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Copy pathEnemyController.cs
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141 lines (105 loc) · 3.01 KB
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using System.Collections;
using System.Collections.Generic;
using Characters;
using Characters.Player;
using DG.Tweening;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.TextCore.Text;
public class EnemyController : MonoBehaviour, ITurnable
{
public EnemyInfo enemyInfo;
[SerializeField] public Animator anim;
[Title("Stats")] [SerializeField] private int health;
[SerializeField] private int maxHealth;
[SerializeField] private int damage;
[SerializeField] private int defense;
[SerializeField] private int speed;
[SerializeField]private Vector3 originalPosition;
public void OnSpawn(EnemyInfo info)
{
enemyInfo = info;
health = info.health;
maxHealth = info.health;
damage = info.damage;
defense = info.defense;
speed = enemyInfo.baseSpeed;
originalPosition = transform.position;
Instantiate(enemyInfo.prefab, transform.position, transform.rotation, transform);
anim = GetComponentInChildren<Animator>();
}
public void TakeDamage(int damageDealt)
{
health -= damageDealt - defense;
CombatUIManager.instance.SpawnDamageNumber(this.transform,Color.yellow,damageDealt - defense);
if (health <= 0)
{
OnDeath();
}
}
private void StartTurn()
{
var characters = CombatManager.instance.GetCharacters();
var random = Random.Range(0, characters.Length);
var target = characters[random];
StartCoroutine(WaitToAttack(target));
}
private IEnumerator WaitToAttack(PlayerController target)
{
yield return new WaitForSeconds(1f);
var position = target.transform.position + (target.transform.forward + new Vector3(1, 0, 0));
transform.DOMove(position, 1f);
anim.SetTrigger("run");
yield return new WaitForSeconds(1f);
AttackAnimation(target);
}
private void AttackAnimation(PlayerController player)
{
anim.SetTrigger("attack");
var damage1 = enemyInfo.damage * 1.2f;
player.GetHit((int)damage1);
StartCoroutine(WaitToEndTurn());
}
IEnumerator WaitToEndTurn()
{
yield return new WaitForSeconds(1f);
EndTurn();
}
public void EndTurn()
{
transform.DOMove(originalPosition, 1f);
CombatManager.instance.OnNewTurn();
}
public void HitAnimation()
{
anim.SetTrigger("Hit");
}
private void OnDeath()
{
//For now just destroy the object
Destroy(gameObject);
CombatManager.instance.RemoveEnemy(this);
}
#region Getters and Setters
public int GetHealth()
{
return health;
}
public void SetSpeed(int value)
{
speed = value;
}
public int ReturnSpeed()
{
return speed;
}
public int GetMaxHealth()
{
return maxHealth;
}
public void TakeTurn()
{
StartTurn();
}
#endregion
}