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path: root/marching/Assets/Scripts/Unit/Enemies/SpiritScript.cs
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using mh;
using MH;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SpiritScript : UnitBase
{
    public float speed = 10f;

    public Item_Coin coinPrefab;

    public int count = 0;

    private FastCircleCollider collider;

    private static List<IQuadTreeObject> collisions = new List<IQuadTreeObject>();

    protected override void Awake()
    {
        base.Awake();
        collider = GetComponent<FastCircleCollider>();
    }

    protected override void Update()
    {
        base.Update();
        UnitBase hero = UnitManager.hero;
        Vector2 pos = transform.position;
        Vector2 heroPos = hero.transform.position;
        Vector2 dir = (heroPos - pos).normalized;
        pos += dir * Time.deltaTime * speed;
        this.GetComponent<SpriteRenderer>().flipX = dir.x < 0;

        collisions.Clear();
        if (TestQuadtree.quadtree.Retrieve(ref collisions, collider))
        {
            count = collisions.Count;
        }
        else
        {
            transform.position = pos;
        }
    }

    public void Die()
    {
        Item_Coin coin = Instantiate(coinPrefab) as Item_Coin;
        coin.transform.position = this.transform.position;

        this.gameObject.SetActive(false);
        Destroy(this.gameObject);
    }

}