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CrowdControl/Assets/Scripts/AI/MoveTowardsTargetState.cs

96 lines
2.7 KiB
C#

using UnityEngine;
using System;
using System.Collections;
using System.Linq;
using D2D;
using D2D.Gameplay;
using D2D.Utilities;
namespace D2D.AI.Hunter
{
public class MoveTowardsTargetState : AIState
{
private readonly Transform _transform;
private readonly CharacterController _cc;
private readonly Rigidbody _rb;
private readonly Func<Transform> _getNearestTarget;
private readonly Vector2 _runSpeedRange;
private readonly int _direction;
protected Vector3 Velocity
{
get => _cc != null ? _cc.velocity : _rb.velocity;
set
{
if (_cc != null)
_cc.SimpleMove(value);
else
_rb.velocity = value;
}
}
private Transform _target;
private float _runSpeed;
public MoveTowardsTargetState(Transform transform, CharacterController cc,
Func<Transform> getNearestTarget, Vector2 runSpeedRange, int direction, string commentary)
{
_transform = transform;
_cc = cc;
_getNearestTarget = getNearestTarget;
_runSpeedRange = runSpeedRange;
_direction = direction;
Commentary = commentary;
}
public MoveTowardsTargetState(Transform transform, Rigidbody rb,
Func<Transform> getNearestTarget, Vector2 runSpeedRange, int direction = 1)
{
_transform = transform;
_rb = rb;
_getNearestTarget = getNearestTarget;
_runSpeedRange = runSpeedRange;
_direction = direction;
}
public override void OnEnter()
{
_target = _getNearestTarget();
_runSpeed = _runSpeedRange.RandomFloat();
}
private void FaceToEnemy()
{
var d = _transform.position - _target.position;
if (ReferenceEquals(_transform, _target) || d.magnitude.AlmostZero(.01f))
throw new Exception("Face to yourself!");
d.y = 0;
_transform.forward = -d * _direction;
}
public override void Tick()
{
if (_target == null)
{
OnEnter();
if (_target == null)
return;
}
FaceToEnemy();
_cc.SimpleMove(_transform.forward * _runSpeed);
// Velocity = _transform.forward * _runSpeed;
}
public override void OnExit()
{
_cc.SimpleMove(Vector3.zero);
// Velocity = Vector3.zero;
}
}
}