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99 行
2.9 KiB
99 行
2.9 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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namespace UnityRoyale
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{
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//humanoid or anyway a walking placeable
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public class Unit : ThinkingPlaceable
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{
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//data coming from the PlaceableData
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private float speed;
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private Animator animator;
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private NavMeshAgent navMeshAgent;
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private void Awake()
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{
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pType = Placeable.PlaceableType.Unit;
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//find references to components
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animator = GetComponent<Animator>();
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navMeshAgent = GetComponent<NavMeshAgent>(); //will be disabled until Activate is called
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}
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//called by GameManager when this Unit is played on the play field
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public void Activate(Faction pFaction, PlaceableData pData)
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{
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faction = pFaction;
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hitPoints = pData.hitPoints;
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targetType = pData.targetType;
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attackRange = pData.attackRange;
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attackRatio = pData.attackRatio;
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speed = pData.speed;
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damage = pData.damagePerAttack;
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attackAudioClip = pData.attackClip;
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dieAudioClip = pData.dieClip;
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//TODO: add more as necessary
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navMeshAgent.speed = speed;
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animator.SetFloat("MoveSpeed", speed); //will act as multiplier to the speed of the run animation clip
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state = States.Idle;
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navMeshAgent.enabled = true;
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}
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public override void SetTarget(ThinkingPlaceable t)
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{
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base.SetTarget(t);
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}
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//Unit moves towards the target
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public override void Seek()
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{
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if(target == null)
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return;
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base.Seek();
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navMeshAgent.SetDestination(target.transform.position);
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navMeshAgent.isStopped = false;
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animator.SetBool("IsMoving", true);
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}
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//Unit has gotten to its target. This function puts it in "attack mode", but doesn't delive any damage (see DealBlow)
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public override void StartAttack()
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{
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base.StartAttack();
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navMeshAgent.isStopped = true;
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animator.SetBool("IsMoving", false);
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}
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//Starts the attack animation, and is repeated according to the Unit's attackRatio
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public override void DealBlow()
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{
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base.DealBlow();
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animator.SetTrigger("Attack");
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transform.forward = (target.transform.position - transform.position).normalized; //turn towards the target
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}
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public override void Stop()
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{
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base.Stop();
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navMeshAgent.isStopped = true;
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animator.SetBool("IsMoving", false);
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}
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protected override void Die()
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{
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base.Die();
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navMeshAgent.enabled = false;
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animator.SetTrigger("IsDead");
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}
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}
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}
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