add: fully functional melee enemy

This commit is contained in:
KOSMOGOR
2025-05-02 20:39:19 +03:00
parent 428eef61c5
commit f79a3d75a9
5 changed files with 207 additions and 11 deletions
+39 -9
View File
@@ -3,7 +3,6 @@ using UnityEngine.AI;
public class MeleeEnemy : Enemy
{
public float speed = 1f;
public float detectionRadius = 5f;
public float patrollRadius = 3f;
public float damage = 5f;
@@ -14,6 +13,7 @@ public class MeleeEnemy : Enemy
[SerializeField] MeleeEnemyState currentState = MeleeEnemyState.Patrolling;
Vector3 patrollingTarget;
NavMeshAgent navMeshAgent;
float currentDelay = 0;
void Start() {
target = FindFirstObjectByType<Player>();
@@ -24,22 +24,52 @@ public class MeleeEnemy : Enemy
void Update() {
switch (currentState) {
case MeleeEnemyState.Patrolling:
Vector3 vectorToTarget = (target.transform.position - transform.position).normalized;
bool canSee = false;
if (Physics.Raycast(transform.position, vectorToTarget, out RaycastHit hit, detectionRadius)) {
if (hit.transform.CompareTag("Player")) canSee = true;
}
if (canSee) currentState = MeleeEnemyState.Pursuing;
if (CanSeeTarget()) currentState = MeleeEnemyState.Pursuing;
else {
if (Vector3.Distance(transform.position, patrollingTarget) <= 0.1f) patrollingTarget = GetPatrollingTarget();
if (Vector3.Distance(transform.position - new Vector3(0, navMeshAgent.baseOffset * transform.localScale.y), navMeshAgent.destination) <= 0.1f) patrollingTarget = GetPatrollingTarget();
navMeshAgent.destination = patrollingTarget;
}
break;
case MeleeEnemyState.Pursuing:
if (!CanSeeTarget()) currentState = MeleeEnemyState.Patrolling;
navMeshAgent.destination = target.transform.position;
if (Vector3.Distance(transform.position, target.transform.position) <= attackRadius) currentState = MeleeEnemyState.Attacking;
break;
case MeleeEnemyState.Attacking:
navMeshAgent.ResetPath();
if (Vector3.Distance(transform.position, target.transform.position) >= attackRadius) currentState = CanSeeTarget() ? MeleeEnemyState.Pursuing : MeleeEnemyState.Patrolling;
else if (currentDelay >= 1 / attackRate) {
target.DealDamage(damage);
currentDelay = 0;
}
break;
}
if (attackRate != 0) {
if (currentState == MeleeEnemyState.Attacking) currentDelay = Mathf.Clamp(currentDelay += Time.deltaTime, 0, 1 / attackRate);
else currentDelay = 0;
}
}
Vector3 GetPatrollingTarget() {
return Vector3.zero;
NavMeshPath path = new();
while (true) {
Vector2 circle = Random.insideUnitCircle * patrollRadius;
Vector3 maybeDestination = transform.position + new Vector3(circle.x, 0, circle.y);
NavMesh.CalculatePath(transform.position, maybeDestination, NavMesh.AllAreas, path);
if (path.status == NavMeshPathStatus.PathComplete) return maybeDestination;
if (path.status != NavMeshPathStatus.PathInvalid) break;
}
Vector3 destination = path.corners[^1];
destination.y = transform.position.y;
return destination;
}
bool CanSeeTarget() {Vector3 vectorToTarget = (target.transform.position - transform.position).normalized;
bool canSee = false;
if (Physics.Raycast(transform.position, vectorToTarget, out RaycastHit hit, detectionRadius)) {
if (hit.transform.CompareTag("Player")) canSee = true;
}
return canSee;
}
}
+2 -1
View File
@@ -11,6 +11,7 @@ public class GameController : MonoBehaviour
public string deploySceneName;
public List<LevelInfo> levels;
public List<EnemyInfo> enemies;
public int startEnemiesNumber = 1;
public Dictionary<BulletType, int> inventory = new();
public void Awake() {
@@ -23,7 +24,7 @@ public class GameController : MonoBehaviour
return li;
}).ToList();
levels.ForEach(li => {
AddEnemyInLevel(SelectEnemyWeighted().prefab, li.sceneName);
for (int i = 0; i < startEnemiesNumber; ++i) AddEnemyInLevel(SelectEnemyWeighted().prefab, li.sceneName);
});
foreach (BulletType i in Enum.GetValues(typeof(BulletType))) {
if (i == BulletType.None) continue;