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Nov 28th, 2014
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  1. //follow (DONE)| identifySide (DONE)| shoot (DONE)| giveup (DONE)| damaged (DONE)|
  2. //melee (NOT DONE)| awareness (NOT DONE)| jump (NOT DONE)| grenades (NOT DONE)|
  3.  
  4. /*
  5. if(Vector3.Distance(transform.position, Transforms.player.transform.position) <= shootingDistance){
  6. seePlayer = true;
  7. backAway = false;
  8. Shoot();
  9. }
  10. if(Vector3.Distance(transform.position, Transforms.player.transform.position) <= 0){
  11. seePlayer = true;
  12. backAway = true;
  13. flip = true;
  14. walk();
  15. }
  16. if(Vector3.Distance(transform.position, Transforms.player.transform.position) <= Distances.notice){
  17. seePlayer = false;
  18. backAway = false;
  19. flip = false;
  20. GiveUp();
  21. }*/
  22. /*
  23. if(Vector3.Distance(transform.position, Transforms.player.transform.position) > Distances.follow){
  24. GiveUp();
  25. }*/
  26. //player on left side = true
  27.  
  28. #pragma strict
  29. public class AI_enemy extends MonoBehaviour {
  30.  
  31. private var seePlayer = false;
  32. public var range = 1000;
  33. private var bullet = 15;
  34. private var playerOnLeftSide = false;
  35. private var backAway = false;
  36. private var flip = false;
  37.  
  38. public class general extends System.Object {
  39. var health = 8f;
  40. var speed : float = 24;
  41. }
  42.  
  43. public class distances extends System.Object {
  44. var follow : float = 26;
  45. var shoot : float = 20;
  46. var melee : float = 14;
  47. var notice : float = -14;
  48. }
  49.  
  50. public class transforms extends System.Object {
  51. var player : GameObject;
  52. var deadPrefab : GameObject;
  53. var enemySprite : Transform;
  54. var pivot : Transform;
  55. }
  56.  
  57. public class animations extends System.Object {
  58. var runAnim : String;
  59. var slideAnim : String;
  60. var idleAnim : String;
  61. var anim : Animation;
  62. }
  63.  
  64. var General = general();
  65. var Distances = distances();
  66. var Transforms = transforms();
  67. var Animations = animations();
  68.  
  69. function PlayerLeftSide () {
  70. if(flip){
  71. Transforms.enemySprite.localScale.x = -1.214256;
  72. playerOnLeftSide = true;
  73. }
  74. }
  75.  
  76. function PlayerRightSide () {
  77. if(flip){
  78. Transforms.enemySprite.localScale.x = 1.214256;
  79. playerOnLeftSide = false;
  80. }
  81. }
  82.  
  83. function FixedUpdate () {
  84. var shootingDistance : float = Distances.shoot + (Random.value * 7.0f);
  85.  
  86. if(Vector3.Distance(transform.position, Transforms.player.transform.position) > Distances.notice){
  87. flip = false;
  88. Debug.Log("Unaware");
  89. }
  90.  
  91. if(Vector3.Distance(transform.position, Transforms.player.transform.position) <= Distances.notice){
  92. flip = true;
  93. Debug.Log("Noticed");
  94. }
  95.  
  96. if(playerOnLeftSide == false){
  97. if(Vector3.Distance(transform.position, Transforms.player.transform.position) <= Distances.follow){
  98. //flip = true;
  99. //walk();
  100. }
  101. }
  102. else if(playerOnLeftSide == true){
  103. if(Vector3.Distance(transform.position, Transforms.player.transform.position) <= Distances.follow){
  104. //flip = true;
  105. //walk();
  106. }
  107. }
  108. }
  109.  
  110. function Shoot () {
  111. if(seePlayer){
  112. if(playerOnLeftSide){
  113. Transforms.pivot.SendMessageUpwards("startFiring", SendMessageOptions.DontRequireReceiver);
  114. Transforms.pivot.SendMessageUpwards("switchRaycast", SendMessageOptions.DontRequireReceiver);
  115. }
  116. else {
  117. Transforms.pivot.SendMessageUpwards("startFiring", SendMessageOptions.DontRequireReceiver);
  118. Transforms.pivot.SendMessageUpwards("unSwitch", SendMessageOptions.DontRequireReceiver);
  119. }
  120. rigidbody2D.velocity.x = 0;
  121. Animations.anim.Play(Animations.idleAnim);
  122. }
  123. else {
  124. Transforms.pivot.SendMessageUpwards("stopFiring", SendMessageOptions.DontRequireReceiver);
  125. }
  126. }
  127.  
  128. function GiveUp () {
  129. Animations.anim.Play(Animations.idleAnim);
  130. }
  131.  
  132. function walk () {
  133. if(playerOnLeftSide){
  134. rigidbody2D.velocity.x = -General.speed;
  135. Animations.anim.Stop(Animations.idleAnim);
  136. Animations.anim.Play(Animations.runAnim);
  137. }
  138. else if(playerOnLeftSide == false){
  139. rigidbody2D.velocity.x = General.speed;
  140. Animations.anim.Stop(Animations.idleAnim);
  141. Animations.anim.Play(Animations.runAnim);
  142. }
  143. else if(backAway){
  144. rigidbody2D.velocity.x = -General.speed;
  145. Animations.anim.Stop(Animations.idleAnim);
  146. Animations.anim.Play(Animations.runAnim);
  147. }
  148. }
  149. function Damage () {
  150. General.health -= 1;
  151. if(General.health <= 0){
  152. Death();
  153. }
  154. }
  155. function ShotgunDamage () {
  156. General.health -= 4;
  157. if(General.health <= 0){
  158. Death();
  159. }
  160. }
  161. function Death () {
  162. Instantiate(Transforms.deadPrefab, transform.position, transform.rotation);
  163. Destroy (gameObject);
  164. }
  165. }
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