You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
596 lines
19 KiB
596 lines
19 KiB
using UnityEngine;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.IO;
|
|
|
|
[RequireComponent(typeof(Rigidbody))]
|
|
[RequireComponent(typeof(CapsuleCollider))]
|
|
public class EnemyActions : MonoBehaviour {
|
|
|
|
[Space(10)]
|
|
[Header ("Linked components")]
|
|
public GameObject target; //current target
|
|
public UnitAnimator animator; //animator component
|
|
public GameObject GFX; //GFX of this unit
|
|
public Rigidbody rb; //rigidbody component
|
|
public CapsuleCollider capsule; //capsule collider
|
|
|
|
[Header("Attack Data")]
|
|
public DamageObject[] AttackList; //a list of attacks
|
|
public bool PickRandomAttack; //choose a random attack from the list
|
|
public float hitZRange = 2; //the z range of all attacks
|
|
public float defendChance = 0; //the chance that an incoming attack is defended %
|
|
public float hitRecoveryTime = .4f; //the timeout after a hit before the enemy can do an action
|
|
public float standUpTime = 1.1f; //the time it takes for this enemy to stand up
|
|
public bool canDefendDuringAttack; //true if the enemy is able to defend an incoming attack while he is doing his own attack
|
|
public bool AttackPlayerAirborne; //attack a player while he is in the air
|
|
private DamageObject lastAttack; //data from the last attack that has taken place
|
|
private int AttackCounter = 0; //current attack number
|
|
public bool canHitEnemies; //true is this enemy can hit other enemies
|
|
public bool canHitDestroyableObjects; //true is this enemy can hit destroyable objects like crates, barrels.
|
|
[HideInInspector]
|
|
public float lastAttackTime; //time of the last attack
|
|
|
|
[Header ("Settings")]
|
|
public bool pickARandomName; //assign a random name
|
|
public TextAsset enemyNamesList; //the list of enemy names
|
|
public string enemyName = ""; //the name of this enemy
|
|
public float attackRangeDistance = 1.4f; //the distance from the target where the enemy is able to attack
|
|
public float closeRangeDistance = 2f; //the distance from the target at close range
|
|
public float midRangeDistance = 3f; //the distance from the target at mid range
|
|
public float farRangeDistance = 4.5f; //the distance from the target at far range
|
|
public float RangeMarging = 1f; //the amount of space that is allowed between the player and enemy before we reposition ourselves
|
|
public float walkSpeed = 1.95f; //the speed of a walk
|
|
public float walkBackwardSpeed = 1.2f; //the speed of walking backwards
|
|
public float sightDistance = 10f; //the distance when we can see the target
|
|
public float attackInterval = 1.2f; //the time inbetween attacking
|
|
public float rotationSpeed = 15f; //the rotation speed when switching directions
|
|
public float lookaheadDistance; //the distance at which we check for obstacles in from of us
|
|
public bool ignoreCliffs; //ignore cliff detection
|
|
public float KnockdownTimeout = 0f; //the time before we stand up after a knockdown
|
|
public float KnockdownUpForce = 5f; //the up force of a knockDown
|
|
public float KnockbackForce = 4; //the horizontal force of a knockDown
|
|
private LayerMask HitLayerMask; //the layermask for damagable objects
|
|
public LayerMask CollisionLayer; //the layers we check collisions with
|
|
public bool randomizeValues = true; //randomize values to avoid enemy synchronization
|
|
[HideInInspector]
|
|
public float zSpreadMultiplier = 2f; //multiplyer for the z distance between enemies
|
|
|
|
[Header ("Stats")]
|
|
public RANGE range;
|
|
public ENEMYTACTIC enemyTactic;
|
|
public UNITSTATE enemyState;
|
|
public DIRECTION currentDirection;
|
|
public bool targetSpotted;
|
|
public bool cliffSpotted;
|
|
public bool wallspotted;
|
|
public bool isGrounded;
|
|
public bool isDead;
|
|
private Vector3 moveDirection;
|
|
public float distance;
|
|
private Vector3 fixedVelocity;
|
|
private bool updateVelocity;
|
|
|
|
//list of states where the enemy cannot move
|
|
private List<UNITSTATE> NoMovementStates = new List<UNITSTATE> {
|
|
UNITSTATE.DEATH,
|
|
UNITSTATE.ATTACK,
|
|
UNITSTATE.DEFEND,
|
|
UNITSTATE.GROUNDHIT,
|
|
UNITSTATE.HIT,
|
|
UNITSTATE.IDLE,
|
|
UNITSTATE.KNOCKDOWNGROUNDED,
|
|
UNITSTATE.STANDUP,
|
|
};
|
|
|
|
//list of states where the player can be hit
|
|
private List<UNITSTATE> HitableStates = new List<UNITSTATE> {
|
|
UNITSTATE.ATTACK,
|
|
UNITSTATE.DEFEND,
|
|
UNITSTATE.HIT,
|
|
UNITSTATE.IDLE,
|
|
UNITSTATE.KICK,
|
|
UNITSTATE.PUNCH,
|
|
UNITSTATE.STANDUP,
|
|
UNITSTATE.WALK,
|
|
UNITSTATE.KNOCKDOWNGROUNDED,
|
|
};
|
|
|
|
[HideInInspector]
|
|
public float ZSpread; //the distance between enemies on the z-axis
|
|
|
|
//[HideInInspector]
|
|
public Vector3 distanceToTarget;
|
|
|
|
private List<UNITSTATE> defendableStates = new List<UNITSTATE> { UNITSTATE.IDLE, UNITSTATE.WALK, UNITSTATE.DEFEND }; //a list of states where the enemy is able to defend an incoming attack
|
|
|
|
//global event handler for enemies
|
|
public delegate void UnitEventHandler(GameObject Unit);
|
|
|
|
//global event Handler for destroying units
|
|
public static event UnitEventHandler OnUnitDestroy;
|
|
|
|
//---
|
|
|
|
public void OnStart(){
|
|
|
|
//assign a name to this enemy
|
|
if(pickARandomName) enemyName = GetRandomName();
|
|
|
|
//set player as target
|
|
if(target == null) target = GameObject.FindGameObjectWithTag("Player");
|
|
|
|
//tell enemymanager to update the list of active enemies
|
|
EnemyManager.getActiveEnemies();
|
|
|
|
//enable defending during an attack
|
|
if (canDefendDuringAttack) defendableStates.Add (UNITSTATE.ATTACK);
|
|
|
|
//set up HitLayerMask
|
|
HitLayerMask = 1 << LayerMask.NameToLayer("Player");
|
|
if(canHitEnemies)HitLayerMask |= (1 << LayerMask.NameToLayer("Enemy"));
|
|
if(canHitDestroyableObjects)HitLayerMask |= (1 << LayerMask.NameToLayer("DestroyableObject"));
|
|
}
|
|
|
|
#region Update
|
|
|
|
//late Update
|
|
public void OnLateUpdate(){
|
|
|
|
//apply any root motion offsets to parent
|
|
if(animator && animator.GetComponent<Animator>().applyRootMotion && animator.transform.localPosition != Vector3.zero) {
|
|
Vector3 offset = animator.transform.localPosition;
|
|
animator.transform.localPosition = Vector3.zero;
|
|
transform.position += offset * (int)currentDirection;
|
|
}
|
|
}
|
|
|
|
//physics update
|
|
public void OnFixedUpdate() {
|
|
if(updateVelocity) {
|
|
rb.velocity = fixedVelocity;
|
|
updateVelocity = false;
|
|
}
|
|
}
|
|
|
|
//set velocity on next fixed update
|
|
void SetVelocity(Vector3 velocity) {
|
|
fixedVelocity = velocity;
|
|
updateVelocity = true;
|
|
}
|
|
#endregion
|
|
|
|
#region Attack
|
|
|
|
//Attack
|
|
public void ATTACK() {
|
|
|
|
//don't attack when player is jumping
|
|
var playerMovement = target.GetComponent<PlayerMovement>();
|
|
if (!AttackPlayerAirborne && playerMovement != null && playerMovement.jumpInProgress) {
|
|
return;
|
|
|
|
} else {
|
|
|
|
//init
|
|
enemyState = UNITSTATE.ATTACK;
|
|
Move(Vector3.zero, 0f);
|
|
LookAtTarget(target.transform);
|
|
TurnToDir(currentDirection);
|
|
|
|
//pick random attack
|
|
if (PickRandomAttack) AttackCounter = Random.Range (0, AttackList.Length);
|
|
|
|
//play animation
|
|
animator.SetAnimatorTrigger (AttackList[AttackCounter].animTrigger);
|
|
|
|
//go to the next attack in the list
|
|
if (!PickRandomAttack) {
|
|
AttackCounter += 1;
|
|
if (AttackCounter >= AttackList.Length) AttackCounter = 0;
|
|
}
|
|
|
|
lastAttackTime = Time.time;
|
|
lastAttack = AttackList [AttackCounter];
|
|
lastAttack.inflictor = gameObject;
|
|
|
|
//resume
|
|
Invoke ("Ready", AttackList [AttackCounter].duration);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region We are Hit
|
|
|
|
//Unit was hit
|
|
public void Hit(DamageObject d){
|
|
if(HitableStates.Contains(enemyState)) {
|
|
|
|
//only allow ground attacks to hit us when we are knocked down
|
|
if(enemyState == UNITSTATE.KNOCKDOWNGROUNDED && !d.isGroundAttack) return;
|
|
|
|
CancelInvoke();
|
|
StopAllCoroutines();
|
|
animator.StopAllCoroutines();
|
|
Move(Vector3.zero, 0f);
|
|
|
|
//add attack time out so this enemy cannot attack instantly after a hit
|
|
lastAttackTime = Time.time;
|
|
|
|
//don't hit this unit when it's allready down
|
|
if((enemyState == UNITSTATE.KNOCKDOWNGROUNDED || enemyState == UNITSTATE.GROUNDHIT) && !d.isGroundAttack)
|
|
return;
|
|
|
|
//defend an incoming attack
|
|
if(!d.DefenceOverride && defendableStates.Contains(enemyState)) {
|
|
int rand = Random.Range(0, 100);
|
|
if(rand < defendChance) {
|
|
Defend();
|
|
return;
|
|
}
|
|
}
|
|
|
|
//hit sfx
|
|
GlobalAudioPlayer.PlaySFXAtPosition(d.hitSFX, transform.position);
|
|
|
|
//hit particle effect
|
|
ShowHitEffectAtPosition(new Vector3(transform.position.x, d.inflictor.transform.position.y + d.collHeight, transform.position.z));
|
|
|
|
//camera Shake
|
|
CamShake camShake = Camera.main.GetComponent<CamShake>();
|
|
if(camShake != null)
|
|
camShake.Shake(.1f);
|
|
|
|
//activate slow motion camera
|
|
if(d.slowMotionEffect) {
|
|
CamSlowMotionDelay cmd = Camera.main.GetComponent<CamSlowMotionDelay>();
|
|
if(cmd != null)
|
|
cmd.StartSlowMotionDelay(.2f);
|
|
}
|
|
|
|
//substract health
|
|
HealthSystem healthSystem = GetComponent<HealthSystem>();
|
|
if(healthSystem != null) {
|
|
healthSystem.SubstractHealth(d.damage);
|
|
if(healthSystem.CurrentHp == 0)
|
|
return;
|
|
}
|
|
|
|
//ground attack
|
|
if(enemyState == UNITSTATE.KNOCKDOWNGROUNDED) {
|
|
StopAllCoroutines();
|
|
enemyState = UNITSTATE.GROUNDHIT;
|
|
StartCoroutine(GroundHit());
|
|
return;
|
|
}
|
|
|
|
//turn towards the direction of the incoming attack
|
|
int dir = d.inflictor.transform.position.x > transform.position.x? 1 : -1;
|
|
TurnToDir((DIRECTION)dir);
|
|
|
|
//check for a knockdown
|
|
if(d.knockDown) {
|
|
StartCoroutine(KnockDownSequence(d.inflictor));
|
|
return;
|
|
|
|
} else {
|
|
|
|
//default hit
|
|
int rand = Random.Range(1, 3);
|
|
animator.SetAnimatorTrigger("Hit" + rand);
|
|
enemyState = UNITSTATE.HIT;
|
|
|
|
//add small force from the impact
|
|
LookAtTarget(d.inflictor.transform);
|
|
animator.AddForce(-KnockbackForce);
|
|
|
|
//switch enemy state from passive to aggressive when attacked
|
|
if(enemyTactic != ENEMYTACTIC.ENGAGE) {
|
|
EnemyManager.setAgressive(gameObject);
|
|
}
|
|
|
|
Invoke("Ready", hitRecoveryTime);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Defend
|
|
void Defend(){
|
|
enemyState = UNITSTATE.DEFEND;
|
|
animator.ShowDefendEffect();
|
|
animator.SetAnimatorTrigger ("Defend");
|
|
GlobalAudioPlayer.PlaySFX ("DefendHit");
|
|
animator.SetDirection (currentDirection);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Check for hit
|
|
|
|
//checks if we have hit something (Animation Event)
|
|
public void CheckForHit() {
|
|
|
|
//draws a hitbox in front of the character to see which objects are overlapping it
|
|
Vector3 boxPosition = transform.position + (Vector3.up * lastAttack.collHeight) + Vector3.right * ((int)currentDirection * lastAttack.collDistance);
|
|
Vector3 boxSize = new Vector3 (lastAttack.CollSize/2, lastAttack.CollSize/2, hitZRange/2);
|
|
Collider[] hitColliders = Physics.OverlapBox(boxPosition, boxSize, Quaternion.identity, HitLayerMask);
|
|
|
|
int i=0;
|
|
while (i < hitColliders.Length) {
|
|
|
|
//hit a damagable object
|
|
IDamagable<DamageObject> damagableObject = hitColliders[i].GetComponent(typeof(IDamagable<DamageObject>)) as IDamagable<DamageObject>;
|
|
if (damagableObject != null && damagableObject != (IDamagable<DamageObject>)this) {
|
|
damagableObject.Hit(lastAttack);
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
|
|
//Display hit box + lookahead sphere in Unity Editor (Debug)
|
|
#if UNITY_EDITOR
|
|
void OnDrawGizmos(){
|
|
|
|
//visualize hitbox
|
|
if (lastAttack != null && (Time.time - lastAttackTime) < lastAttack.duration) {
|
|
Gizmos.color = Color.red;
|
|
Vector3 boxPosition = transform.position + (Vector3.up * lastAttack.collHeight) + Vector3.right * ((int)currentDirection * lastAttack.collDistance);
|
|
Vector3 boxSize = new Vector3 (lastAttack.CollSize, lastAttack.CollSize, hitZRange);
|
|
Gizmos.DrawWireCube (boxPosition, boxSize);
|
|
}
|
|
|
|
//visualize lookahead sphere
|
|
Gizmos.color = Color.yellow;
|
|
Vector3 offset = -moveDirection.normalized * lookaheadDistance;
|
|
Gizmos.DrawWireSphere (transform.position + capsule.center - offset, capsule.radius);
|
|
}
|
|
|
|
#endif
|
|
|
|
#endregion
|
|
|
|
#region KnockDown Sequence
|
|
|
|
//knockDown sequence
|
|
IEnumerator KnockDownSequence(GameObject inflictor) {
|
|
enemyState = UNITSTATE.KNOCKDOWN;
|
|
yield return new WaitForFixedUpdate();
|
|
|
|
//look towards the direction of the incoming attack
|
|
int dir = 1;
|
|
if(inflictor != null) dir = inflictor.transform.position.x > transform.position.x? 1 : -1;
|
|
currentDirection = (DIRECTION)dir;
|
|
animator.SetDirection(currentDirection);
|
|
TurnToDir(currentDirection);
|
|
|
|
//add knockback force
|
|
animator.SetAnimatorTrigger("KnockDown_Up");
|
|
while(IsGrounded()){
|
|
SetVelocity(new Vector3(KnockbackForce * -dir, KnockdownUpForce, 0));
|
|
yield return new WaitForFixedUpdate();
|
|
}
|
|
|
|
//going up...
|
|
while(rb.velocity.y >= 0) yield return new WaitForFixedUpdate();
|
|
|
|
//going down
|
|
animator.SetAnimatorTrigger ("KnockDown_Down");
|
|
while(!IsGrounded()) yield return new WaitForFixedUpdate();
|
|
|
|
//hit ground
|
|
animator.SetAnimatorTrigger ("KnockDown_End");
|
|
GlobalAudioPlayer.PlaySFXAtPosition("Drop", transform.position);
|
|
animator.SetAnimatorFloat ("MovementSpeed", 0f);
|
|
animator.ShowDustEffectLand();
|
|
enemyState = UNITSTATE.KNOCKDOWNGROUNDED;
|
|
Move(Vector3.zero, 0f);
|
|
|
|
//cam shake
|
|
CamShake camShake = Camera.main.GetComponent<CamShake>();
|
|
if (camShake != null) camShake.Shake(.3f);
|
|
|
|
//dust effect
|
|
animator.ShowDustEffectLand();
|
|
|
|
//stop sliding
|
|
float t = 0;
|
|
float speed = 2;
|
|
Vector3 fromVelocity = rb.velocity;
|
|
while (t<1){
|
|
SetVelocity(Vector3.Lerp (new Vector3(fromVelocity.x, rb.velocity.y + Physics.gravity.y * Time.fixedDeltaTime, fromVelocity.z), new Vector3(0, rb.velocity.y, 0), t));
|
|
t += Time.deltaTime * speed;
|
|
yield return new WaitForFixedUpdate();
|
|
}
|
|
|
|
//knockDown Timeout
|
|
Move(Vector3.zero, 0f);
|
|
yield return new WaitForSeconds(KnockdownTimeout);
|
|
|
|
//stand up
|
|
enemyState = UNITSTATE.STANDUP;
|
|
animator.SetAnimatorTrigger ("StandUp");
|
|
Invoke("Ready", standUpTime);
|
|
}
|
|
|
|
//ground hit
|
|
public IEnumerator GroundHit(){
|
|
CancelInvoke();
|
|
GlobalAudioPlayer.PlaySFXAtPosition ("EnemyGroundPunchHit", transform.position);
|
|
animator.SetAnimatorTrigger ("GroundHit");
|
|
yield return new WaitForSeconds(KnockdownTimeout);
|
|
if(!isDead) animator.SetAnimatorTrigger ("StandUp");
|
|
Invoke("Ready", standUpTime);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Movement
|
|
|
|
//walk to target
|
|
public void WalkTo(float proximityRange, float movementMargin){
|
|
Vector3 dirToTarget;
|
|
LookAtTarget(target.transform);
|
|
enemyState = UNITSTATE.WALK;
|
|
|
|
//clamp zspread to attackDistance when ENGAGED, otherwise we might not be able to reach the player at all
|
|
if (enemyTactic == ENEMYTACTIC.ENGAGE) {
|
|
dirToTarget = target.transform.position - (transform.position + new Vector3 (0, 0, Mathf.Clamp(ZSpread, 0, attackRangeDistance)));
|
|
} else {
|
|
dirToTarget = target.transform.position - (transform.position + new Vector3 (0, 0, ZSpread));
|
|
}
|
|
|
|
//we are too far away, move closer
|
|
if (distance >= proximityRange ) {
|
|
moveDirection = new Vector3(dirToTarget.x,0,dirToTarget.z);
|
|
if (IsGrounded() && !WallSpotted() && !PitfallSpotted()) {
|
|
Move(moveDirection.normalized, walkSpeed);
|
|
animator.SetAnimatorFloat ("MovementSpeed", rb.velocity.sqrMagnitude);
|
|
return;
|
|
}
|
|
}
|
|
|
|
//we are too close, move away
|
|
if (distance <= proximityRange - movementMargin) {
|
|
moveDirection = new Vector3(-dirToTarget.x,0,0);
|
|
if (IsGrounded() && !WallSpotted() && !PitfallSpotted()) {
|
|
Move(moveDirection.normalized, walkBackwardSpeed);
|
|
animator.SetAnimatorFloat ("MovementSpeed", -rb.velocity.sqrMagnitude);
|
|
return;
|
|
}
|
|
}
|
|
|
|
//otherwise do nothing
|
|
Move(Vector3.zero, 0f);
|
|
animator.SetAnimatorFloat ("MovementSpeed", 0);
|
|
}
|
|
|
|
//move towards a vector
|
|
public void Move(Vector3 vector, float speed){
|
|
if(!NoMovementStates.Contains(enemyState)) {
|
|
SetVelocity(new Vector3(vector.x * speed, rb.velocity.y + Physics.gravity.y * Time.fixedDeltaTime, vector.z * speed));
|
|
} else {
|
|
SetVelocity(Vector3.zero);
|
|
}
|
|
}
|
|
|
|
//returns true if there is an environment collider in front of us
|
|
bool WallSpotted(){
|
|
Vector3 Offset = moveDirection.normalized * lookaheadDistance;
|
|
Collider[] hitColliders = Physics.OverlapSphere (transform.position + capsule.center + Offset, capsule.radius, CollisionLayer);
|
|
|
|
int i = 0;
|
|
bool hasHitwall = false;
|
|
while (i < hitColliders.Length) {
|
|
if(CollisionLayer == (CollisionLayer | 1 << hitColliders[i].gameObject.layer)) {
|
|
hasHitwall = true;
|
|
}
|
|
i++;
|
|
}
|
|
wallspotted = hasHitwall;
|
|
return hasHitwall;
|
|
}
|
|
|
|
//returns true if there is a cliff in front of us
|
|
bool PitfallSpotted(){
|
|
if (!ignoreCliffs) {
|
|
float lookDownDistance = 1f;
|
|
Vector3 StartPoint = transform.position + (Vector3.up * .3f) + (Vector3.right * (capsule.radius + lookaheadDistance) * moveDirection.normalized.x);
|
|
RaycastHit hit;
|
|
|
|
#if UNITY_EDITOR
|
|
Debug.DrawRay (StartPoint, Vector3.down * lookDownDistance, Color.red);
|
|
#endif
|
|
|
|
if (!Physics.Raycast (StartPoint, Vector3.down, out hit, lookDownDistance, CollisionLayer)) {
|
|
cliffSpotted = true;
|
|
return true;
|
|
}
|
|
}
|
|
cliffSpotted = false;
|
|
return false;
|
|
}
|
|
|
|
//returns true if this unit is grounded
|
|
public bool IsGrounded(){
|
|
float colliderSize = capsule.bounds.extents.y - .1f;
|
|
if (Physics.CheckCapsule (capsule.bounds.center, capsule.bounds.center + Vector3.down*colliderSize, capsule.radius, CollisionLayer)) {
|
|
isGrounded = true;
|
|
return true;
|
|
} else {
|
|
isGrounded = false;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//turn towards a direction
|
|
public void TurnToDir(DIRECTION dir) {
|
|
transform.rotation = Quaternion.LookRotation(Vector3.forward * (int)dir);
|
|
}
|
|
|
|
#endregion
|
|
|
|
//show hit effect
|
|
public void ShowHitEffectAtPosition(Vector3 pos) {
|
|
GameObject.Instantiate (Resources.Load ("HitEffect"), pos, Quaternion.identity);
|
|
}
|
|
|
|
//unit is ready for new actions
|
|
public void Ready() {
|
|
enemyState = UNITSTATE.IDLE;
|
|
animator.SetAnimatorTrigger("Idle");
|
|
animator.SetAnimatorFloat ("MovementSpeed", 0f);
|
|
Move(Vector3.zero, 0f);
|
|
}
|
|
|
|
//look at the current target
|
|
public void LookAtTarget(Transform _target){
|
|
if(_target != null){
|
|
Vector3 newDir = Vector3.zero;
|
|
int dir = _target.transform.position.x >= transform.position.x ? 1 : -1;
|
|
currentDirection = (DIRECTION)dir;
|
|
if (animator != null) animator.currentDirection = currentDirection;
|
|
newDir = Vector3.RotateTowards(transform.forward, Vector3.forward * dir, rotationSpeed * Time.deltaTime, 0.0f);
|
|
transform.rotation = Quaternion.LookRotation(newDir);
|
|
}
|
|
}
|
|
|
|
//randomizes values
|
|
public void SetRandomValues(){
|
|
walkSpeed *= Random.Range(.8f, 1.2f);
|
|
walkBackwardSpeed *= Random.Range(.8f, 1.2f);
|
|
attackInterval *= Random.Range(.7f, 1.5f);
|
|
KnockdownTimeout *= Random.Range(.7f, 1.5f);
|
|
KnockdownUpForce *= Random.Range(.8f, 1.2f);
|
|
KnockbackForce *= Random.Range(.7f, 1.5f);
|
|
}
|
|
|
|
//destroy event
|
|
public void DestroyUnit(){
|
|
if(OnUnitDestroy != null) OnUnitDestroy(gameObject);
|
|
}
|
|
|
|
//returns a random name
|
|
string GetRandomName(){
|
|
if(enemyNamesList == null) {
|
|
Debug.Log("no list of names was found, please create 'EnemyNames.txt' that contains a list of enemy names and put it in the 'Resources' folder.");
|
|
return "";
|
|
}
|
|
|
|
//convert the lines of the txt file to an array
|
|
string data = enemyNamesList.ToString();
|
|
string cReturns = System.Environment.NewLine + "\n" + "\r";
|
|
string[] lines = data.Split(cReturns.ToCharArray());
|
|
|
|
//pick a random name from the list
|
|
string name = "";
|
|
int cnt = 0;
|
|
while(name.Length == 0 && cnt < 100) {
|
|
int rand = Random.Range(0, lines.Length);
|
|
name = lines[rand];
|
|
cnt += 1;
|
|
}
|
|
return name;
|
|
}
|
|
}
|