Invoke repeating + add goal distance to neutral behavior

This commit is contained in:
Crizomb 2025-01-15 01:32:30 +01:00
parent bf010f3476
commit ca7ce8e645
4 changed files with 11 additions and 13 deletions

View file

@ -13,7 +13,6 @@ public class AttackHandler : MonoBehaviour
[SerializeField] protected float knockbackHorizontalForce;
[SerializeField] protected float knockbackVerticalForce;
protected float _timer;
protected MinecraftUnit _minecraftUnit;
void Awake()
@ -23,14 +22,9 @@ public class AttackHandler : MonoBehaviour
void Start()
{
// Random to avoid too much synchronicity
_timer = cooldown + Random.Range(-cooldown*0.2f, cooldown*0.2f);
InvokeRepeating(nameof(Attack), Random.Range(-cooldown*0.2f, cooldown*0.2f), cooldown);
}
void Update()
{
_timer = _timer - Time.deltaTime;
}
/// <summary>
/// Launch an Attack, and return true if it's possible to attack
@ -38,7 +32,6 @@ public class AttackHandler : MonoBehaviour
/// </summary>
public virtual bool Attack()
{
if (_timer > 0) return false;
Collider[] targets = DetectTargets();
foreach (Collider target in targets)
@ -62,7 +55,6 @@ public class AttackHandler : MonoBehaviour
minecraftTarget.StartCoroutine(minecraftTarget.MovementHandler.TakeImpulse(knockbackVector));
}
}
_timer = cooldown + Random.Range(-cooldown*0.2f, cooldown*0.2f);
return true;
}

View file

@ -10,12 +10,10 @@ public class AttackSkeleton : AttackHandler
public override bool Attack()
{
if (_timer > 0) return false;
float launchAngle = findLaunchAngle();
//print(launchAngle);
// If target not reachable
if (launchAngle < 0) return false;
_timer = cooldown;
GameObject arrow = Instantiate(arrowPrefab, spawnPos.position, spawnPos.rotation);
ArrowHandler arrowHandler = arrow.GetComponent<ArrowHandler>();

View file

@ -2,9 +2,13 @@ using UnityEngine;
public class NeutralBehaviour : AbstractBehaviour
{
[SerializeField] private float distanceGoal = 0.0f;
protected override void MoveAction()
{
Unit.MovementHandler.MoveTowardsNearest();
Unit.MovementHandler.UpdateNearest();
Vector3 targetPos = Unit.MovementHandler.TargetUnit.transform.position;
Vector3 goalPos = targetPos + (transform.position - targetPos).normalized * distanceGoal;
Unit.MovementHandler.MoveTowards(goalPos);
}
protected override void AttackAction()

View file

@ -58,9 +58,13 @@ public class MovementHandler : MonoBehaviour
if (agent.enabled) agent.SetDestination(destination);
}
public void MoveTowardsNearest()
public void UpdateNearest()
{
TargetUnit = FindNearestEnemy();
}
public void MoveTowardsNearest()
{
MoveTowards(TargetUnit.transform.position);
}