65 lines
1.5 KiB
C#
65 lines
1.5 KiB
C#
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(Unit))]
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public class MovementHandler : MonoBehaviour
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{
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[SerializeField] private float speed;
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[SerializeField] private NavMeshAgent agent;
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[SerializeField] private Transform defaultMoveTarget;
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private Unit _unit;
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void Awake()
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{
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_unit = GetComponent<Unit>();
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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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agent.SetDestination(destination);
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}
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public void MoveTowardsNearest()
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{
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MoveTowards(FindNearestEnemy().transform.position);
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}
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Unit FindNearestEnemy()
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{
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List<Unit> enemies = _unit.IsTeamA ? GlobalsVariable.AliveUnitsTeamB : GlobalsVariable.AliveUnitsTeamA;
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return enemies
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.Aggregate((nearest, current) =>
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(current.transform.position - transform.position).sqrMagnitude <
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(nearest.transform.position - transform.position).sqrMagnitude
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? current
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: nearest);
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}
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void Update()
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{
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if (Input.GetKeyDown(KeyCode.Space))
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{
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//MoveTowards(defaultMoveTarget.position);
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MoveTowardsNearest();
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}
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}
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}
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