131 lines
3.7 KiB
C#
131 lines
3.7 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.AI;
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[RequireComponent(typeof(MinecraftUnit))]
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[RequireComponent(typeof(Rigidbody))]
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public class MovementHandler : MonoBehaviour
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{
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[SerializeField] public float speed;
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[SerializeField] private NavMeshAgent agent;
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[SerializeField] private bool followEnemy = true;
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[SerializeField] private float knockbackTime = 1.2f;
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[SerializeField] private float _noNavMeshDeadTime = 3.0f;
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[HideInInspector] public AbstractUnit TargetUnit {get; set; }
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private MinecraftUnit _minecraftUnit;
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private Rigidbody _rigidbody;
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void Awake()
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{
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_minecraftUnit = GetComponent<MinecraftUnit>();
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_rigidbody = GetComponent<Rigidbody>();
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}
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void Start()
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{
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agent.speed = speed;
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}
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private void Update()
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{
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if (Mathf.Abs(agent.speed - speed) < 0.01f) agent.speed = speed;
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}
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public void ChangeSpeed(float newSpeed)
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{
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speed = newSpeed;
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}
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public void StopMoving()
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{
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agent.speed = 0;
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}
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public void ResumeMoving()
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{
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agent.speed = speed;
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}
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public void MoveTowards(Vector3 destination)
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{
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if (agent.enabled) agent.SetDestination(destination);
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}
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public void UpdateNearest()
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{
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TargetUnit = FindNearest(followEnemy);
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}
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public void UpdateNearestFrom(Transform transform)
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{
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TargetUnit = FindNearestFromTransform(true, transform);
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}
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// If findEnemy, return closest ennemy else return closest ally
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private AbstractUnit FindNearestFromTransform(bool findEnemy, Transform from)
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{
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// Funny funny double ternary operator.
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List<AbstractUnit> targets = findEnemy ?
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_minecraftUnit.IsTeamA ? GlobalsVariable.AliveUnitsTeamB : GlobalsVariable.AliveUnitsTeamA
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: _minecraftUnit.IsTeamA ? GlobalsVariable.AliveUnitsTeamA : GlobalsVariable.AliveUnitsTeamB;
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AbstractUnit closestUnit = null;
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float closestDistance = float.MaxValue;
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foreach (AbstractUnit target in targets)
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{
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float distanceToEnemy = (target.transform.position - from.position).sqrMagnitude;
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if (distanceToEnemy < closestDistance && target != _minecraftUnit)
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{
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closestUnit = target;
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closestDistance = distanceToEnemy;
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}
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}
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if (closestUnit == null)
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{
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print("What");
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print(targets.Count);
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print(targets);
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}
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return closestUnit;
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}
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private AbstractUnit FindNearest(bool findEnemy)
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{
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return FindNearestFromTransform(findEnemy, transform);
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}
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public IEnumerator TakeImpulse(Vector3 impulse)
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{
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// Unity navmesh, can't handle physics (it rewrite velocity). So we deactivate it when applying force.
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agent.enabled = false;
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_rigidbody.AddForce(impulse, ForceMode.Impulse);
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yield return new WaitForSeconds(knockbackTime);
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float noSurfaceTime = 0.0f;
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// Make sure to be on the navmesh surface before reactivating agent
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while (_rigidbody != null && !NavMesh.SamplePosition(_rigidbody.position, out _, 1.0f, NavMesh.AllAreas))
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{
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yield return new WaitForSeconds(0.5f);
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noSurfaceTime += 0.5f;
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// Die if exited navMesh for to long
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if (noSurfaceTime > _noNavMeshDeadTime)
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{
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_minecraftUnit.HealthHandler.Death();
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yield break;
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}
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}
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if (agent != null) agent.enabled = true;
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}
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}
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