95 lines
2.7 KiB
C#
95 lines
2.7 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEditor.ProjectWindowCallback;
|
|
using UnityEngine;
|
|
using UnityEngine.AI;
|
|
using UnityEngine.InputSystem.iOS;
|
|
|
|
[RequireComponent(typeof(MinecraftUnit))]
|
|
[RequireComponent(typeof(Rigidbody))]
|
|
public class MovementHandler : MonoBehaviour
|
|
{
|
|
[SerializeField] private float speed;
|
|
[SerializeField] private NavMeshAgent agent;
|
|
[SerializeField] private Transform defaultMoveTarget;
|
|
|
|
private MinecraftUnit _minecraftUnit;
|
|
private Rigidbody _rigidbody;
|
|
|
|
void Awake()
|
|
{
|
|
_minecraftUnit = GetComponent<MinecraftUnit>();
|
|
_rigidbody = GetComponent<Rigidbody>();
|
|
}
|
|
|
|
public void ChangeSpeed(float newSpeed)
|
|
{
|
|
speed = newSpeed;
|
|
}
|
|
|
|
public void StopMoving()
|
|
{
|
|
agent.speed = 0;
|
|
}
|
|
|
|
public void ResumeMoving()
|
|
{
|
|
agent.speed = speed;
|
|
}
|
|
|
|
public void MoveTowards(Vector3 destination)
|
|
{
|
|
if (agent.enabled) agent.SetDestination(destination);
|
|
}
|
|
|
|
public void MoveTowardsNearest()
|
|
{
|
|
MoveTowards(FindNearestEnemy().transform.position);
|
|
}
|
|
|
|
MinecraftUnit FindNearestEnemy()
|
|
{
|
|
List<MinecraftUnit> enemies = _minecraftUnit.IsTeamA ? GlobalsVariable.AliveUnitsTeamB : GlobalsVariable.AliveUnitsTeamA;
|
|
|
|
MinecraftUnit closestMinecraftUnit = null;
|
|
float closestDistance = float.MaxValue;
|
|
foreach (MinecraftUnit enemy in enemies)
|
|
{
|
|
float distanceToEnemy = (enemy.transform.position - transform.position).sqrMagnitude;
|
|
if (distanceToEnemy < closestDistance)
|
|
{
|
|
closestMinecraftUnit = enemy;
|
|
closestDistance = distanceToEnemy;
|
|
}
|
|
}
|
|
|
|
return closestMinecraftUnit;
|
|
}
|
|
|
|
public IEnumerator TakeImpulse(Vector3 impulse)
|
|
{
|
|
// Unity navmesh, can't handle physics (it rewrite velocity). So we deactivate it when applying force.
|
|
agent.enabled = false;
|
|
_rigidbody.AddForce(impulse, ForceMode.Impulse);
|
|
yield return new WaitForSeconds(0.5f);
|
|
|
|
float noSurfaceTime = 0.0f;
|
|
|
|
// Make sure to be on the navmesh surface before reactivating agent
|
|
while (_rigidbody != null && !NavMesh.SamplePosition(_rigidbody.position, out _, 1.0f, NavMesh.AllAreas))
|
|
{
|
|
yield return new WaitForSeconds(0.5f);
|
|
noSurfaceTime += 0.5f;
|
|
|
|
// Die if exited navMesh for to long
|
|
if (noSurfaceTime > 6.0f)
|
|
{
|
|
_minecraftUnit.HealthHandler.Death();
|
|
yield break;
|
|
}
|
|
|
|
}
|
|
if (agent != null) agent.enabled = true;
|
|
}
|
|
}
|