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3DBlobici-WorkingTitle/3D blobici/Assets/Scripts/Enemy/EnemyMovement.cs

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using System.Collections;
using UnityEngine;
using UnityEngine.AI;
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public class EnemyMovement : MonoBehaviour
{
[Header("Navigation")]
public NavMeshAgent agent;
public Transform player;
public float updatePathInterval = 0.5f;
public float roomCheckInterval = 2f;
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[Header("Combat")]
public float attackRange = 2f;
public float sightRange = 20f;
public float patrolRange = 5f;
[Header("References")]
public EnemyAttack enemyAttack;
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private enum EnemyState { Patrolling, Chasing, Attacking }
private EnemyState currentState = EnemyState.Patrolling;
private Vector3 patrolCenter;
private Vector3 patrolTarget;
private float lastStateChangeTime;
private float minAttackStateDuration = 1.0f;
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[Header("Animation")]
public Animator animator;
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private void Start()
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{
// Najdi hr<68><72>e
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GameObject playerObject = GameObject.FindWithTag("Player");
if (playerObject != null)
{
player = playerObject.transform;
}
// Najdi EnemyAttack komponentu
if (enemyAttack == null)
{
enemyAttack = GetComponent<EnemyAttack>();
}
// Nastav v<>choz<6F> pozice
patrolCenter = transform.position;
GenerateNewPatrolTarget();
lastStateChangeTime = Time.time;
// Spustit coroutines
if (agent != null)
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{
agent.stoppingDistance = attackRange - 0.2f;
StartCoroutine(UpdatePath());
StartCoroutine(CheckPlayerInRange());
StartCoroutine(CheckCurrentRoom());
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}
}
private void Update()
{
if (agent == null) return;
// Update animac<61>
if (animator != null)
{
animator.SetFloat("Speed", agent.velocity.magnitude);
}
// Stavov<6F> chov<6F>n<EFBFBD>
switch (currentState)
{
case EnemyState.Patrolling:
PatrolBehavior();
break;
case EnemyState.Chasing:
ChaseBehavior();
break;
case EnemyState.Attacking:
AttackBehavior();
break;
}
}
private void PatrolBehavior()
{
// Pokud je c<>l patrolov<6F>n<EFBFBD> dosa<73>en, vyber nov<6F> c<>l
if (!agent.pathPending && agent.remainingDistance <= agent.stoppingDistance)
{
GenerateNewPatrolTarget();
}
// Kontrola, zda hr<68><72> nen<65> v dohledu i b<>hem patrolov<6F>n<EFBFBD>
if (player != null && enemyAttack != null && enemyAttack.IsPlayerInAttackRange())
{
ChangeState(EnemyState.Attacking);
}
}
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private void ChaseBehavior()
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{
if (player == null)
{
ChangeState(EnemyState.Patrolling);
return;
}
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float distanceToPlayer = Vector3.Distance(transform.position, player.position);
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// P<>epni do attack stavu pouze pokud m<><6D>e <20>to<74>it a je v dosahu
if (enemyAttack != null && enemyAttack.IsPlayerInAttackRange() && enemyAttack.CanAttack())
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{
ChangeState(EnemyState.Attacking);
return;
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}
if (distanceToPlayer > sightRange * 1.5f)
{
ChangeState(EnemyState.Patrolling);
GenerateNewPatrolTarget();
}
}
private void AttackBehavior()
{
if (player == null || enemyAttack == null)
{
ChangeState(EnemyState.Chasing);
return;
}
// RYCHLEJ<45><4A> a P<>ESN<53>J<EFBFBD><4A> ot<6F><74>en<65> k hr<68><72>i
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Vector3 directionToPlayer = (player.position - transform.position).normalized;
// Ignoruj Y osu pro rotaci
directionToPlayer.y = 0;
if (directionToPlayer != Vector3.zero)
{
Quaternion targetRotation = Quaternion.LookRotation(directionToPlayer);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, 15f * Time.deltaTime); // Zv<5A><76>en<65> rychlost ot<6F><74>en<65>
}
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// Zkus za<7A>to<74>it
bool attackAttempted = enemyAttack.TryAttack();
float distanceToPlayer = Vector3.Distance(transform.position, player.position);
// Z<>sta<74> v attack stavu pokud m<><6D>e <20>to<74>it nebo se ot<6F><74><EFBFBD> k hr<68><72>i
if (!attackAttempted && enemyAttack.CanAttack() && enemyAttack.IsPlayerInAttackRange())
{
return;
}
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// Pokud je hr<68><72> p<><70>li<6C> daleko, pokra<72>uj v pron<6F>sledov<6F>n<EFBFBD>
if (distanceToPlayer > attackRange * 1.5f && !enemyAttack.IsAttacking())
{
ChangeState(EnemyState.Chasing);
}
}
private IEnumerator CheckPlayerInRange()
{
while (true)
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{
if (player != null && !enemyAttack.IsAttacking())
{
float distanceToPlayer = Vector3.Distance(transform.position, player.position);
if (currentState == EnemyState.Patrolling && distanceToPlayer <= sightRange)
{
ChangeState(EnemyState.Chasing);
}
else if (currentState == EnemyState.Chasing && distanceToPlayer > sightRange * 1.5f)
{
ChangeState(EnemyState.Patrolling);
}
else if (currentState == EnemyState.Chasing && distanceToPlayer <= attackRange && enemyAttack.CanAttack())
{
ChangeState(EnemyState.Attacking);
}
}
yield return new WaitForSeconds(0.3f);
}
}
private void ChangeState(EnemyState newState)
{
if (currentState == newState) return;
currentState = newState;
lastStateChangeTime = Time.time;
// Specifick<63> akce p<>i zm<7A>n<EFBFBD> stavu
switch (newState)
{
case EnemyState.Chasing:
agent.isStopped = false;
break;
case EnemyState.Patrolling:
agent.isStopped = false;
GenerateNewPatrolTarget();
break;
}
}
private IEnumerator UpdatePath()
{
while (true)
{
if (currentState == EnemyState.Chasing && player != null && !enemyAttack.IsAttacking())
{
agent.SetDestination(player.position);
}
else if (currentState == EnemyState.Patrolling && !enemyAttack.IsAttacking())
{
agent.SetDestination(patrolTarget);
}
yield return new WaitForSeconds(updatePathInterval);
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}
}
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private IEnumerator CheckCurrentRoom()
{
while (true)
{
if (!agent.isOnNavMesh && !enemyAttack.IsAttacking())
{
agent.Warp(transform.position);
}
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yield return new WaitForSeconds(roomCheckInterval);
}
}
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private void GenerateNewPatrolTarget()
{
Vector2 randomCircle = Random.insideUnitCircle * patrolRange;
patrolTarget = patrolCenter + new Vector3(randomCircle.x, 0, randomCircle.y);
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NavMeshHit hit;
if (NavMesh.SamplePosition(patrolTarget, out hit, patrolRange, NavMesh.AllAreas))
{
patrolTarget = hit.position;
}
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}
// Vol<6F>no p<>i smrti nep<65><70>tele
public void Die()
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{
StopAllCoroutines();
if (agent != null)
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{
agent.isStopped = true;
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}
if (enemyAttack != null)
{
enemyAttack.SetAttackState(false);
}
Destroy(gameObject, 2f);
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}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, attackRange);
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, sightRange);
Gizmos.color = Color.blue;
Gizmos.DrawWireSphere(patrolCenter, patrolRange);
if (Application.isPlaying)
{
Gizmos.color = Color.green;
Gizmos.DrawSphere(patrolTarget, 0.3f);
Gizmos.DrawLine(transform.position, patrolTarget);
}
}
private void OnGUI()
{
if (Application.isPlaying && enemyAttack != null)
{
GUI.Label(new Rect(10, 30, 300, 20), $"State: {currentState}");
GUI.Label(new Rect(10, 50, 300, 20), $"CanAttack: {enemyAttack.CanAttack()}");
GUI.Label(new Rect(10, 70, 300, 20), $"IsAttacking: {enemyAttack.IsAttacking()}");
GUI.Label(new Rect(10, 90, 300, 20), $"Cooldown: {enemyAttack.GetCooldownProgress():P0}");
if (player != null)
{
float distance = Vector3.Distance(transform.position, player.position);
GUI.Label(new Rect(10, 110, 300, 20), $"Distance: {distance:F2}");
}
}
}
}