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using UnityEngine;
public class EnemyAI : MonoBehaviour
{
private InputHandler input;
public Transform target;
public Transform rotationTarget;
private Transform hip;
public Vector3 randomOffset;
private PlayerDeath death;
private PlayerDeath ownDeath;
private float counter;
private float counter2 = 1f;
private float deadCounter;
private bool hasDespawned;
private void Start()
{
input = GetComponent<InputHandler>();
hip = GetComponentInChildren<Hip>().transform;
death = target.root.GetComponent<PlayerDeath>();
ownDeath = GetComponent<PlayerDeath>();
}
private void Update()
{
if (ownDeath.dead)
{
deadCounter += Time.deltaTime;
if (deadCounter > 5f && !hasDespawned)
{
Despawn();
}
if (deadCounter > 8f)
{
Object.Destroy(base.gameObject);
}
}
else
{
Logic();
}
}
public bool IsDead()
{
return ownDeath.dead;
}
private void Despawn()
{
hasDespawned = true;
Rigidbody[] componentsInChildren = GetComponentsInChildren<Rigidbody>();
Collider[] componentsInChildren2 = GetComponentsInChildren<Collider>();
MonoBehaviour[] componentsInChildren3 = GetComponentsInChildren<MonoBehaviour>();
for (int i = 0; i < componentsInChildren.Length; i++)
{
componentsInChildren[i].drag = 5f;
componentsInChildren[i].angularDrag = 5f;
}
for (int j = 0; j < componentsInChildren2.Length; j++)
{
componentsInChildren2[j].enabled = false;
}
for (int k = 0; k < componentsInChildren3.Length; k++)
{
if (componentsInChildren3[k].GetType() != GetType())
{
componentsInChildren3[k].enabled = false;
}
}
}
private void Logic()
{
counter2 -= Time.deltaTime;
if (counter2 < 0f)
{
counter2 = Random.Range(1f, 4f);
randomOffset = new Vector3(Random.Range(-1f, 1f), 0f, Random.Range(-1f, 1f));
}
float num = Vector3.Distance(target.position, hip.position);
input.inputMovementDirection = (target.position + randomOffset * num * 0.7f - hip.position).normalized;
rotationTarget.rotation = Quaternion.LookRotation(input.inputMovementDirection);
input.isSpringting = true;
counter += Time.deltaTime;
if (num < 0.7f && counter > 0.3f)
{
death.TakeDamage(15f * (target.position - hip.position).normalized, Vector3.zero);
counter = 0f;
}
}
}
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