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DistanceAttackTypeNormal.cs
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DistanceAttackTypeNormal.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
enum DistanceAttackTypeNormalState
{
idle,
attacked,
}
public class DistanceAttackTypeNormal : MonoBehaviour
{
[SerializeField]
GameObject fireAttack;
[SerializeField]
Transform firePos;
[SerializeField]
Transform attackAreaTransform;
Transform playerTransform;
Transform enemyTransform;
bool enemyDistanceCheck;
DistanceAttackTypeNormalState distanceAttackTypeNormalState;
//DistanceAttackTypeNormalPattern distanceAttackTypeNormalPattern;
const float enemyAttackCheckAreaDistance = 7f;
const float enemyAttackSpeedPatternFar = 0.005f;
const float isFarOrCloseDistance = 11f;
// [SerializeField]
// EnemyHpPostionScript hpPostionScript;
// [SerializeField]
// DistanceAttackTypeNormalAni distanceAttackTypeNormalAniScript;
bool trap01;
private void Start()
{
enemyTransform = GetComponent<Transform>();
playerTransform = GameObject.FindGameObjectWithTag("Player").transform;
distanceAttackTypeNormalState = DistanceAttackTypeNormalState.idle;
//distanceAttackTypeNormalPattern = DistanceAttackTypeNormalPattern.patternZero;
enemyDistanceCheck = false;
attackAreaTransform.GetComponent<SpriteRenderer>().enabled = false;
trap01 = false;
// StartCoroutine("WaitForPlayer");
}
private void Update()
{
// if (hpPostionScript.deadOrLive == 1) return;
//if (distanceAttackTypeNormalPattern == DistanceAttackTypeNormalPattern.patternZero) return;
rotateBoss();
if (enemyDistanceCheck == true) transform.position = Vector3.Lerp(transform.position, playerTransform.position, enemyAttackSpeedPatternFar);
if (Vector3.Distance(enemyTransform.position, playerTransform.position) < isFarOrCloseDistance) enemyDistanceCheck = false;
}
void rotateBoss()
{
Vector3 vec = playerTransform.position - transform.position;
vec.Normalize();
Quaternion q = Quaternion.LookRotation(vec);
transform.rotation = q;
}
/*
// 기달리는 행동이에유
IEnumerator WaitForPlayer()
{
yield return null;
if (Vector3.Distance(enemyTransform.position, playerTransform.position) < enemyAttackCheckAreaDistance)
{
// distanceAttackTypeNormalPattern = DistanceAttackTypeNormalPattern.patternIdle;
StartCoroutine("DistanceAttackTypeNormalController");
StopCoroutine("WaitForPlayer");
}
else StartCoroutine("WaitForPlayer");
}
*/
// 행동이에유
IEnumerator DistanceAttackTypeNormalController()
{
// if (hpPostionScript.deadOrLive == 1) StopCoroutine("DistanceAttackTypeNormalController");
yield return null;
yield return new WaitForSeconds(3f);
// if (distanceAttackTypeNormalPattern != DistanceAttackTypeNormalPattern.pattern00 && Vector3.Distance(enemyTransform.position, playerTransform.position) > isFarOrCloseDistance) enemyDistanceCheck = true;
/*
else
{
if (hpPostionScript.deadOrLive == 1) StopCoroutine("DistanceAttackTypeNormalController");
//attackAreaTransform.GetComponent<SpriteRenderer>().enabled = true;
// yield return new WaitForSeconds(1f);
// attackAreaTransform.GetComponent<SpriteRenderer>().enabled = false;
enemyDistanceCheck = false;
distanceAttackTypeNormalPattern = DistanceAttackTypeNormalPattern.pattern00;
distanceAttackTypeNormalAniScript.fireBallAttack();
Instantiate(fireAttack, firePos.position, firePos.rotation);
}
distanceAttackTypeNormalPattern = DistanceAttackTypeNormalPattern.patternIdle;
*/
StartCoroutine("DistanceAttackTypeNormalController");
}
void stateChange()
{
distanceAttackTypeNormalState = DistanceAttackTypeNormalState.idle;
}
void isTrap01CoolTimeOn()
{
trap01 = false;
}
/*
private void OnTriggerExit(Collider other)
{
if (distanceAttackTypeNormalState == DistanceAttackTypeNormalState.attacked) return;
if (other.gameObject.tag == "PlayerSword01")
{
hpPostionScript.enemyDamagedAndImageChange(0.2f);
hpPostionScript.enemyHpDeadCheck();
if (hpPostionScript.deadOrLive == 1)
{
distanceAttackTypeNormalAniScript.deadAniOn();
Destroy(this.gameObject, 3f);
}
else
{
distanceAttackTypeNormalState = DistanceAttackTypeNormalState.attacked;
Invoke("stateChange", 0.3f);
}
return;
}
if (other.gameObject.tag == "PlayerSword02")
{
hpPostionScript.enemyDamagedAndImageChange(0.5f);
hpPostionScript.enemyHpDeadCheck();
if (hpPostionScript.deadOrLive == 1)
{
distanceAttackTypeNormalAniScript.deadAniOn();
Destroy(this.gameObject, 3f);
}
else
{
distanceAttackTypeNormalState = DistanceAttackTypeNormalState.attacked;
Invoke("stateChange", 0.3f);
}
return;
}
if (other.gameObject.tag == "PlayerSword03")
{
hpPostionScript.enemyDamagedAndImageChange(0.8f);
hpPostionScript.enemyHpDeadCheck();
if (hpPostionScript.deadOrLive == 1)
{
distanceAttackTypeNormalAniScript.deadAniOn();
Destroy(this.gameObject, 3f);
}
else
{
distanceAttackTypeNormalState = DistanceAttackTypeNormalState.attacked;
Invoke("stateChange", 0.3f);
}
return;
}
}
private void OnTriggerEnter(Collider other)
{
if (trap01 == true) return;
else if (other.gameObject.tag == "TrapType2FireAttack"
|| other.gameObject.tag == "TrapType3BoomAttack")
{
hpPostionScript.enemyDamagedAndImageChange(0.2f);
hpPostionScript.enemyHpDeadCheck();
if (hpPostionScript.deadOrLive == 1)
{
distanceAttackTypeNormalAniScript.deadAniOn();
Destroy(this.gameObject, 3f);
}
else
{
distanceAttackTypeNormalState = DistanceAttackTypeNormalState.attacked;
Invoke("stateChange", 0.3f);
}
}
}
private void OnTriggerStay(Collider other)
{
if (trap01 == true) return;
if (other.gameObject.tag == "TrapType1Thorn")
{
trap01 = true;
hpPostionScript.enemyDamagedAndImageChange(0.2f);
hpPostionScript.enemyHpDeadCheck();
if (hpPostionScript.deadOrLive == 1)
{
distanceAttackTypeNormalAniScript.deadAniOn();
Destroy(this.gameObject, 3f);
}
else Invoke("isTrap01CoolTimeOn", 2f);
return;
}
}
*/
}