ProjetAMJV_CR/Assets/Scripts/UnitScripts/MovementHandler.cs
2025-01-15 00:51:59 +01:00

111 lines
3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.AI;
[RequireComponent(typeof(MinecraftUnit))]
[RequireComponent(typeof(Rigidbody))]
public class MovementHandler : MonoBehaviour
{
[SerializeField] public float speed;
[SerializeField] private NavMeshAgent agent;
[SerializeField] private Transform defaultMoveTarget;
private float knockbackTime = 1.2f;
private float noNavMeshDeadTime = 6.0f;
[HideInInspector] public AbstractUnit TargetUnit {get; private set; }
private MinecraftUnit _minecraftUnit;
private Rigidbody _rigidbody;
void Awake()
{
_minecraftUnit = GetComponent<MinecraftUnit>();
_rigidbody = GetComponent<Rigidbody>();
}
void Start()
{
agent.speed = speed;
}
private void Update()
{
if (Mathf.Abs(agent.speed - speed) < 0.01f) agent.speed = speed;
}
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()
{
TargetUnit = FindNearestEnemy();
MoveTowards(TargetUnit.transform.position);
}
AbstractUnit FindNearestEnemy()
{
List<AbstractUnit> enemies = _minecraftUnit.IsTeamA ? GlobalsVariable.AliveUnitsTeamB : GlobalsVariable.AliveUnitsTeamA;
AbstractUnit closestUnit = null;
float closestDistance = float.MaxValue;
foreach (AbstractUnit enemy in enemies)
{
float distanceToEnemy = (enemy.transform.position - transform.position).sqrMagnitude;
if (distanceToEnemy < closestDistance)
{
closestUnit = enemy;
closestDistance = distanceToEnemy;
}
}
return closestUnit;
}
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(knockbackTime);
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 > noNavMeshDeadTime)
{
_minecraftUnit.HealthHandler.Death();
yield break;
}
}
if (agent != null) agent.enabled = true;
}
}