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

194 lines
5.6 KiB
C#

using System.Collections;
using UnityEngine;
using UnityEngine.AI;
public class EnemyAttack : MonoBehaviour
{
[Header("Attack Settings")]
[SerializeField] private float attackRange = 2f;
[SerializeField] private float attackRate = 2f;
[SerializeField] private float attackDamage = 10f;
[SerializeField] private float attackAngle = 45f;
[Header("References")]
[SerializeField] private Transform player;
[SerializeField] private Animator animator;
[SerializeField] private NavMeshAgent agent;
private float lastAttackTime = 0f;
private bool canAttack = true;
private bool isAttacking = false;
private float attackCooldownTimer = 0f;
private PlayerSkillHandler skillHandler;
void Start()
{
// Najdi reference
GameObject playerObject = GameObject.FindWithTag("Player");
if (playerObject != null)
{
player = playerObject.transform;
}
skillHandler = player.GetComponent<PlayerSkillHandler>();
if (animator == null) animator = GetComponent<Animator>();
if (agent == null) agent = GetComponent<NavMeshAgent>();
lastAttackTime = -attackRate; // Umožní útok hned na zaèátku
}
void Update()
{
// Update cooldown timeru
if (!canAttack)
{
attackCooldownTimer -= Time.deltaTime;
if (attackCooldownTimer <= 0f)
{
canAttack = true;
}
}
}
public float GetAttackRange() => attackRange;
// Metoda pro pokus o útok - volána z EnemyMovement
public bool TryAttack()
{
if (player == null || !canAttack || isAttacking)
{
Debug.Log($"Attack failed: player={player != null}, canAttack={canAttack}, isAttacking={isAttacking}");
return false;
}
// Kontrola vzdálenosti a úhlu k hráèi
float distanceToPlayer = Vector3.Distance(transform.position, player.position);
bool inRange = IsPlayerInAttackRange();
bool inAngle = IsPlayerInAttackAngle();
bool cooldownReady = Time.time - lastAttackTime >= attackRate;
if (inRange && cooldownReady)
{
StartCoroutine(PerformAttack());
return true;
}
Debug.Log("Attack conditions not met. Conditions: range: " + inRange + "angle: " + inAngle + "cooldown: " + cooldownReady);
return false;
}
private bool IsPlayerInAttackAngle()
{
if (player == null) return false;
Vector3 directionToPlayer = (player.position - transform.position).normalized;
// Ignoruj Y osu pro výpoèet úhlu
directionToPlayer.y = 0;
Vector3 forward = transform.forward;
forward.y = 0;
float angle = Vector3.Angle(forward, directionToPlayer);
return angle <= attackAngle; // Používáme celý attackAngle, ne polovinu
}
public bool IsPlayerInAttackRange()
{
if (player == null) return false;
float distance = Vector3.Distance(transform.position, player.position);
bool inRange = distance <= attackRange * 1.2f;
return inRange;
}
private IEnumerator PerformAttack()
{
isAttacking = true;
canAttack = false;
lastAttackTime = Time.time;
attackCooldownTimer = attackRate;
// Ulož pùvodní stav agenta
bool wasStopped = agent.isStopped;
// Zastav pohyb bìhem útoku
agent.isStopped = true;
// Spustit animaci útoku
if (animator != null)
{
animator.SetTrigger("Attack");
}
// Poèkej chvíli pøed aplikováním poškození
yield return new WaitForSeconds(0.1f);
bool playerDashing = skillHandler.IsDashing();
// Aplikuj poškození, pokud je hráè stále v dosahu
if (player != null && Vector3.Distance(transform.position, player.position) <= attackRange * 1.2f && !playerDashing)
{
var health = player.GetComponent<HealthManager>();
if (health != null)
{
health.ModifyHealth(-attackDamage);
Debug.Log("Enemy attacked player for " + attackDamage + " damage!");
}
}
// Poèkej na dokonèení animace
yield return new WaitForSeconds(0.3f);
// Obnov pohyb pouze pokud nebyl pùvodnì zastavený
if (!wasStopped)
{
agent.isStopped = false;
}
isAttacking = false;
// canAttack se nastaví v Update pomocí timeru
Debug.Log("Attack finished, cooldown started");
}
// Metoda pro vizuální reprezentaci útoèného úhlu
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, attackRange);
Gizmos.color = Color.yellow;
Vector3 leftDir = Quaternion.Euler(0, -attackAngle / 2, 0) * transform.forward;
Vector3 rightDir = Quaternion.Euler(0, attackAngle / 2, 0) * transform.forward;
Gizmos.DrawRay(transform.position, leftDir * attackRange);
Gizmos.DrawRay(transform.position, rightDir * attackRange);
Gizmos.DrawLine(transform.position + leftDir * attackRange, transform.position + rightDir * attackRange);
}
// Public metody pro komunikaci s EnemyMovement
public bool CanAttack()
{
return canAttack && !isAttacking && IsPlayerInAttackRange();
}
public bool IsAttacking()
{
return isAttacking;
}
public float GetCooldownProgress()
{
return Mathf.Clamp01(attackCooldownTimer / attackRate);
}
public void SetAttackState(bool state)
{
canAttack = state;
if (!state) isAttacking = false;
}
}