WUT_Computer_Science/theProject/Assets/Scripts/Soldier.cs
2022-05-17 22:22:04 +02:00

140 lines
3.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class Soldier : MonoBehaviour
{
public enum SoldierType
{
Ally,
Enemy
}
[SerializeField] private Soldier target;
[SerializeField] private SoldierType enemyType;
[SerializeField] private SoldierType ourType;
[SerializeField] private float healthPoints = 1;
[SerializeField] private float rangeAttack = 100;
[SerializeField] private float rangeView = 1;
[SerializeField] private float damageAttack = 1;
[SerializeField] private float speedAttack = 1;
[SerializeField] private TMP_Text nameText = null;
// Start is called before the first frame update
void Start(){
setEnemyTag();
Debug.Log("Soldier: " + ourType.ToString() + " has appeared", gameObject);
switch (ourType)
{
case SoldierType.Ally:
nameText.text = "Ally";
nameText.color = Color.blue;
break;
case SoldierType.Enemy:
nameText.text = "Enemy";
nameText.color = Color.red;
break;
default:
nameText.text = "how did we get here (forever)";
nameText.color = new Color(255, 192, 203);
break;
}
}
public void setOwnTag(SoldierType type)
{
ourType = type;
}
public void setEnemyTag()
{
if(ourType == SoldierType.Ally) enemyType = SoldierType.Enemy;
else enemyType = SoldierType.Ally;
}
void Awake()
{
TickSystem.OnTick += HandleTick;
}
private void OnDestroy()
{
TickSystem.OnTick -= HandleTick;
Debug.Log("Soldier: " + ourType.ToString() + " has died", gameObject);
}
private void HandleTick(TickSystem.OnTickEventArgs tickEventArgs)
{
UpdateTarget();
// ADD TICK SYSTEM PREFAB ON SCENE
}
void UpdateTarget ()
{
// Enemies are the game objects tagged with the "Enemy"
//GameObject[] enemies = GameObject.FindGameObjectsWithTag(enemyType);
Soldier[] soldiers = GameObject.FindObjectsOfType<Soldier>();
List<Soldier> enemiesList = new List<Soldier>();
foreach (Soldier obj in soldiers)
{
if (obj.ourType == enemyType)
enemiesList.Add(obj);
}
Soldier[] enemies = enemiesList.ToArray();
// We have not found enemy yet so the distance to enemy is "infinite"
float shortestDistance = Mathf.Infinity;
Soldier nearestEnemy = null;
foreach ( Soldier enemy in enemies)
{
// Go through each enemy existing
// Calculate distance to this enemy
float distanceToEnemy = Vector3.Distance(transform.position, enemy.transform.position);
if (distanceToEnemy < shortestDistance)
{
shortestDistance = distanceToEnemy;
nearestEnemy = enemy;
}
}
if (nearestEnemy != null && shortestDistance <= rangeAttack)
{
target = nearestEnemy;
}
else
target = null;
if (target != null)
target.ReduceHP(damageAttack);
}
// Update is called once per frame
void Update()
{
//if (target == null) return;
}
/* https://www.youtube.com/watch?v=QKhn2kl9_8I 08:54 Soldier attack
void OnDrawGizmosSelected ()
{
}
*/
private void ReduceHP(float damage)
{
healthPoints -= damage;
if (healthPoints <= 0)
Destroy(gameObject);
Debug.Log("I took damage, oh my HP is now: " + healthPoints + " noooo!!!!", gameObject);
}
}