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using UnityEngine;
public class PlayerAI : MonoBehaviour
{
private float range = 6f;
private CharacterData data;
private GeneralInput input;
private Vector3 moveDir = Vector3.zero;
private Vector3 aimDir = Vector3.zero;
private Vector3 targetPos;
private Player target;
private bool canSeeTarget;
private float untilNextDataUpdate;
private float getRandomTargetPosCounter;
private bool isShooting;
private float distanceToTarget = 5f;
private void Start()
{
data = GetComponentInParent<CharacterData>();
input = data.input;
}
private void Update()
{
target = PlayerManager.instance.GetOtherPlayer(data.player);
untilNextDataUpdate -= TimeHandler.deltaTime;
if (!target)
{
return;
}
canSeeTarget = PlayerManager.instance.CanSeePlayer(base.transform.position, target).canSee;
input.ResetInput();
if (!canSeeTarget)
{
getRandomTargetPosCounter -= TimeHandler.deltaTime;
if (getRandomTargetPosCounter < 0f)
{
getRandomTargetPosCounter = Random.Range(0.5f, 2f);
GetRandomPos();
}
}
if (untilNextDataUpdate <= 0f)
{
if (Random.value < 0.25f / Mathf.Clamp(distanceToTarget * 0.1f, 0.1f, 10f) && canSeeTarget)
{
input.shieldWasPressed = true;
}
if (Random.value < 0.4f && canSeeTarget)
{
isShooting = true;
}
else
{
isShooting = false;
}
if (Random.value < 0.2f || data.isWallGrab)
{
input.jumpWasPressed = true;
}
untilNextDataUpdate = Random.Range(0f, 0.25f);
UpdateData();
}
input.shootIsPressed = isShooting;
input.shootWasPressed = isShooting;
input.aimDirection = aimDir;
input.direction = moveDir;
}
private void GetRandomPos()
{
Vector3 vector = Vector3.zero;
int num = 200;
while (vector == Vector3.zero && num > 0)
{
num--;
Vector3 vector2 = base.transform.position + Vector3.up * 5f + (Vector3)Random.insideUnitCircle * 15f;
if (data.ThereIsGroundBelow(vector2, 8f))
{
vector = vector2;
}
}
targetPos = vector;
}
private void UpdateData()
{
if (canSeeTarget)
{
targetPos = target.transform.position;
}
distanceToTarget = Vector3.Distance(base.transform.position, target.transform.position);
aimDir = (targetPos - base.transform.position).normalized;
moveDir = aimDir;
if (moveDir.x > 0f)
{
moveDir.x = 1f;
}
if (moveDir.x < 0f)
{
moveDir.x = -1f;
}
if (canSeeTarget && distanceToTarget < range && data.ThereIsGroundBelow(base.transform.position, 10f))
{
moveDir = Vector3.zero;
}
}
}
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