager.dayTimeLabel;
  90. break;
  91. }
  92. }
  93. }
  94. }
  95. private void Death()
  96. {
  97. dead = true;
  98. GetComponent<UnityEngine.AI.NavMeshAgent>().isStopped = true;
  99. GameObject go = GameObject.Instantiate(powerDrop);
  100. go.GetComponent<PowerDrop>().powerAmount = power;
  101. go.transform.position = gameObject.transform.position;
  102. GameObject.Destroy(gameObject);
  103. }
  104. private IEnumerator DrainPower(Player player)
  105. {
  106. while (true)
  107. {
  108. yield return new WaitForSeconds(powerSuckDelay);
  109. player.PowerLevel -= 0.5f;
  110. }
  111. }
  112. }