Files
CastleDefence/Assets/Scripts/EnemyController.cs
2026-04-01 15:46:15 +01:00

93 lines
2.7 KiB
C#

using UnityEngine;
using UnityEngine.AI;
public class EnemyController : MonoBehaviour
{
public float moveSpeed;
public float targetRange;
public float attackRange;
public float attackSpeed;
public float attackDamage;
public float health;
public Transform defaultTarget;
public Transform target;
private NavMeshAgent navMeshAgent;
private Animator animator;
private SphereCollider targetCollider;
private float attackCooldown;
void Awake()
{
navMeshAgent = GetComponent<NavMeshAgent>();
animator = GetComponentInChildren<Animator>();
targetCollider = GetComponentInChildren<SphereCollider>();
navMeshAgent.speed = moveSpeed;
targetCollider.radius = targetRange;
}
void Start()
{
MoveToDefault();
}
void Update()
{
if(target != null && !target.gameObject.activeInHierarchy)
{
target = null;
MoveToDefault();
}
if(target != null)
Attack();
animator.SetFloat("Speed", navMeshAgent.velocity.magnitude);
}
private void OnTriggerEnter(Collider other)
{
if(target != null) return;
if(!other.CompareTag("Gate")) return;
AttackPoint attackPoint = other.GetComponentInChildren<AttackPoint>();
if(attackPoint != null)
{
target = attackPoint.transform;
navMeshAgent.stoppingDistance = attackRange;
navMeshAgent.destination = attackPoint.transform.position;
}
}
private void MoveToDefault()
{
navMeshAgent.stoppingDistance = 0f;
if(defaultTarget != null)
navMeshAgent.destination = defaultTarget.position;
}
private void Attack()
{
attackCooldown -= Time.deltaTime;
if(Vector3.Distance(target.position, transform.position) < attackRange && attackCooldown <= 0f)
{
transform.LookAt(target.position);
animator.SetTrigger("Attack");
attackCooldown = 1f / attackSpeed;
target.GetComponent<AttackPoint>().AddAttacker();
target.GetComponentInParent<Building>().TakeDamage(attackDamage);
}
}
private void OnDrawGizmosSelected()
{
// Target range — green if priority target is assigned, red if not
Gizmos.color = target != null ? Color.green : Color.red;
Gizmos.DrawWireSphere(transform.position, targetRange);
// Attack range — green if target is within attack range, red if not
bool inAttackRange = target != null && Vector3.Distance(target.position, transform.position) < attackRange;
Gizmos.color = inAttackRange ? Color.green : Color.red;
Gizmos.DrawWireSphere(transform.position, attackRange);
}
}