Danro/Assets/Resources/Scripts/EnemyController.cs

134 lines
4.3 KiB
C#

using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
public class EnemyController : MonoBehaviour
{
public GameObject playerObj;
public float viewDistance = 5f;
public float viewAngle = 60f;
public float moveSpeed = 3f;
public float acceleration = 10f;
private LayerMask obstacleMask;
private Animator animator;
private Rigidbody2D rb;
private Vector2 targetVelocity = Vector2.zero;
void Start()
{
rb = GetComponent<Rigidbody2D>();
animator = GetComponent<Animator>();
playerObj = GameManager.Instance.playerObj;
if (playerObj == null)
{
playerObj = GameObject.FindGameObjectWithTag("Player");
Debug.Log("Player not found!");
}
}
void FixedUpdate()
{
if (playerObj != null && PlayerInSight())
{
//Debug.Log("Scanned player");
//Debug.Log($"Player: {player}\n PlayerInSight: {PlayerInSight()}");
Vector2 dir = ((Vector2)playerObj.transform.position - rb.position).normalized;
targetVelocity = dir * moveSpeed;
}
else
{
//Debug.Log("No player in sight");
targetVelocity = Vector2.zero;
}
rb.linearVelocity = Vector2.MoveTowards(rb.linearVelocity, targetVelocity, acceleration * Time.fixedDeltaTime);
animator.SetFloat("Speed", Mathf.Abs(targetVelocity.magnitude));
}
private bool PlayerInSight()
{
Transform player = playerObj.transform;
Vector2 directionToPlayer = player.position - transform.position;
float distanceToPlayer = directionToPlayer.magnitude;
if (distanceToPlayer > viewDistance)
return false;
float angle = Vector2.Angle(transform.right, directionToPlayer);
if (angle > viewAngle / 2f)
return false;
RaycastHit2D hit = Physics2D.Raycast(transform.position, directionToPlayer.normalized, distanceToPlayer, obstacleMask);
if (hit.collider != null && hit.collider.transform != player)
return false;
return true;
}
void OnCollisionEnter2D(Collision2D collision)
{
if (collision.collider.CompareTag("Player"))
{
Rigidbody2D playerRb = collision.collider.GetComponent<Rigidbody2D>();
PlayerController playerController = playerObj.GetComponent<PlayerController>();
if (playerRb == null) return;
Vector2 contactNormal = collision.GetContact(0).normal;
if (contactNormal.y < -0.5f)
{
playerRb.linearVelocity = new Vector2(playerRb.linearVelocity.x, 35f);
Die();
}
else
{
//GameManager.Instance.ResetLevel();
playerController.Die();
}
}
else if (collision.collider.CompareTag("Projectile")) Die();
}
private void OnDrawGizmos()
{
if (playerObj == null) return;
Vector2 origin = transform.position;
Vector2 directionToPlayer = (playerObj.transform.position - transform.position);
float distanceToPlayer = directionToPlayer.magnitude;
// --- 1. Нарисуем конус обзора ---
Vector2 rightDir = Quaternion.Euler(0, 0, +viewAngle / 2f) * transform.right;
Vector2 leftDir = Quaternion.Euler(0, 0, -viewAngle / 2f) * transform.right;
Gizmos.color = Color.yellow;
Gizmos.DrawLine(origin, origin + (rightDir * viewDistance));
Gizmos.DrawLine(origin, origin + (leftDir * viewDistance));
// Полукруг радиуса viewDistance
Gizmos.DrawWireSphere(origin, viewDistance);
// --- 2. Нарисуем луч до игрока ---
if (distanceToPlayer <= viewDistance)
{
Gizmos.color = Color.red;
Gizmos.DrawLine(origin, playerObj.transform.position);
// Если хотим показать «RaycastHit»:
RaycastHit2D hit = Physics2D.Raycast(origin, directionToPlayer.normalized, distanceToPlayer);
if (hit.collider != null)
{
Gizmos.color = Color.green;
Gizmos.DrawSphere(hit.point, 0.05f);
}
}
}
void Die()
{
Destroy(gameObject);
}
}