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SpaceKitten/Assets/Scripts/EnemyPhysics.cs
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using UnityEngine; | |
using System.Collections; | |
[RequireComponent(typeof(BoxCollider))] | |
public class EnemyPhysics : MonoBehaviour { | |
public LayerMask collisionMask; | |
public bool hasPowerup= false; | |
private BoxCollider colliderX; | |
private Vector3 s; | |
private Vector3 c; | |
public float EnemySpeed; | |
public float gravity; | |
private bool offScreen = false; | |
private string lastHit; | |
private float skin = .005f; | |
private float dirX; | |
private float dirY; | |
private float direction = -1; | |
private Vector3 movement; | |
public GameObject PowerupPrefabz; | |
public GameObject bullet; | |
public bool isFlying = false; | |
public float shootOffset = 0; | |
public float shootSpeedN; | |
private Vector3 spawnPoint; | |
private float shootSpeed; | |
private bool closeToCam = false; | |
private Vector3 originalSize; | |
private Vector3 originalCenter; | |
private float colliderScaleX; | |
public AudioClip sound; | |
private bool dead = false; | |
[HideInInspector] | |
public bool grounded; | |
[HideInInspector] | |
public bool movementStopped; | |
Ray rayV; | |
Ray rayD; | |
Ray rayH; | |
RaycastHit hit; | |
void Start(){ | |
colliderX = GetComponent<BoxCollider>(); | |
s = colliderX.size; | |
c = colliderX.center; | |
colliderScaleX = transform.localScale.x; | |
SetCollider (s, c); | |
shootSpeed = shootSpeedN/100; | |
spawnPoint = transform.position; | |
Invoke ("startFiring", shootOffset); | |
} | |
public void move(Vector2 moveAmt) { | |
float deltaY = moveAmt.y *Time.deltaTime; | |
float deltaX = moveAmt.x; | |
Vector2 p = transform.position; | |
grounded= false; | |
for (int i = 0; i <3; i++) { | |
dirY = Mathf.Sign (deltaY); | |
float x = (p.x + c.x - s.x/2) + s.x/2 * i; | |
float y = p.y + c.y +s.y/2 * dirY; | |
rayV = new Ray(new Vector2(x,y), new Vector2(0,dirY)); | |
Debug.DrawRay (rayV.origin, rayV.direction); | |
if (Physics.Raycast (rayV,out hit, Mathf.Abs (deltaY) + skin, collisionMask)) { | |
float dst = Vector3.Distance (rayV.origin, hit.point); | |
if (dst > skin) { | |
deltaY = -dst - skin * dirY; | |
} | |
else{ | |
deltaY = 0; | |
} | |
grounded = true; | |
break; | |
} | |
} | |
movementStopped = false; | |
for (int i = 0; i <3; i++) { | |
dirX = Mathf.Sign (deltaX); | |
float x = p.x + c.x + s.x/2 * dirX; | |
float y = (p.y + c.y - s.y/2) + s.y/2 * i; | |
rayH = new Ray(new Vector2(x,y), new Vector2(dirX,0)); | |
Debug.DrawRay (rayH.origin, rayH.direction); | |
if (Physics.Raycast (rayH,out hit, Mathf.Abs (deltaX) + skin, collisionMask)) { | |
float dst = Vector3.Distance (rayH.origin, hit.point); | |
if (dst > skin) { | |
deltaX = dst * dirX - skin * dirX; | |
} | |
else{ | |
//deltaX = 0; | |
} | |
movementStopped = true; | |
break; | |
} | |
} | |
if (!grounded && !movementStopped) { | |
Vector3 playerDir = new Vector3(deltaX,deltaY); | |
Vector3 o = new Vector3((p.x + c.x + s.x/2 * dirX),(p.y + c.y +s.y/2 * dirY)); | |
Debug.DrawRay (o, playerDir.normalized); | |
rayD = new Ray(o, playerDir.normalized); | |
if(Physics.Raycast (rayD,Mathf.Sqrt (deltaX*deltaX + deltaY*deltaY),collisionMask)){ | |
grounded = true; | |
deltaY = 0; | |
} | |
} | |
Vector2 finalTransform = new Vector2 (deltaX,deltaY); | |
if (offScreen){ | |
transform.Translate (new Vector2 (moveAmt.x, deltaY), Space.World); | |
} | |
else{ | |
transform.Translate(finalTransform, Space.World); | |
} | |
} | |
void OnTriggerEnter(Collider other) { | |
lastHit = other.tag; | |
if (lastHit =="Backboard"){ | |
//Debug.Log (lastHit); | |
} | |
else if (lastHit=="Weapon"){ | |
audio.PlayOneShot (sound); | |
CancelInvoke ("spawnBullet"); | |
renderer.enabled = false; | |
Invoke("selfDestruct", sound.length ); | |
dead=true; | |
} | |
} | |
void selfDestruct(){ | |
if (hasPowerup){ | |
Instantiate (PowerupPrefabz, transform.position, Quaternion.identity); | |
} | |
//dead = true; | |
DestroyObject(this.gameObject); | |
} | |
void Update () { | |
if(spawnPoint.x - Camera.main.transform.position.x < 11){ | |
closeToCam=true; | |
} | |
if (lastHit == "Backboard"){ | |
Invoke ("SelfDestruct", 3); | |
offScreen= true; | |
} | |
else if (movementStopped && !offScreen) { | |
direction *= -1; | |
} | |
else{} | |
float amtToMove = EnemySpeed * Time.deltaTime * direction; | |
movement.x = amtToMove; | |
movement.y -= gravity * Time.deltaTime; | |
if(closeToCam && !dead){ | |
move (movement); | |
} | |
if (this.transform.position.y < -6){ | |
selfDestruct(); | |
} | |
} | |
void startFiring(){InvokeRepeating ("spawnBullet", shootSpeed, shootSpeed);} | |
void spawnBullet(){ | |
Instantiate (bullet, transform.position, Quaternion.identity); | |
} | |
public void SetCollider(Vector3 size, Vector3 center){ | |
colliderX.size = size; | |
colliderX.center= center; | |
s = size * colliderScaleX; | |
c = center * colliderScaleX; | |
} | |
} |