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3DBlobici-WorkingTitle/3D blobici/Assets/Scripts/Enemy/EnemyMovement.cs
Tomáš Pěnkava c75af0fe39 Pathfinding
Remade prefabs, added scripts for pathfinding through navmesh, rewrote enemy spawn, roomGen and parts of handler
2025-09-04 16:28:28 +02:00

257 lines
6.9 KiB
C#
Raw Blame History

using System.Collections;
using UnityEngine;
using UnityEngine.AI;
public class EnemyMovement : MonoBehaviour
{
[Header("Navigation")]
public NavMeshAgent agent;
public Transform player;
public float updatePathInterval = 0.5f;
public float roomCheckInterval = 2f;
[Header("Combat")]
public float attackRange = 2f;
public float attackCooldown = 1f;
public float sightRange = 20f;
public float patrolRange = 5f;
private bool canAttack = true;
private enum EnemyState { Patrolling, Chasing, Attacking }
private EnemyState currentState = EnemyState.Patrolling;
private Vector3 patrolCenter;
private Vector3 patrolTarget;
[Header("Animation")]
public Animator animator;
private void Start()
{
// Najdi hráèe
GameObject playerObject = GameObject.FindWithTag("Player");
if (playerObject != null)
{
player = playerObject.transform;
}
// Nastav výchozí pozice
patrolCenter = transform.position;
GenerateNewPatrolTarget();
// Spustit coroutines
if (agent != null)
{
agent.stoppingDistance = attackRange - 0.2f;
StartCoroutine(UpdatePath());
StartCoroutine(CheckPlayerInRange());
StartCoroutine(CheckCurrentRoom());
}
}
private void Update()
{
if (agent == null) return;
// Update animací
if (animator != null)
{
animator.SetFloat("Speed", agent.velocity.magnitude);
}
// Stavové chování
switch (currentState)
{
case EnemyState.Patrolling:
PatrolBehavior();
break;
case EnemyState.Chasing:
ChaseBehavior();
break;
case EnemyState.Attacking:
AttackBehavior();
break;
}
}
private void PatrolBehavior()
{
// Pokud je cíl patrolování dosažen, vyber nový cíl
if (!agent.pathPending && agent.remainingDistance <= agent.stoppingDistance)
{
GenerateNewPatrolTarget();
}
}
private void ChaseBehavior()
{
if (player == null)
{
currentState = EnemyState.Patrolling;
return;
}
float distanceToPlayer = Vector3.Distance(transform.position, player.position);
if (distanceToPlayer <= attackRange)
{
currentState = EnemyState.Attacking;
agent.isStopped = true;
}
else if (distanceToPlayer > sightRange * 1.5f)
{
// Hráè je pøíliš daleko, vra<72> se k patrolování
currentState = EnemyState.Patrolling;
GenerateNewPatrolTarget();
}
}
private void AttackBehavior()
{
if (player == null)
{
currentState = EnemyState.Patrolling;
agent.isStopped = false;
return;
}
float distanceToPlayer = Vector3.Distance(transform.position, player.position);
// Otoè se k hráèi
Vector3 directionToPlayer = (player.position - transform.position).normalized;
Quaternion targetRotation = Quaternion.LookRotation(new Vector3(directionToPlayer.x, 0, directionToPlayer.z));
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, 5f * Time.deltaTime);
// Útok na hráèe
if (canAttack && distanceToPlayer <= attackRange)
{
StartCoroutine(Attack());
}
// Pokud je hráè pøíliš daleko, pokraèuj v pronásledování
if (distanceToPlayer > attackRange * 1.2f)
{
currentState = EnemyState.Chasing;
agent.isStopped = false;
}
}
private IEnumerator UpdatePath()
{
while (true)
{
if (currentState == EnemyState.Chasing && player != null)
{
agent.SetDestination(player.position);
}
else if (currentState == EnemyState.Patrolling)
{
agent.SetDestination(patrolTarget);
}
yield return new WaitForSeconds(updatePathInterval);
}
}
private IEnumerator CheckPlayerInRange()
{
while (true)
{
if (player != null && currentState != EnemyState.Attacking)
{
float distanceToPlayer = Vector3.Distance(transform.position, player.position);
if (distanceToPlayer <= sightRange && distanceToPlayer > attackRange)
{
currentState = EnemyState.Chasing;
}
else if (distanceToPlayer <= attackRange)
{
currentState = EnemyState.Attacking;
agent.isStopped = true;
}
}
yield return new WaitForSeconds(0.5f);
}
}
private IEnumerator CheckCurrentRoom()
{
while (true)
{
// Zkontroluj, zda je enemy stále v platné místnosti
if (!agent.isOnNavMesh)
{
Debug.LogWarning("Enemy is off NavMesh, attempting to warp...");
agent.Warp(transform.position);
}
yield return new WaitForSeconds(roomCheckInterval);
}
}
private void GenerateNewPatrolTarget()
{
// Vyber náhodný cíl v okolí výchozí pozice
Vector2 randomCircle = Random.insideUnitCircle * patrolRange;
patrolTarget = patrolCenter + new Vector3(randomCircle.x, 0, randomCircle.y);
// Zajisti, že cíl je na NavMesh
NavMeshHit hit;
if (NavMesh.SamplePosition(patrolTarget, out hit, patrolRange, NavMesh.AllAreas))
{
patrolTarget = hit.position;
}
}
private IEnumerator Attack()
{
canAttack = false;
// Spustit animaci útoku
if (animator != null)
{
animator.SetTrigger("Attack");
}
// Zde mùžeš pøidat logiku poškození hráèe
Debug.Log("Enemy attacks player!");
yield return new WaitForSeconds(attackCooldown);
canAttack = true;
}
// Voláno pøi smrti nepøítele
public void Die()
{
StopAllCoroutines();
if (agent != null)
{
agent.isStopped = true;
}
// Zde mùžeš pøidat animaci smrti atd.
Destroy(gameObject, 2f);
}
// Pro vizualizaci v editoru
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);
}
}
}