slime AI
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@@ -1,21 +1,68 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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public class SlimeAI : MonoBehaviour
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{
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Animator animator;
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float playerDistance;
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GameObject player;
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//[SerializeField]
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//private UnityEvent onAttack;
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// Start is called before the first frame update
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void Start()
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{
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animator = GetComponent<Animator>();
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player = GameObject.FindWithTag("Player");
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}
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// Update is called once per frame
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void Update()
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{
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playerDistance = Vector3.Distance(player.transform.position, transform.position);
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if (playerDistance < 1.5) //Attack
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{
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animator.SetBool("EnemyInAttackRange", true);
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animator.SetBool("EnemyInAggroRange", true);
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animator.SetBool("EnemyInVisionRange", true);
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Rotate();
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}
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else if (playerDistance < 5) //Chase
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{
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animator.SetBool("EnemyInAttackRange", false);
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animator.SetBool("EnemyInAggroRange", true);
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animator.SetBool("EnemyInVisionRange", true);
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Rotate();
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Move();
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}
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else if (playerDistance < 8) //Stare
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{
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animator.SetBool("EnemyInAttackRange", false);
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animator.SetBool("EnemyInAggroRange", false);
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animator.SetBool("EnemyInVisionRange", true);
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Rotate();
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}
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else //Idle
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{
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animator.SetBool("EnemyInAttackRange", false);
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animator.SetBool("EnemyInAggroRange", false);
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animator.SetBool("EnemyInVisionRange", false);
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}
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}
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void Rotate()
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{
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// Rotate the forward vector towards the target direction by one step
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Vector3 newDirection = Vector3.RotateTowards(transform.forward, player.transform.position - transform.position, 1.0f * Time.deltaTime, 0.0f);
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// Calculate a rotation a step closer to the target and applies rotation to this object
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transform.rotation = Quaternion.LookRotation(newDirection);
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}
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void Move()
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{
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transform.position += transform.forward * Time.deltaTime * 1.0f;
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}
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}
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