using UnityEngine;
using UnityEngine.AI;
using Random = UnityEngine.Random;
public class EnemyAi : MonoBehaviour
{
public NavMeshAgent agent;
public Transform player;
private AudioSource audioSource;
private Animator animator;
public LayerMask whatIsGround, whatIsPlayer;
public float health = 100f;
[Header("Patrolling")]
public Vector3 walkPoint;
private bool walkPointSet;
public float walkPointRange;
[SerializeField] private AudioClip[] footstepSounds;
[Header("Attacking")]
public float timeBetweenAttacks, reloadTime;
private bool alreadyAttacked;
public GameObject projectile;
public float damage;
[Header("States")]
public float sightRange;
public float attackRange;
public bool playerInSightRange, playerInAttackRange;
public GameObject[] guns;
public AudioClip[] shootingSounds;
public AudioClip[] reloadingSounds;
public AudioClip reloadClip, shotClip;
public ParticleSystem muzzleFlash;
public Animator gunAnimator;
public AudioSource gunAudioSource;
public Transform spawnPoint;
public float currentAmmo;
public float ammo;
private Vector3 lastPosition;
private float moveMinimum = 0.01f;
private void Awake()
{
player = GameObject.Find("PlayerController").transform;
agent = GetComponent<NavMeshAgent>();
audioSource = GetComponent<AudioSource>();
animator = GetComponent<Animator>();
int randomGun = Random.Range(0, guns.Length);
guns[randomGun].SetActive(true);
gunAnimator = guns[randomGun].GetComponent<Animator>();
gunAudioSource = guns[randomGun].GetComponent<AudioSource>();
muzzleFlash = guns[randomGun].GetComponentInChildren<ParticleSystem>();
spawnPoint = guns[randomGun].transform.Find("AttackPoint");
reloadClip = reloadingSounds[randomGun];
shotClip = shootingSounds[randomGun];
if (randomGun == 0)
{
ammo = 6;
damage = 10;
} else if (randomGun == 1)
{
ammo = 2;
damage = 20;
}
currentAmmo = ammo;
}
private void Start()
{
GameManager.instance.enemies++;
GameManager.instance.enemiesSpawned = true;
}
private void Update()
{
// Check for player in sight and attack range
playerInSightRange = Physics.CheckSphere(transform.position, sightRange, whatIsPlayer);
playerInAttackRange = Physics.CheckSphere(transform.position, attackRange, whatIsPlayer);
if(!playerInSightRange && !playerInAttackRange) Patroling();
if(playerInSightRange && !playerInAttackRange) ChasePlayer();
if(playerInSightRange && playerInAttackRange) AttackPlayer();
if (IsMoving())
{
animator.SetBool("Walking", true);
}
else
{
animator.SetBool("Walking", false);
}
lastPosition = transform.position;
}
private void Patroling()
{
if (!walkPointSet) SearchWalkPoint();
if (walkPointSet) agent.SetDestination(walkPoint);
Vector3 distanceToWalkPoint = transform.position - walkPoint;
// Reached walkpoint
if (distanceToWalkPoint.magnitude < 1f) walkPointSet = false;
}
private void SearchWalkPoint()
{
// Calculate random point in range
float randomX = Random.Range(-walkPointRange, walkPointRange);
float randomZ = Random.Range(-walkPointRange, walkPointRange);
walkPoint = new Vector3(transform.position.x + randomX, transform.position.y, transform.position.z + randomZ);
if (Physics.Raycast(walkPoint, -transform.up, 2f, whatIsGround)) walkPointSet = true;
}
private void ChasePlayer()
{
agent.SetDestination(player.position);
}
private void AttackPlayer()
{
// Make sure enemy doesn't move
agent.SetDestination(transform.position);
transform.LookAt(player);
if (!alreadyAttacked && currentAmmo > 0)
{
// Attack
GameObject _projectile = Instantiate(projectile, spawnPoint.position, Quaternion.identity);
_projectile.GetComponent<ProjectileScript>().damage = damage;
Rigidbody rb = _projectile.GetComponent<Rigidbody>();
rb.AddForce(transform.forward * 32f, ForceMode.Impulse);
rb.AddForce(transform.up * 0f, ForceMode.Impulse);
muzzleFlash.Play();
gunAnimator.SetTrigger("Shot");
gunAudioSource.clip = shotClip;
gunAudioSource.Play();
currentAmmo--;
alreadyAttacked = true;
Invoke(nameof(ResetAttack), timeBetweenAttacks);
} else if (currentAmmo <= 0 && !alreadyAttacked)
{
currentAmmo = ammo;
gunAnimator.SetTrigger("Reload");
gunAudioSource.clip = reloadClip;
gunAudioSource.Play();
alreadyAttacked = true;
Invoke(nameof(ResetReload), reloadTime);
}
}
private void ResetAttack()
{
alreadyAttacked = false;
}
private void ResetReload()
{
alreadyAttacked = false;
}
public void Footstep()
{
audioSource.clip = footstepSounds[Random.Range(0, footstepSounds.Length)];
audioSource.Play();
}
public void TakeDamage(float damage)
{
health -= damage;
if (health <= 0)
{
Invoke(nameof(DestroyEnemy), 0f);
}
}
private void DestroyEnemy()
{
GameManager.instance.enemiesDead++;
Destroy(gameObject);
}
bool IsMoving()
{
float distance = Vector3.Distance(transform.position, lastPosition);
return (distance > moveMinimum);
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, attackRange);
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, sightRange);
}
}