using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.AI;
public enum MonsterState
{
patrol,follow,attack
}
public class EnemyControl : MonoBehaviour {
MonsterState monsterState=MonsterState.patrol;
Transform player;
float disWithPlayer=1000f;
NavMeshAgent nav;
Animator ani;
[SerializeField]
Slider slider;
// Use this for initialization
void Start () {
nav=GetComponent<NavMeshAgent>();
ani=GetComponent<Animator>();
nav.destination = EnemyManger.Instance.GeneratePos();
player = GameObject.Find ("Player").transform;
ani.SetBool ("Run",true);
}
// Update is called once per frame
void Update () {
disWithPlayer = Vector3.Distance (transform.position, player.position);
switch(monsterState){
case MonsterState.patrol:
if(disWithPlayer<=Info.followDis)
{
monsterState=MonsterState.follow;
}
else{
if(nav.remainingDistance<=nav.stoppingDistance){
nav.destination=EnemyManger.Instance.GeneratePos();
}
}
break;
case MonsterState.follow:
if(disWithPlayer>Info.followDis)
{
monsterState=MonsterState.patrol;
}
else if(disWithPlayer<=Info.Attackdis){
monsterState=MonsterState.attack;
}
else{
nav.isStopped=false;
nav.destination=player.position;
}
break;
case MonsterState.attack:
if(disWithPlayer>Info.Attackdis){
ani.SetBool("Run",true);
monsterState=MonsterState.follow;
}
else{
ani.SetBool("Run",false);
ani.SetTrigger("Attack");
Invoke("Attacking",0.52f);
}
break;
}
}
void Attacking(){
float dis = Vector3.Distance(player.position,transform.position);
if (dis < Info.Attackdis) {
player.GetComponent<PlayerControl>().Damaged(0f);
}
}
public void DamagedByPlayer(float beAttackValue) {
if (slider.value <= 0)
{
return;
}
else {
slider.value -= beAttackValue;
if (slider.value <= 0)
{
ani.SetTrigger("Die");
Invoke("HasDied",1f);
}
else {
ani.SetTrigger("Damaged");
}
}
}
void HasDied() {
EnemyManger.Instance.enemies.Remove(this.gameObject);
Destroy(this.gameObject);
}
}
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.AI;
public enum MonsterState
{
patrol,follow,attack
}
public class EnemyControl : MonoBehaviour {
MonsterState monsterState=MonsterState.patrol;
Transform player;
float disWithPlayer=1000f;
NavMeshAgent nav;
Animator ani;
[SerializeField]
Slider slider;
// Use this for initialization
void Start () {
nav=GetComponent<NavMeshAgent>();
ani=GetComponent<Animator>();
nav.destination = EnemyManger.Instance.GeneratePos();
player = GameObject.Find ("Player").transform;
ani.SetBool ("Run",true);
}
// Update is called once per frame
void Update () {
disWithPlayer = Vector3.Distance (transform.position, player.position);
switch(monsterState){
case MonsterState.patrol:
if(disWithPlayer<=Info.followDis)
{
monsterState=MonsterState.follow;
}
else{
if(nav.remainingDistance<=nav.stoppingDistance){
nav.destination=EnemyManger.Instance.GeneratePos();
}
}
break;
case MonsterState.follow:
if(disWithPlayer>Info.followDis)
{
monsterState=MonsterState.patrol;
}
else if(disWithPlayer<=Info.Attackdis){
monsterState=MonsterState.attack;
}
else{
nav.isStopped=false;
nav.destination=player.position;
}
break;
case MonsterState.attack:
if(disWithPlayer>Info.Attackdis){
ani.SetBool("Run",true);
monsterState=MonsterState.follow;
}
else{
ani.SetBool("Run",false);
ani.SetTrigger("Attack");
Invoke("Attacking",0.52f);
}
break;
}
}
void Attacking(){
float dis = Vector3.Distance(player.position,transform.position);
if (dis < Info.Attackdis) {
player.GetComponent<PlayerControl>().Damaged(0f);
}
}
public void DamagedByPlayer(float beAttackValue) {
if (slider.value <= 0)
{
return;
}
else {
slider.value -= beAttackValue;
if (slider.value <= 0)
{
ani.SetTrigger("Die");
Invoke("HasDied",1f);
}
else {
ani.SetTrigger("Damaged");
}
}
}
void HasDied() {
EnemyManger.Instance.enemies.Remove(this.gameObject);
Destroy(this.gameObject);
}
}