Files
PGiZ2/Assets/Code/Gameplay/Enemies/BasicEnemy.cs
T
2026-02-04 19:02:55 +03:00

105 lines
3.0 KiB
C#

using UnityEngine;
using Code.Gameplay.Player;
using DG.Tweening;
namespace Code.Gameplay.Enemies
{
public class BasicEnemy : MonoBehaviour, IEnemy
{
[SerializeField] private float _speed = 2f;
[SerializeField] private float _patrolDistance = 3f;
[SerializeField] private int _health = 2;
[SerializeField] private SpriteRenderer _spriteRenderer;
[SerializeField] private float _blinkDuration = 0.2f;
[SerializeField] private Color _hitColor = Color.red;
[SerializeField] private AudioSource _audioSource;
private Color _originalColor;
private Vector3 _startPosition;
private bool _facingRight = true;
private AudioClip _deathClip;
private void Start()
{
_deathClip = Resources.Load<AudioClip>("Audio/SFX/BirdDeathSFX");
_startPosition = transform.position;
}
private void Update()
{
Patrol();
}
private void Patrol()
{
var targetX = _facingRight
? _startPosition.x + _patrolDistance
: _startPosition.x - _patrolDistance;
transform.position = Vector3.MoveTowards(
transform.position,
new Vector3(targetX, transform.position.y, transform.position.z),
_speed * Time.deltaTime
);
if (Mathf.Approximately(transform.position.x, targetX))
{
Flip();
}
}
private void Flip()
{
_facingRight = !_facingRight;
transform.localScale = new Vector3(
-transform.localScale.x,
transform.localScale.y,
transform.localScale.z
);
}
private void OnTriggerEnter2D(Collider2D other)
{
if (!other.CompareTag("Player")) return;
var playerHealth = other.GetComponent<PlayerHealth>();
playerHealth?.TakeDamage();
}
public void TakeDamage()
{
_health--;
BlinkHit();
if (_health <= 0)
{
Die();
}
}
private void BlinkHit()
{
var originalColor = _spriteRenderer.color;
var hitColor = new Color(_hitColor.r, _hitColor.g, _hitColor.b, originalColor.a);
DOTween.Sequence()
.Append(_spriteRenderer.DOColor(hitColor, _blinkDuration / 4))
.Append(_spriteRenderer.DOColor(originalColor, _blinkDuration / 4))
.Append(_spriteRenderer.DOColor(hitColor, _blinkDuration / 4))
.Append(_spriteRenderer.DOColor(originalColor, _blinkDuration / 4))
.SetEase(Ease.Linear)
.SetLink(gameObject);
}
private void Die()
{
_audioSource.PlayOneShot(_deathClip);
Destroy(gameObject);
}
}
}