2020-03-20 01:29:39 +01:00

47 lines
1.7 KiB
C#

using UnityEngine;
using UnityAtoms.BaseAtoms;
using UnityAtoms.Tags;
using UnityAtoms.FSM;
namespace UnityAtoms.Examples
{
/// <summary>
/// Moves the Enemy based on the state of the enemy.
/// </summary>
public class EnemyMovement : MonoBehaviour
{
[SerializeField]
private StringReference _tagToTarget;
[SerializeField]
private FloatReference _shootingRange = new FloatReference(5f);
[SerializeField]
private FloatReference _moveSpeedMultiplier = new FloatReference(2f);
[SerializeField]
private FiniteStateMachineReference _enemyState;
void Awake()
{
Transform target = null;
AtomTags.OnInitialization(() => target = AtomTags.FindByTag(_tagToTarget.Value).transform);
var body = GetComponent<Rigidbody2D>();
_enemyState.Machine.OnUpdate((deltaTime, value) =>
{
if (target)
{
body.Move((target.position - transform.position), value == "CHASING" ? 2f : 0f, deltaTime);
}
else
{
body.Move(Vector2.zero, 0f, deltaTime);
}
}, gameObject);
_enemyState.Machine.DispatchWhen(command: "ATTACK", (value) => target != null && value == "CHASING" && (_shootingRange.Value >= Vector3.Distance(target.position, transform.position)), gameObject);
_enemyState.Machine.DispatchWhen(command: "CHASE", (value) => target != null && value == "ATTACKING" && (_shootingRange.Value < Vector3.Distance(target.position, transform.position)), gameObject);
}
}
}