mmorpg/Assets/Script/enemyScript.cs
2024-04-12 19:52:21 +05:30

349 lines
9.6 KiB
C#

using System.Collections;
using UnityEngine;
using Spine.Unity;
using Spine.Unity.Examples;
using Mirror;
public class enemyScript : NetworkBehaviour
{
public const int HEALTH_INC = 2;
public const float DAMAGE_INC = 1.2f;
public const float XP_GAIN = 1.5f;
public const int XP_GAIN_Base = 5;
[SyncVar(hook = nameof(OnHealthChange))]
public int health;
public SpriteHealthBar healthBar;
public float speed;
public float chaseRadius;
public float attackRadius;
public bool rotate;
//public LayerMask layerMask;
public playerNetwork target;
private Rigidbody2D rb2;
public SkeletonAnimation animator;
private Vector2 movement;
public Vector3 dir;
public TextMesh enemyName;
public TextMesh enemyLevel;
public bool isInChaseRange;
public bool isInAttackRange;
public Transform uiEnemy;
public int enemyAttackDamage = 10;
void Awake(){
scanCooldown = Random.Range(0.5f, 1.5f);
}
private void Start(){
rb2 = GetComponent<Rigidbody2D>();
//target = GameObject.FindWithTag("Player").transform;
UpdateAnimation(directionString,animationString);
defaultPos = transform.position;
}
[SyncVar(hook =nameof(OnLevelChanged))]
public int level;
void OnLevelChanged(int oldVal, int newVal){
SetLevel(newVal);
}
public void SetLevel(int _level){
if(enemyLevel != null){
enemyLevel.text = _level.ToString();
}
level = _level;
int healthIncrement =level * HEALTH_INC;
maxHealth = health + healthIncrement;
health += healthIncrement;
enemyAttackDamage += (int)(level * DAMAGE_INC);
Debug.Log($"{health}/{maxHealth}");
}
public Vector3 defScale;
Vector3 defaultPos;
#if UNITY_SERVER
[Server]
private void Update(){
// animator.skeleton.SetSkin
// set animation state to running if in chase Range
//isInChaseRange = true
// isInChaseRange = Physics2D.OverlapCircle(transform.position, chaseRadius , layerMask);
// isInAttackRange = Physics2D.OverlapCircle(transform.position, attackRadius, layerMask);
if (health <= 0 ){
return;
}
if(target != null){
isInChaseRange = Vector3.Distance(transform.position, target.transform.position) < chaseRadius;
isInAttackRange = Vector3.Distance(transform.position, target.transform.position) < attackRadius;
}else{
isInChaseRange = false;
isInAttackRange = false;
}
}
#endif
float scanTimer =0;
float scanCooldown;
public void ScanPlayers(){
if(scanTimer >0){scanTimer-=Time.deltaTime; return;}
scanTimer = scanCooldown;
playerNetwork[] playersinNetwork = FindObjectsOfType<playerNetwork>();
float closestDist = float.MaxValue;
playerNetwork closestPlayer = null;
foreach(playerNetwork player in playersinNetwork ){
if(player.health <= 0 ){continue;}
float dist = Vector3.Distance(transform.position, player.transform.position);
if(dist < closestDist){
closestPlayer = player;
closestDist = dist;
}
}
if(closestDist < chaseRadius){
target = closestPlayer ;
}
else {
target = null;
}
//if(target == null) {return;}
enemyFollow();
}
// [ClientRpc]
// void RpcUpdateAnim(string animDir , string animName, bool isLoop){
// UpdateAnimation(animDir , animName, isLoop);
// }
[SyncVar(hook =nameof(OnFlipped))]
bool isFlipped= false;
void OnFlipped(bool oldVal, bool newVal){
if(isServer){return;}
transform.localScale = new Vector3(defScale.x * (newVal ? -1 : 1),defScale.y,defScale.z);
HandleFlip();
}
void HandleFlip(){
if(uiEnemy == null){
return;
}
if(transform.localScale.x < 0 ){
uiEnemy.localScale = new Vector3(-1,1,1);
}
else{
uiEnemy.localScale = new Vector3(1,1,1);
}
}
private void enemyFollow(){
if(Mathf.Abs(dir.y) > Mathf.Abs(dir.x)){
if(dir.y < 0){
directionString = "Back";
}else{
directionString = "Front";
}
}else{
directionString = "Side";
if(dir.x < 0){
transform.localScale = new Vector3(defScale.x,defScale.y,0);
isFlipped=false;
}else{
transform.localScale = new Vector3(-defScale.x,defScale.y,0);
isFlipped = true;
}
HandleFlip();
}
if(animationHistory != directionString + animationString){
UpdateAnimation(directionString, animationString);
// RpcUpdateAnim(directionString, animationString,true);
}
animationHistory=directionString + animationString;
if(target != null){
dir = transform.position - target.transform.position;
}
float angle = Mathf.Atan2(dir.y , dir.x ) * Mathf.Rad2Deg;
dir.Normalize();
movement = dir;
if(rotate){
//set anim direction x, y dir
}
}
string animationHistory ="";
[SyncVar(hook =nameof(OnAnimationDirectionChanged))]
public string directionString = "Back";
[SyncVar(hook =nameof(OnAnimationNameChanged))]
public string animationString = "Idle";
void OnAnimationDirectionChanged(string oldVal, string newVal){
UpdateAnimation(newVal, animationString);
}
void OnAnimationNameChanged(string oldVal, string newVal){
UpdateAnimation(directionString, newVal);
}
float attackTimer = 0f;
float attackDuration = 1.4f;
public float maxHealth;
#if UNITY_SERVER
[Server]
private void FixedUpdate() {
if (health <= 0 ){
return;
}
healthBar.SetHealth(health, maxHealth);
if(isInChaseRange && !isInAttackRange ){
MoveEnemy(movement);
//Set animation to moving
animationString = "Walk";
}
if(isInAttackRange){
rb2.velocity = Vector2.zero;
//Set animation to attack
animationString = "Attack";
if(attackTimer < attackDuration){
attackTimer += Time.deltaTime;
}else{
attackTimer = 0 ;
Attack();
}
//TODO: ATTACK HERE
}
if(!isInAttackRange && !isInChaseRange){
//SetAnimation to idle
animationString = "Idle";
}
}
#endif
public void Attack(){
target.TakeDamage(enemyAttackDamage);
}
private void MoveEnemy(Vector2 dir){
rb2.MovePosition((Vector2)transform.position + (dir * speed * Time.deltaTime));
}
void UpdateAnimation(string direction, string animationName){
// try{
StartCoroutine(CoroutineUpdateAnim(direction, animationName));
}
IEnumerator CoroutineUpdateAnim(string direction, string animationName){
while(animator == null){
yield return new WaitForSeconds(0.1f);
Debug.LogError("animator is null!");
}
while(animator.skeleton == null){
yield return new WaitForSeconds(0.1f);
Debug.LogError("animator skelton is null!");
}
while(animator.AnimationState == null){
yield return new WaitForSeconds(0.1f);
Debug.LogError("animator state is null!");
}
animator.skeleton.SetSkin(direction);
animator.skeleton.SetSlotsToSetupPose();
animator.AnimationState.SetAnimation(0, $"{direction}_{animationName}", !animationName.ToLower().Contains("death"));
// }catch(Exception e){
// Debug.LogError(e.ToString());
// }
Debug.Log($"Updating enemy animation {direction}_{animationName}");
}
[Command(requiresAuthority =false)]
void CmdTakeDamage(int damage,uint id){
takedmg(damage,id);
Debug.Log("Enemy Attack Recieved ");
}
public void TakeDamage(int damage, uint id){
if(isServer){
takedmg(damage,id);
}
else{
CmdTakeDamage(damage,id);
}
}
void takedmg(int damage,uint id){
if(health<=0){return;}
health -= damage;
if(health<= 0 ){
StartCoroutine(couroutineDeath());
foreach(playerNetwork player in FindObjectsOfType<playerNetwork>()){
if(player.netId == id){
//This one attacked me
player.OnEnemyKilled(level);
}
}
}
Debug.Log("Enemy Takes Damage ***");
}
IEnumerator couroutineDeath(){
animationString = "Death";
UpdateAnimation(directionString , animationString);
// RpcUpdateAnim(directionString, animationString,false);
Vector3 lootSpawnPos = transform.position;
lootSpawnPos.z = GameManager.instance.LootSpawnPointsParent.GetChild(0).position.z;
//instantiate loot item
GameObject newLoot = Instantiate(GameManager.instance.GetRandomLoot(), lootSpawnPos, Quaternion.identity);
NetworkServer.Spawn(newLoot);
yield return new WaitForSecondsRealtime(5);
transform.position = defaultPos;
health = (int)maxHealth;
//animationString = "Idle";
}
public void OnHealthChange(int oldVlaue, int newValue){
healthBar.SetHealth(newValue);
}
}