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unit2.cs
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unit2.cs
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using System;
using System.Collections;
public class unit2 : MonoBehaviour
{
private bool selected = false;
private bool forcedToMove=false;
private bool selectedByClick = false;
private float distance;
private int findLayer;
private String target;
private Vector3 previousDestination;
private Vector3 destination;
public Collider[] Enmeys;
public float sightRadious=5f;
public float attackRang = 3f;
float turnSpeed = 5.0f;
Vector3 dist;
Animator anim;
NavMeshAgent agent;
private Vector3 moveToDest = Vector3.zero;
// Use this for initialization
void setTag(String tag)
{
transform.tag = tag;
transform.FindChild("Hips").tag = tag;
transform.FindChild("Paladin_J_Nordstrom_Sword").tag = "SwordE";
}
void Start ()
{
anim = this.GetComponent<Animator>();
agent = gameObject.GetComponent<NavMeshAgent>();
agent.stoppingDistance = 0;
if (this.gameObject.tag.Equals("Enemy"))
target = "Ally";
else
target = "Enemy";
}
// // Update is called once per frame
protected void Update()
{
if (selected == true)
{
transform.FindChild("SelectionCircle").gameObject.SetActive(true);
}
else
{
transform.FindChild("SelectionCircle").gameObject.SetActive(false);
}
if (selected == true && Input.GetKey(KeyCode.LeftAlt))
{
transform.FindChild("LineOfSight").gameObject.SetActive(true);
}
else
{
transform.FindChild("LineOfSight").gameObject.SetActive(false);
}
GameObject NE = GetNearestEnmy();
if (NE != null)
{
dist = this.transform.position - NE.transform.position;
}
if (anim.GetInteger("anim") != 4 && NE != null && forcedToMove != true && dist.magnitude < sightRadious)
{
previousDestination = agent.destination;
destination = NE.transform.position;
SetDestination(destination);
if (dist.magnitude < 10)
{//Enmeys.Length < 3) {
LookTowardEnmy();
int x = UnityEngine.Random.Range(2, 4);
SetAttack(x);
}
else
{
SetWalk();
}
}
if (GetComponent<Renderer> ().isVisible && Input.GetMouseButton (0)) {
if (!selectedByClick) {
Vector3 camPos = Camera.main.WorldToScreenPoint (transform.position);
camPos.y = cameraOperater.invertMouseY (camPos.y);
selected = cameraOperater.selection.Contains (camPos);
}
}
if (selected && Input.GetMouseButton (1)) {
destination = cameraOperater.getDestination();
forcedToMove = true;
SetDestination(destination);
SetWalk();
}
if (forcedToMove && agent.remainingDistance < 1) {
forcedToMove = false;
SetIdle ();
}
}
private void OnMouseUp ()
{
if (selectedByClick) {
selected = true;
}
selectedByClick = false;
}
private void OnMouseDown ()
{
selectedByClick = true;
selected = true;
}
private void SetIdle(){
anim.SetInteger ("anim", 0);
}
private void SetWalk(){
anim.SetInteger ("anim", 1);
}
private void SetAttack(int x){
LookTowardEnmy ();
anim.SetInteger ("anim", x);
}
private void SetDestination(Vector3 dest){
if ( dest != Vector3.zero){
agent.SetDestination (dest);
LookTowardEnmy ();
}
}
private void LookTowardEnmy(){
if ( destination != Vector3.zero){
Vector3 direction = destination - this.transform.position;
direction.y = 0f;
this.transform.rotation = Quaternion.Slerp (this.transform.rotation, Quaternion.LookRotation(direction), 0.1f);
}
}
private GameObject GetNearestEnmy(){
GameObject[] gos;
GameObject closest = null;
try{
gos = GameObject.FindGameObjectsWithTag(target);
} catch(Exception e){
Debug.Log("GOT NOTHING");
return closest;
}
float distance = Mathf.Infinity;
Vector3 position = transform.position;
foreach (GameObject go in gos) {
//Debug.Log(go.transform.position);
Vector3 diff = go.transform.position - position;
float currentDistance = diff.sqrMagnitude;
if (currentDistance < distance) {
closest = go;
distance = currentDistance;
}
}
return closest;
}
private bool IsThereEnmyAround(){
Enmeys = null;
Enmeys = Physics.OverlapSphere (this.transform.position,sightRadious,1<<findLayer);
return Enmeys != null;
}
IEnumerator WaitForConnection()
{
yield return new WaitForSeconds(5);
}
}