65 lines
1.7 KiB
C#
65 lines
1.7 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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public class EnemyPathFinding : MonoBehaviour
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{
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[SerializeField] public Transform[] targets;
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[SerializeField] private float ropeDistCheck = 1f;
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[SerializeField] private LayerMask ropeCheckMask;
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private HealthComponent healthComponent;
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NavMeshAgent agent;
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private void Start()
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{
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agent = GetComponent<NavMeshAgent>();
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agent.updateRotation = false;
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agent.updateUpAxis = false;
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healthComponent = GetComponent<HealthComponent>();
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healthComponent.OnHealthZero.AddListener(Rumble);
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}
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private void Rumble()
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{
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RumbleManager.StartRumble(-1, 0.5f, 0.5f, 0.25f);
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CameraShaker.ShakecShake(0.125f, 0.25f);
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}
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private void Update()
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{
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if (targets.Length == 0) return;
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Transform closestTarget = GetClosestTarget();
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if (closestTarget == null) return;
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// Make sure no rope parts are in front
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Vector2 dir = closestTarget.position - transform.position;
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if (Physics2D.Raycast(transform.position, dir.normalized, ropeDistCheck, ropeCheckMask)) return;
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try { agent.SetDestination(closestTarget.position); } catch { }// Fuck this error.
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}
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private Transform GetClosestTarget()
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{
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float dist = Mathf.Infinity;
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Transform shortest = targets[0];
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foreach (var target in targets)
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{
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float targetDist = Vector2.Distance(target.position, transform.position);
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if (targetDist < dist)
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{
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dist = targetDist;
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shortest = target;
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}
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}
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return shortest;
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}
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}
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