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- //follow (DONE)| identifySide (DONE)| shoot (DONE)| giveup (DONE)| damaged (DONE)|
- //melee (NOT DONE)| awareness (NOT DONE)| jump (NOT DONE)| grenades (NOT DONE)|
- /*
- if(Vector3.Distance(transform.position, Transforms.player.transform.position) <= shootingDistance){
- seePlayer = true;
- backAway = false;
- Shoot();
- }
- if(Vector3.Distance(transform.position, Transforms.player.transform.position) <= 0){
- seePlayer = true;
- backAway = true;
- flip = true;
- walk();
- }
- if(Vector3.Distance(transform.position, Transforms.player.transform.position) <= Distances.notice){
- seePlayer = false;
- backAway = false;
- flip = false;
- GiveUp();
- }*/
- /*
- if(Vector3.Distance(transform.position, Transforms.player.transform.position) > Distances.follow){
- GiveUp();
- }*/
- //player on left side = true
- #pragma strict
- public class AI_enemy extends MonoBehaviour {
- private var seePlayer = false;
- public var range = 1000;
- private var bullet = 15;
- private var playerOnLeftSide = false;
- private var backAway = false;
- private var flip = false;
- public class general extends System.Object {
- var health = 8f;
- var speed : float = 24;
- }
- public class distances extends System.Object {
- var follow : float = 26;
- var shoot : float = 20;
- var melee : float = 14;
- var notice : float = -14;
- }
- public class transforms extends System.Object {
- var player : GameObject;
- var deadPrefab : GameObject;
- var enemySprite : Transform;
- var pivot : Transform;
- }
- public class animations extends System.Object {
- var runAnim : String;
- var slideAnim : String;
- var idleAnim : String;
- var anim : Animation;
- }
- var General = general();
- var Distances = distances();
- var Transforms = transforms();
- var Animations = animations();
- function PlayerLeftSide () {
- if(flip){
- Transforms.enemySprite.localScale.x = -1.214256;
- playerOnLeftSide = true;
- }
- }
- function PlayerRightSide () {
- if(flip){
- Transforms.enemySprite.localScale.x = 1.214256;
- playerOnLeftSide = false;
- }
- }
- function FixedUpdate () {
- var shootingDistance : float = Distances.shoot + (Random.value * 7.0f);
- if(Vector3.Distance(transform.position, Transforms.player.transform.position) > Distances.notice){
- flip = false;
- Debug.Log("Unaware");
- }
- if(Vector3.Distance(transform.position, Transforms.player.transform.position) <= Distances.notice){
- flip = true;
- Debug.Log("Noticed");
- }
- if(playerOnLeftSide == false){
- if(Vector3.Distance(transform.position, Transforms.player.transform.position) <= Distances.follow){
- //flip = true;
- //walk();
- }
- }
- else if(playerOnLeftSide == true){
- if(Vector3.Distance(transform.position, Transforms.player.transform.position) <= Distances.follow){
- //flip = true;
- //walk();
- }
- }
- }
- function Shoot () {
- if(seePlayer){
- if(playerOnLeftSide){
- Transforms.pivot.SendMessageUpwards("startFiring", SendMessageOptions.DontRequireReceiver);
- Transforms.pivot.SendMessageUpwards("switchRaycast", SendMessageOptions.DontRequireReceiver);
- }
- else {
- Transforms.pivot.SendMessageUpwards("startFiring", SendMessageOptions.DontRequireReceiver);
- Transforms.pivot.SendMessageUpwards("unSwitch", SendMessageOptions.DontRequireReceiver);
- }
- rigidbody2D.velocity.x = 0;
- Animations.anim.Play(Animations.idleAnim);
- }
- else {
- Transforms.pivot.SendMessageUpwards("stopFiring", SendMessageOptions.DontRequireReceiver);
- }
- }
- function GiveUp () {
- Animations.anim.Play(Animations.idleAnim);
- }
- function walk () {
- if(playerOnLeftSide){
- rigidbody2D.velocity.x = -General.speed;
- Animations.anim.Stop(Animations.idleAnim);
- Animations.anim.Play(Animations.runAnim);
- }
- else if(playerOnLeftSide == false){
- rigidbody2D.velocity.x = General.speed;
- Animations.anim.Stop(Animations.idleAnim);
- Animations.anim.Play(Animations.runAnim);
- }
- else if(backAway){
- rigidbody2D.velocity.x = -General.speed;
- Animations.anim.Stop(Animations.idleAnim);
- Animations.anim.Play(Animations.runAnim);
- }
- }
- function Damage () {
- General.health -= 1;
- if(General.health <= 0){
- Death();
- }
- }
- function ShotgunDamage () {
- General.health -= 4;
- if(General.health <= 0){
- Death();
- }
- }
- function Death () {
- Instantiate(Transforms.deadPrefab, transform.position, transform.rotation);
- Destroy (gameObject);
- }
- }
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