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MrTorex committed 2025-11-18 12:27:35 +03:00
1 parent 020934e07f
commit 7024e1daf0
10 files changed
+1754 -49

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using UnityEngine;
namespace Code.Gameplay.Enemies
{
public class Cockroach : BaseEnemy
{
[Header("Cockroach-Specific")]
public float wallCheckDistance = 0.5f;
public float moveForce = 10f;
public float maxSpeed = 5f;
public LayerMask climbableLayers; // ← ← ← ТОЛЬКО для стен/пола (где ползать), НЕ для игрока!
[SerializeField] private Rigidbody rb;
[SerializeField] private Transform model; // модель таракана (дочерний объект для поворота)
private Vector3 surfaceNormal = Vector3.up;
private bool isPlayerDetected = false;
private Collider[] _overlapResults = new Collider[4]; // для переиспользования
protected override void Awake()
{
base.Awake();
// Убираем NavMeshAgent — он не нужен для лазания
if (agent != null)
{
agent.enabled = false;
Destroy(agent);
agent = null;
}
if (rb == null)
rb = GetComponent<Rigidbody>();
rb.useGravity = false;
rb.isKinematic = false;
rb.freezeRotation = true;
}
protected override void Update()
{
if (!Player) return;
HandleStun();
HandleAttackCooldown();
if (IsStunned) return;
DetectPlayer();
HandleMovement();
HandleAttack();
}
private void DetectPlayer()
{
// Ищем игрока по тегу через OverlapSphere — без LayerMask
int hits = Physics.OverlapSphereNonAlloc(transform.position, detectionRange, _overlapResults);
isPlayerDetected = false;
for (int i = 0; i < hits; i++)
{
if (_overlapResults[i].CompareTag("Player"))
{
isPlayerDetected = true;
break;
}
}
}
protected override void HandleMovement()
{
if (!isPlayerDetected)
{
rb.linearVelocity = Vector3.zero;
return;
}
// Направление к игроку (проекция на горизонталь, чтобы не лез вверх/вниз резко)
Vector3 toPlayer = Player.transform.position - transform.position;
toPlayer = Vector3.ProjectOnPlane(toPlayer, surfaceNormal).normalized;
// Raycast вниз и вперёд-вниз, чтобы найти поверхность
Vector3 rayOrigin = transform.position + transform.up * 0.1f;
bool foundSurface = false;
// Основной луч вниз (относительно текущей ориентации)
if (Physics.Raycast(rayOrigin, -transform.up, out RaycastHit hit, wallCheckDistance * 2, climbableLayers))
{
surfaceNormal = hit.normal;
foundSurface = true;
}
// Запасной — в мировой вниз (на случай, если "повернулся вверх ногами")
else if (Physics.Raycast(rayOrigin, -Vector3.up, out hit, wallCheckDistance * 2, climbableLayers))
{
surfaceNormal = hit.normal;
foundSurface = true;
}
// Если поверхность не найдена — не двигаемся (падаем или стоим)
if (!foundSurface)
return;
// Поворачиваем модель так, чтобы "спина" смотрела от поверхности
if (model != null)
{
// Смотрим в сторону игрока, но "встаём" на поверхность
Quaternion targetRot = Quaternion.FromToRotation(Vector3.up, surfaceNormal);
Quaternion lookRot = Quaternion.LookRotation(toPlayer, surfaceNormal);
model.rotation = Quaternion.Slerp(model.rotation, targetRot * lookRot, Time.deltaTime * 12f);
}
// Движение — в плоскости поверхности
Vector3 moveDir = Vector3.ProjectOnPlane(toPlayer, surfaceNormal).normalized;
Vector3 force = moveDir * moveForce;
rb.AddForce(force, ForceMode.Force);
rb.linearVelocity = Vector3.ClampMagnitude(rb.linearVelocity, maxSpeed);
}
protected override void HandleAttack()
{
if (!Player || !isPlayerDetected) return;
float distance = Vector3.Distance(transform.position, Player.transform.position);
if (distance <= attackRange && CanAttack)
{
DealDamage();
}
}
// Столкновение = -1 HP (по ТЗ)
private void OnCollisionEnter(Collision col)
{
if (col.gameObject.CompareTag("Player"))
{
PlayerHealth?.GetDamage(collisionDamage);
ApplyEffectsToPlayer();
}
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, detectionRange);
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, attackRange);
// Покажем направление поверхности в эдиторе (если запущено)
if (Application.isPlaying)
{
Gizmos.color = Color.cyan;
Gizmos.DrawLine(transform.position, transform.position + surfaceNormal * 0.4f);
}
}
}
}
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