92 lines
2.6 KiB
C#
92 lines
2.6 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class EnemyMovement : MonoBehaviour
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{
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public CharacterController charControl;
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public float speed = 12f;
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public float gravity = -9.81f;
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public float jumpHeight = 3f;
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public Transform groundCheck;
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public float groundDistance = 0.4f;
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public LayerMask groundMask;
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public LayerMask obstacleMask;
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public float detectionOffset = 0.5f;
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public Transform player;
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public float obstacleDetectionDistance = 1f;
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public float rotationSpeed = 5f;
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private Vector3 velocity;
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private bool isGrounded;
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void Start()
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{
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GameObject playerObject = GameObject.FindWithTag("Player");
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if (playerObject != null)
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{
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player = playerObject.transform;
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}
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else
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{
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Debug.LogError("Player not found in the scene! Ensure the player GameObject is tagged as 'Player'.");
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}
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}
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void Update()
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{
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if(player == null) return;
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isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
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if(isGrounded && velocity.y < 0)
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{
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velocity.y = -2f;
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}
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Vector3 directionToPlayer = (player.position - transform.position).normalized;
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Vector3 move = new Vector3(directionToPlayer.x, 0, directionToPlayer.z);
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Vector3 rayOrigin = transform.position + Vector3.down * detectionOffset;
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bool isBlocked = Physics.Raycast(rayOrigin, move, obstacleDetectionDistance, obstacleMask);
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if (isBlocked && isGrounded)
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{
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velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
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}
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charControl.Move(move * speed * Time.deltaTime);
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velocity.y += gravity * Time.deltaTime;
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charControl.Move(velocity * Time.deltaTime);
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RotateTowardsPlayer(directionToPlayer);
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}
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private void RotateTowardsPlayer(Vector3 directionToPlayer)
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{
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Quaternion targetRotation = Quaternion.LookRotation(new Vector3(directionToPlayer.x, 0, directionToPlayer.z));
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
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}
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private void OnDrawGizmos()
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{
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if (player != null)
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{
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Vector3 directionToPlayer = (player.position - transform.position).normalized;
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Vector3 moveDirection = new Vector3(directionToPlayer.x, 0, directionToPlayer.z);
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Vector3 rayOrigin = transform.position + Vector3.down * detectionOffset;
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Gizmos.color = Color.red;
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Gizmos.DrawRay(rayOrigin, moveDirection * obstacleDetectionDistance);
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}
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}
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}
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