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2019-03-08 09:54:14 +11:00

127 lines
3.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Creatures {
public class KuriboController : MonoBehaviour, ICreature {
//components
Rigidbody2D rigidBody;
//gameplay
const float moveForce = 10f;
const float maxSpeed = 2.5f;
public int HorizontalMoveDirection { get; set; }
public int VerticalMoveDirection { get; set; }
public int DamageValue { get; set; }
int _healthValue;
public int HealthValue {
get {
return _healthValue;
}
set {
_healthValue = value;
if (_healthValue <= 0) {
Destroy(gameObject);
}
}
}
//internals
DamagerController damagerController;
void Awake() {
rigidBody = GetComponent<Rigidbody2D>();
HorizontalMoveDirection = -1;
VerticalMoveDirection = 0;
HealthValue = 1;
DamageValue = 1;
}
void Start() {
damagerController = GetComponentInChildren<DamagerController>();
damagerController.PushOnTriggerEnter((Collider2D collider) => {
if (collider.gameObject.tag == "Player") {
//deal damage to the player
collider.gameObject.GetComponent<PlayerController>().HealthValue -= DamageValue;
//NOTE: not every damager will deal damage
}
});
}
void FixedUpdate() {
HandleMovement();
}
void OnCollisionEnter2D(Collision2D collision) {
//handle bouncing on a monster
Vector2 normal = collision.GetContact(0).normal;
if (collision.gameObject.tag == "Monster") {
if (normal == Vector2.up) {
//bounce
rigidBody.AddForce(new Vector2(0f, 480f));
} else {
//turn around
if (SameSign(collision.gameObject.GetComponent<ICreature>().HorizontalMoveDirection, HorizontalMoveDirection) || collision.gameObject.GetComponent<ICreature>().HorizontalMoveDirection == 0) {
rigidBody.velocity = new Vector2(0f, rigidBody.velocity.y);
HorizontalMoveDirection = -HorizontalMoveDirection;
}
}
}
//collision with the player (when the player is not bouncing)
if (collision.gameObject.tag == "Player" && normal != Vector2.down) {
//turn around
rigidBody.velocity = new Vector2(0f, rigidBody.velocity.y);
HorizontalMoveDirection = -HorizontalMoveDirection;
}
}
void HandleMovement() {
//turn around if stopped
if (Mathf.Abs(rigidBody.velocity.x) < 0.1f) {
StartCoroutine(SetDirectionIfNotMovingAfter(-HorizontalMoveDirection, 0.1f));
}
//move the entity in this direction, if not at max speed
if (Mathf.Abs(rigidBody.velocity.x) < maxSpeed) {
rigidBody.AddForce(Vector2.right * HorizontalMoveDirection * moveForce);
}
//slow the entity down when it's travelling too fast
if (Mathf.Abs (rigidBody.velocity.x) > maxSpeed) {
rigidBody.velocity = new Vector2 (Mathf.Sign (rigidBody.velocity.x) * maxSpeed, rigidBody.velocity.y);
}
if (Mathf.Abs (rigidBody.velocity.y) > maxSpeed) {
rigidBody.velocity = new Vector2 (rigidBody.velocity.x, Mathf.Sign (rigidBody.velocity.y) * maxSpeed);
}
}
//utilities
IEnumerator SetDirectionIfNotMovingAfter(int direction, float delay) {
yield return new WaitForSeconds(delay);
//turn around if stopped
if (Mathf.Abs(rigidBody.velocity.x) < 0.1f) {
HorizontalMoveDirection = direction;
}
}
bool SameSign(float num1, float num2) {
if (num1 > 0 && num2 > 0) {
return true;
}
if (num1 < 0 && num2 < 0) {
return true;
}
//if either is zero, return false
return false;
}
}
}