Collisions, AI tweaks
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@@ -11,7 +11,6 @@ public class EnemyMovement : MonoBehaviour
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public float roomCheckInterval = 2f;
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[Header("Combat")]
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public float attackRange = 2f;
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public float sightRange = 20f;
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public float patrolRange = 5f;
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@@ -24,6 +23,7 @@ public class EnemyMovement : MonoBehaviour
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private Vector3 patrolTarget;
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private float lastStateChangeTime;
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private float minAttackStateDuration = 1.0f;
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private float attackRange;
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[Header("Animation")]
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public Animator animator;
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@@ -32,6 +32,8 @@ public class EnemyMovement : MonoBehaviour
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{
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// Najdi hr<68><72>e
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GameObject playerObject = GameObject.FindWithTag("Player");
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attackRange = enemyAttack.GetAttackRange();
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if (playerObject != null)
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{
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player = playerObject.transform;
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@@ -148,13 +150,13 @@ public class EnemyMovement : MonoBehaviour
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float distanceToPlayer = Vector3.Distance(transform.position, player.position);
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// 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
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if (!attackAttempted && enemyAttack.CanAttack() && enemyAttack.IsPlayerInAttackRange())
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if (attackAttempted && enemyAttack.CanAttack())
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{
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return;
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}
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// Pokud je hr<68><72> p<><70>li<6C> daleko, pokra<72>uj v pron<6F>sledov<6F>n<EFBFBD>
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if (distanceToPlayer > attackRange * 1.5f && !enemyAttack.IsAttacking())
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if (distanceToPlayer > attackRange && !enemyAttack.IsAttacking())
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{
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ChangeState(EnemyState.Chasing);
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}
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@@ -182,7 +184,7 @@ public class EnemyMovement : MonoBehaviour
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}
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}
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yield return new WaitForSeconds(0.3f);
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yield return new WaitForSeconds(0.1f);
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}
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}
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@@ -269,39 +271,39 @@ public class EnemyMovement : MonoBehaviour
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/*====== FOR DEBUGGING PURPOSES ONLY ========== */
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(transform.position, attackRange);
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//private void OnDrawGizmosSelected()
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//{
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// Gizmos.color = Color.red;
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// Gizmos.DrawWireSphere(transform.position, attackRange);
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Gizmos.color = Color.yellow;
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Gizmos.DrawWireSphere(transform.position, sightRange);
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// Gizmos.color = Color.yellow;
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// Gizmos.DrawWireSphere(transform.position, sightRange);
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Gizmos.color = Color.blue;
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Gizmos.DrawWireSphere(patrolCenter, patrolRange);
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// Gizmos.color = Color.blue;
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// Gizmos.DrawWireSphere(patrolCenter, patrolRange);
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if (Application.isPlaying)
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{
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Gizmos.color = Color.green;
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Gizmos.DrawSphere(patrolTarget, 0.3f);
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Gizmos.DrawLine(transform.position, patrolTarget);
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}
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}
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// if (Application.isPlaying)
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// {
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// Gizmos.color = Color.green;
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// Gizmos.DrawSphere(patrolTarget, 0.3f);
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// Gizmos.DrawLine(transform.position, patrolTarget);
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// }
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//}
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private void OnGUI()
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{
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if (Application.isPlaying && enemyAttack != null)
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{
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GUI.Label(new Rect(10, 30, 300, 20), $"State: {currentState}");
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GUI.Label(new Rect(10, 50, 300, 20), $"CanAttack: {enemyAttack.CanAttack()}");
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GUI.Label(new Rect(10, 70, 300, 20), $"IsAttacking: {enemyAttack.IsAttacking()}");
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GUI.Label(new Rect(10, 90, 300, 20), $"Cooldown: {enemyAttack.GetCooldownProgress():P0}");
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//private void OnGUI()
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//{
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// if (Application.isPlaying && enemyAttack != null)
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// {
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// GUI.Label(new Rect(10, 30, 300, 20), $"State: {currentState}");
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// GUI.Label(new Rect(10, 50, 300, 20), $"CanAttack: {enemyAttack.CanAttack()}");
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// GUI.Label(new Rect(10, 70, 300, 20), $"IsAttacking: {enemyAttack.IsAttacking()}");
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// GUI.Label(new Rect(10, 90, 300, 20), $"Cooldown: {enemyAttack.GetCooldownProgress():P0}");
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if (player != null)
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{
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float distance = Vector3.Distance(transform.position, player.position);
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GUI.Label(new Rect(10, 110, 300, 20), $"Distance: {distance:F2}");
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}
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}
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}
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// if (player != null)
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// {
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// float distance = Vector3.Distance(transform.position, player.position);
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// GUI.Label(new Rect(10, 110, 300, 20), $"Distance: {distance:F2}");
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// }
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// }
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//}
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}
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