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CloseAttackEnemyAtkPattern02.cs
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CloseAttackEnemyAtkPattern02.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using BehaviorDesigner.Runtime.Tasks;
using BehaviorDesigner.Runtime;
public class CloseAttackEnemyAtkPattern02 : Action
{
public SharedBool waitForAttack;
public SharedInt numOfPattern;
public SharedTransform target;
public EnemyHpPostionScript hpPostionScript;
public CloseAttackTypeNormalAni aniScript;
public CloseAttackTypeNormalColliderCon colliderConScript;
const float enemyPatternFarDistance = 2.4f;
const float enemyAttackSpeedPatternFar = 0.005f;
const float isFarOrCloseDistance = 5f;
float startTime;
const float endTime = 1.5f;
public override void OnStart()
{
if (Vector3.Distance(transform.position, target.Value.position) > isFarOrCloseDistance) numOfPattern.Value = 2;
startTime = Time.time;
aniScript = GetComponent<CloseAttackTypeNormalAni>();
hpPostionScript = GetComponent<EnemyHpPostionScript>();
colliderConScript = GetComponent<CloseAttackTypeNormalColliderCon>();
}
public override TaskStatus OnUpdate()
{
if (waitForAttack.Value == false ||
hpPostionScript.deadOrLive == 1 ||
numOfPattern.Value != 2 ||
colliderConScript.IsAttackedState == CloseAttackTypeNormalColliderCon.CloseAttackEnemy01IsAttacked.attacked) return TaskStatus.Failure;
if (aniScript.enemyPattern != CloseAttackEnemyType01AtkPattern.patternFar) patternStart();
resetNowStateToStopFollowing(enemyPatternFarDistance, enemyAttackSpeedPatternFar);
if (aniScript.enemyPattern == CloseAttackEnemyType01AtkPattern.patternFar &&
Vector3.Distance(transform.position, target.Value.position) <= enemyPatternFarDistance)
{
aniScript.aniSet("patternFar02");
}
if (startTime + endTime < Time.time)
{
aniScript.aniSet("Reset_Ani");
return TaskStatus.Failure;
}
if (hpPostionScript.deadOrLive != 1) rotate();
return TaskStatus.Running;
}
void rotate()
{
Vector3 vec = target.Value.position - transform.position;
vec.Normalize();
Quaternion q = Quaternion.LookRotation(vec);
transform.rotation = q;
}
// 일정거리이내까지만 따라온다음 멈춰야 공격시 플레이어가 피할 수 있다.
void resetNowStateToStopFollowing(float distance, float enemyAttackSpeed)
{
if (aniScript.enemyPattern == CloseAttackEnemyType01AtkPattern.patternFar &&
Vector3.Distance(transform.position, target.Value.position) >= distance) transform.position = Vector3.Lerp(transform.position, target.Value.position, enemyAttackSpeed);
}
void patternStart()
{
aniScript.enemyPattern = CloseAttackEnemyType01AtkPattern.patternFar;
aniScript.patternChoice(1);
}
}