Created
November 23, 2019 12:14
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.AI; | |
[RequireComponent(typeof(CapsuleCollider))] | |
[RequireComponent(typeof(Rigidbody))] | |
[RequireComponent(typeof(NavMeshAgent))] | |
public class Opponent : MonoBehaviour | |
{ | |
private NavMeshAgent agent; | |
private Vector3 startPoint; | |
Rigidbody rb; | |
CapsuleCollider caps; | |
private Animator animator; | |
GameObject player; | |
[SerializeField] float time; | |
[SerializeField] float chaseTime = 5.0f; | |
[SerializeField] float attackTime = 0.5f; | |
[SerializeField] float chaseSpeed = 3.5f; | |
[SerializeField] float returnSpeed = 1.0f; | |
enum Action | |
{ | |
Wait, | |
Attack, | |
Chase, | |
Damage, | |
Return | |
} | |
[SerializeField] Action action = Action.Wait; | |
public GameObject attackJudgment; | |
//SEオブジェクトを入れる | |
GameObject seObj; | |
//SEスクリプトを入れる | |
SE seScr; | |
void Start() | |
{ | |
animator = GetComponent<Animator>(); | |
rb = GetComponent<Rigidbody>(); | |
rb.constraints = RigidbodyConstraints.FreezeRotation; | |
caps = GetComponent<CapsuleCollider>(); | |
caps.center = new Vector3(0, 0.8f, 0); | |
caps.radius = 0.23f; | |
caps.height = 1.6f; | |
agent = GetComponent<NavMeshAgent>(); | |
agent.autoBraking = false; | |
startPoint = transform.position; | |
player = GameObject.FindGameObjectWithTag("Player"); | |
attackJudgment.SetActive(false); | |
//SEオブジェクトを取得 | |
seObj = GameObject.Find("SE"); | |
//SEスクリプトを取得 | |
seScr = seObj.GetComponent<SE>(); | |
} | |
void Update() | |
{ | |
if (action == Action.Wait) | |
{ | |
agent.isStopped = true; | |
animator.SetFloat("Y", agent.velocity.sqrMagnitude); | |
} | |
else if (action == Action.Chase) | |
{ | |
agent.isStopped = false; | |
agent.destination = player.transform.position; | |
agent.speed = chaseSpeed; | |
animator.SetFloat("Y", agent.velocity.sqrMagnitude); | |
time += Time.deltaTime; | |
if (time > chaseTime) | |
{ | |
action = Action.Return; | |
time = 0; | |
} | |
} | |
else if (action == Action.Attack) | |
{ | |
animator.SetBool("Attack", true); | |
agent.speed = 0; | |
attackJudgment.SetActive(true); | |
} | |
else if (action == Action.Damage) | |
{ | |
animator.SetBool("Damage", true); | |
agent.speed = 0; | |
} | |
else if (action == Action.Return) | |
{ | |
animator.SetFloat("Y", agent.velocity.sqrMagnitude); | |
agent.speed = returnSpeed; | |
agent.destination = startPoint; | |
if (!agent.pathPending && agent.remainingDistance < 0.1f) | |
{ | |
action = Action.Wait; | |
} | |
} | |
} | |
private void OnTriggerEnter(Collider other) | |
{ | |
if (other.gameObject.tag == "PlayerAttack") | |
{ | |
if (action == Action.Damage) | |
{ | |
return; | |
} | |
else | |
{ | |
action = Action.Damage; | |
//SEスクリプトのDamageSound()を呼ぶ | |
seScr.DamageSound(); | |
} | |
} | |
} | |
private void OnCollisionEnter(UnityEngine.Collision collision) | |
{ | |
if (collision.gameObject.tag == "Player" && action == Action.Chase) | |
{ | |
action = Action.Attack; | |
//SEスクリプトのAttackSound()を呼ぶ | |
seScr.AttackSound(); | |
} | |
} | |
void DamageEnd() | |
{ | |
animator.SetBool("Damage", false); | |
action = Action.Chase; | |
} | |
void AttackEnd() | |
{ | |
Invoke("AttackEndAnim", attackTime); | |
} | |
void AttackEndAnim() | |
{ | |
animator.SetBool("Attack", false); | |
attackJudgment.SetActive(false); | |
action = Action.Chase; | |
} | |
} |
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