Files
Infratest/Assets/Code/Example/Platformer/Entity/Enemies/Boar.cs
T

101 lines
3.1 KiB
C#

using System;
using Code.Infrastructure.Audio;
using Code.Infrastructure.Configs;
using Cysharp.Threading.Tasks;
using Reflex.Attributes;
using UnityEngine;
namespace Code.Example.Platformer.Entity.Enemies
{
public class Boar : Entity
{
[SerializeField] private Vector2 groundLeft;
[SerializeField] private Vector2 groundRight;
private bool _directionRight;
private float _acceleration = 3f;
[SerializeField] private EntityHealth health;
[Inject] private IAudioService _audioService;
private void Start()
{
health.OnEntityDamage = OnEntityDamage;
health.OnEntityDeath = OnEntityDeath;
}
private void OnEntityDeath()
{
animator.SetBool(Died, true);
animator.SetTrigger(OnDeath);
Die().Forget();
}
private async UniTaskVoid Die()
{
await UniTask.WaitForSeconds(1);
_audioService.PlayOneShot(AudioNames.Platformer, 3 );
Destroy(gameObject);
}
private void OnEntityDamage(int obj)
{
_audioService.PlayOneShot(AudioNames.Platformer, 2);
UnityEngine.Debug.Log(gameObject.name + " damaged");
animator.SetTrigger(OnHit);
}
protected override void Move()
{
if (health.IsDead) return;
if (_target)
{
TryAttack();
_directionRight = (_target.position - transform.position).x > float.Epsilon;
UnityEngine.Debug.DrawLine(transform.position, (transform.position + (_target.position - transform.position)), Color.salmon);
CheckupDirection();
rigidbody2D.linearVelocityX = _directionRight ? 0.5f : -0.5f;
rigidbody2D.linearVelocityX *= _acceleration;
}
else
{
CheckupDirection();
rigidbody2D.linearVelocityX = _directionRight ? 0.5f : -0.5f;
}
}
protected override void HandleFlipX() => spriteRenderer.flipX = rigidbody2D.linearVelocity.x > -0.01f;
private void CheckupDirection()
{
if (_directionRight)
{
if (!Physics2D.OverlapPoint((Vector2)transform.position + groundRight,
LayerMasks.Masks[LayerMaskType.PlatformerGround]))
_directionRight = false;
}
else if (!Physics2D.OverlapPoint((Vector2)transform.position + groundLeft,
LayerMasks.Masks[LayerMaskType.PlatformerGround]))
_directionRight = true;
}
private void TryAttack()
{
if ((transform.position - _target.position).magnitude < attackThreshold) _target.GetComponent<EntityHealth>().GiveDamage(1);
}
private Transform _target;
private float attackThreshold = 0.5f;
public void GotTarget(Transform target)
{
_target = target;
}
public void LostTarget()
{
_target = null;
}
}
}