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84 lines
2.5 KiB
84 lines
2.5 KiB
using UnityEngine;
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using System.Collections.Generic;
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public static class EnemyManager {
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public static List<GameObject> enemyList = new List<GameObject>(); //the total list of enemies in the current level
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public static List<GameObject> enemiesAttackingPlayer = new List<GameObject>(); //a list of enemies that are currently attacking
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public static List<GameObject> activeEnemies = new List<GameObject>(); //a list of enemies that are currently active
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//Removes an enemy from the enemy list
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public static void RemoveEnemyFromList( GameObject g ){
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enemyList.Remove(g);
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SetEnemyTactics();
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}
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//Sets the tactics for each enemy in the current wave
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public static void SetEnemyTactics(){
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getActiveEnemies();
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if(activeEnemies.Count > 0){
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for(int i=0; i<activeEnemies.Count; i++){
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if(i < MaxEnemyAttacking()){
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activeEnemies[i].GetComponent<EnemyAI>().SetEnemyTactic(ENEMYTACTIC.ENGAGE);
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} else {
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activeEnemies[i].GetComponent<EnemyAI>().SetEnemyTactic(ENEMYTACTIC.KEEPMEDIUMDISTANCE);
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}
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}
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}
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}
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//Force all enemies to use a certain tactic
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public static void ForceEnemyTactic(ENEMYTACTIC tactic){
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getActiveEnemies();
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if(activeEnemies.Count > 0){
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for(int i=0; i<activeEnemies.Count; i++){
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activeEnemies[i].GetComponent<EnemyAI>().SetEnemyTactic(tactic);
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}
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}
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}
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//Disables all enemy AI's
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public static void DisableAllEnemyAIs(){
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getActiveEnemies();
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if(activeEnemies.Count > 0){
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for(int i=0; i<activeEnemies.Count; i++){
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activeEnemies [i].GetComponent<EnemyAI> ().enableAI = false;
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}
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}
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}
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//Returns a list of enemies that are currently active
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public static void getActiveEnemies(){
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activeEnemies.Clear();
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foreach(GameObject enemy in enemyList){
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if(enemy != null && enemy.activeSelf)activeEnemies.Add(enemy);
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}
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}
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//Player has died
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public static void PlayerHasDied(){
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DisableAllEnemyAIs();
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enemyList.Clear();
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}
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//Returns the maximum number of enemies that can attack the player at once (Tools/GameSettings)
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static int MaxEnemyAttacking(){
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EnemyWaveSystem EWS = GameObject.FindObjectOfType<EnemyWaveSystem>();
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if(EWS != null) return EWS.MaxAttackers;
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return 3;
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}
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//Set an enemy to agressive state
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public static void setAgressive(GameObject enemy){
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enemy.GetComponent<EnemyAI>().SetEnemyTactic(ENEMYTACTIC.ENGAGE);
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//set another enemy to passive state
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foreach(GameObject e in activeEnemies){
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if (e != enemy) {
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e.GetComponent<EnemyAI>().SetEnemyTactic (ENEMYTACTIC.KEEPMEDIUMDISTANCE);
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return;
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}
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}
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}
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}
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