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Assets/Scripts/EnemyAI.cs Normal file
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using Synty.AnimationBaseLocomotion.Samples;
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(EnemyRagdoll))]
public class EnemyAI : MonoBehaviour
{
[Header("Stats")]
public int health = 30;
private bool isStunned = false;
[Header("Attacking")]
public float attackRange = 2.5f;
public float attackCooldown = 2.0f;
public int attackDamage = 5;
private float lastAttackTime;
[Header("Blocking")]
[Range(0f, 1f)]
public float blockChance = 0.15f; // 15% chance to block by default
private Animator anim;
private Rigidbody rb;
private EnemyRagdoll ragdoll;
private bool isDead = false;
void Start()
{
anim = GetComponent<Animator>();
rb = GetComponent<Rigidbody>();
ragdoll = GetComponent<EnemyRagdoll>();
rb.isKinematic = true;
rb.useGravity = false;
EnemySwarmManager.Instance.RegisterEnemy(transform);
anim.SetFloat("MoveSpeed", 3.5f);
// Add a random offset to the initial attack timer so the mob doesn't attack in perfectly unified sync
lastAttackTime = Time.time + Random.Range(0f, attackCooldown);
}
void Update()
{
if (isDead || isStunned) return;
// PlayerController.Instance comes from the core script setup
if (SamplePlayerAnimationController.Instance != null)
{
Vector3 offset = SamplePlayerAnimationController.Instance.transform.position - transform.position;
// sqrMagnitude is significantly faster for the CPU than Vector3.Distance
if (offset.sqrMagnitude <= attackRange * attackRange)
{
if (Time.time - lastAttackTime > attackCooldown)
{
PerformAttack();
}
}
}
}
private void PerformAttack()
{
lastAttackTime = Time.time;
// Tells the animator to play the attack animation
anim.SetTrigger("Attack");
}
// --- TRIGGERED VIA ANIMATION EVENT ON THE ENEMY ATTACK CLIP ---
public void ExecuteEnemyHit()
{
if (isDead || SamplePlayerAnimationController.Instance == null) return;
// Simple check to see if the player is still in range when the attack lands
Vector3 offset = SamplePlayerAnimationController.Instance.transform.position - transform.position;
if (offset.sqrMagnitude <= attackRange * attackRange)
{
SamplePlayerAnimationController.Instance.GetComponent<PlayerHealth>().TakeDamage(attackDamage);
}
}
public void TakeDamage(int damage, Vector3 hitSource, float knockbackForce)
{
if (isDead) return;
// --- BLOCKING LOGIC ---
// Check if the attack is coming from in front of the enemy
Vector3 directionToHitSource = (hitSource - transform.position).normalized;
float facingDotProduct = Vector3.Dot(transform.forward, directionToHitSource);
// A dot product > 0.3 means the hit is roughly within a 140-degree cone in front of the enemy
if (facingDotProduct > 0.3f)
{
if (Random.value < blockChance)
{
anim.SetTrigger("Block");
// Optional visual flair for blocking
// Instantiate(sparksPrefab, transform.position + Vector3.up, Quaternion.identity);
return; // Exit early so no damage is taken and no ragdoll occurs
}
}
// --- DAMAGE LOGIC ---
health -= damage;
if (health <= 0)
{
Die(hitSource, knockbackForce);
}
else
{
anim.SetTrigger("Hit");
}
}
void Die(Vector3 hitSource, float knockbackForce)
{
isDead = true;
EnemySwarmManager.Instance.RemoveEnemy(transform);
ragdoll.ActivateRagdoll(hitSource, knockbackForce);
Destroy(gameObject, 3f);
this.enabled = false;
}
public void ApplyStun(float duration)
{
if (isDead || isStunned) return;
StartCoroutine(StunRoutine(duration));
}
private System.Collections.IEnumerator StunRoutine(float duration)
{
isStunned = true;
anim.SetTrigger("Stun"); // Requires a "Stun" trigger in your Animator
// Detach from the Burst Compiler so they stop sliding toward you
EnemySwarmManager.Instance.PauseEnemyMovement(transform);
yield return new WaitForSeconds(duration);
if (!isDead)
{
isStunned = false;
anim.SetTrigger("Recover"); // Requires a "Recover" trigger in your Animator
// Reattach to the Burst Compiler so they resume the chase
EnemySwarmManager.Instance.ResumeEnemyMovement(transform);
}
}
}