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@LMichelle
Created Mar 19, 2018
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Enemy script from SlimeShooter
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using UnityStandardAssets.Characters.FirstPerson;
public class EnemySlimes : MonoBehaviour {
public GameObject Player;
public GameObject CookiePoint;
public MeshRenderer[] MeshRends;
private GameObject slimeUIPanel;
SlimeBar slimeScript;
private float PlayerToSlimeDist;
private float PlayerToCookieDist;
private float damping = 5;
public bool onPlayer = false;
public bool PlayerNearCookieWithSlime = false;
private bool once = true;
private float counter;
private bool slimeHasBeenOnCookie;
private bool noAttackPlayer;
/// <summary>
/// ----------------------------------------------------------------------------FUNCTIONS
/// </summary>
public void Start()
{
Player = GameObject.FindGameObjectWithTag("Player");
CookiePoint = GameObject.FindGameObjectWithTag("Cookie");
MeshRends = GetComponentsInChildren<MeshRenderer>();
slimeUIPanel = GameObject.FindGameObjectWithTag("SlimePanel");
slimeScript = slimeUIPanel.GetComponent<SlimeBar>();
}
public void FixedUpdate()
{
PlayerToSlimeDist = Vector3.Distance(Player.transform.position, transform.position);
PlayerToCookieDist = Vector3.Distance(Player.transform.position, CookiePoint.transform.position);
if (onPlayer == false)
{
if (PlayerToSlimeDist < 2 && PlayerNearCookieWithSlime == false && noAttackPlayer == false)
{
AttackPlayer();
once = true;
}
else if (PlayerToSlimeDist < 20 && PlayerNearCookieWithSlime == false){
LookAndChasePlayer(); }
} else { // onPlayer is true
if (PlayerToCookieDist < 7)
{
PlayerNearCookieWithSlime = true;
onPlayer = false;
}
}
if (PlayerToCookieDist < 7)
{
noAttackPlayer = true;
} else
{
noAttackPlayer = false;
}
if (PlayerNearCookieWithSlime == true)
{
if (once)
{
counter = 5.0f;
setNearCookie();
once = false;
}
setCookieTimer();
}
}
void LookAndChasePlayer()
{ // Will run as long as the player is nearby the slime
Quaternion rotation = Quaternion.LookRotation(Player.transform.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping);
GetComponent<NavMeshAgent>().SetDestination(Player.transform.position);
}
void AttackPlayer()
{
// Runs 1 time per slime. If the slime is too close to the player, then it should stick to the player - collision however is off.
Physics.IgnoreCollision(gameObject.GetComponent<Collider>(), Player.GetComponent<Collider>(), true);
foreach (MeshRenderer mesh in MeshRends)
{
mesh.enabled = false;
}
slimeScript.slimeCounter += 1;
onPlayer = true;
}
void setCookieTimer()
{
counter -= Time.deltaTime;
if (counter <= 0.0f)
{
PlayerNearCookieWithSlime = false;
}
}
void setNearCookie()
{
// First, set the meshrenderes en collision to enabled
Physics.IgnoreCollision(gameObject.GetComponent<Collider>(), Player.GetComponent<Collider>(), false);
foreach (MeshRenderer mesh in MeshRends)
{
mesh.enabled = true;
}
// Then set the destination to the cookie.
gameObject.transform.position = Random.insideUnitSphere * 2 + CookiePoint.transform.position;
GetComponent<NavMeshAgent>().SetDestination(CookiePoint.transform.position);
slimeScript.slimeCounter -= 1;
onPlayer = false;
}
}
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