Fixed problem with attacks on player and navmesh (will need some Quality of life improvements in the future)
304 lines
8.6 KiB
C#
304 lines
8.6 KiB
C#
using System.Collections;
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using UnityEngine;
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using UnityEngine.AI;
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public class EnemyMovement : MonoBehaviour
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{
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[Header("Navigation")]
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public NavMeshAgent agent;
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public Transform player;
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public float updatePathInterval = 0.5f;
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public float roomCheckInterval = 2f;
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[Header("Combat")]
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public float attackRange = 2f;
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public float sightRange = 20f;
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public float patrolRange = 5f;
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[Header("References")]
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public EnemyAttack enemyAttack;
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private enum EnemyState { Patrolling, Chasing, Attacking }
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private EnemyState currentState = EnemyState.Patrolling;
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private Vector3 patrolCenter;
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private Vector3 patrolTarget;
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private float lastStateChangeTime;
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private float minAttackStateDuration = 1.0f;
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[Header("Animation")]
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public Animator animator;
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private void Start()
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{
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// Najdi hráèe
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GameObject playerObject = GameObject.FindWithTag("Player");
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if (playerObject != null)
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{
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player = playerObject.transform;
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}
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// Najdi EnemyAttack komponentu
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if (enemyAttack == null)
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{
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enemyAttack = GetComponent<EnemyAttack>();
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}
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// Nastav výchozí pozice
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patrolCenter = transform.position;
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GenerateNewPatrolTarget();
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lastStateChangeTime = Time.time;
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// Spustit coroutines
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if (agent != null)
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{
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agent.stoppingDistance = attackRange - 0.2f;
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StartCoroutine(UpdatePath());
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StartCoroutine(CheckPlayerInRange());
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StartCoroutine(CheckCurrentRoom());
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}
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}
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private void Update()
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{
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if (agent == null) return;
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// Update animací
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if (animator != null)
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{
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animator.SetFloat("Speed", agent.velocity.magnitude);
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}
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// Stavové chování
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switch (currentState)
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{
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case EnemyState.Patrolling:
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PatrolBehavior();
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break;
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case EnemyState.Chasing:
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ChaseBehavior();
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break;
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case EnemyState.Attacking:
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AttackBehavior();
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break;
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}
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}
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private void PatrolBehavior()
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{
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// Pokud je cíl patrolování dosažen, vyber nový cíl
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if (!agent.pathPending && agent.remainingDistance <= agent.stoppingDistance)
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{
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GenerateNewPatrolTarget();
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}
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// Kontrola, zda hráè není v dohledu i bìhem patrolování
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if (player != null && enemyAttack != null && enemyAttack.IsPlayerInAttackRange())
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{
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ChangeState(EnemyState.Attacking);
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}
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}
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private void ChaseBehavior()
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{
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if (player == null)
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{
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ChangeState(EnemyState.Patrolling);
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return;
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}
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float distanceToPlayer = Vector3.Distance(transform.position, player.position);
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// Pøepni do attack stavu pouze pokud mùže útoèit a je v dosahu
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if (enemyAttack != null && enemyAttack.IsPlayerInAttackRange() && enemyAttack.CanAttack())
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{
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ChangeState(EnemyState.Attacking);
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return;
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}
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if (distanceToPlayer > sightRange * 1.5f)
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{
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ChangeState(EnemyState.Patrolling);
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GenerateNewPatrolTarget();
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}
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}
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private void AttackBehavior()
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{
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if (player == null || enemyAttack == null)
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{
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ChangeState(EnemyState.Chasing);
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return;
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}
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// RYCHLEJŠÍ a PØESNÌJŠÍ otáèení k hráèi
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Vector3 directionToPlayer = (player.position - transform.position).normalized;
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// Ignoruj Y osu pro rotaci
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directionToPlayer.y = 0;
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if (directionToPlayer != Vector3.zero)
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{
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Quaternion targetRotation = Quaternion.LookRotation(directionToPlayer);
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, 15f * Time.deltaTime); // Zvýšená rychlost otáèení
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}
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// Zkus zaútoèit
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bool attackAttempted = enemyAttack.TryAttack();
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float distanceToPlayer = Vector3.Distance(transform.position, player.position);
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// Zùstaò v attack stavu pokud mùže útoèit nebo se otáèí k hráèi
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if (!attackAttempted && enemyAttack.CanAttack() && enemyAttack.IsPlayerInAttackRange())
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{
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return;
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}
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// Pokud je hráè pøíliš daleko, pokraèuj v pronásledování
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if (distanceToPlayer > attackRange * 1.5f && !enemyAttack.IsAttacking())
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{
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ChangeState(EnemyState.Chasing);
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}
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}
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private IEnumerator CheckPlayerInRange()
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{
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while (true)
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{
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if (player != null && !enemyAttack.IsAttacking())
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{
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float distanceToPlayer = Vector3.Distance(transform.position, player.position);
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if (currentState == EnemyState.Patrolling && distanceToPlayer <= sightRange)
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{
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ChangeState(EnemyState.Chasing);
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}
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else if (currentState == EnemyState.Chasing && distanceToPlayer > sightRange * 1.5f)
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{
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ChangeState(EnemyState.Patrolling);
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}
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else if (currentState == EnemyState.Chasing && distanceToPlayer <= attackRange && enemyAttack.CanAttack())
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{
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ChangeState(EnemyState.Attacking);
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}
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}
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yield return new WaitForSeconds(0.3f);
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}
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}
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private void ChangeState(EnemyState newState)
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{
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if (currentState == newState) return;
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currentState = newState;
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lastStateChangeTime = Time.time;
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// Specifické akce pøi zmìnì stavu
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switch (newState)
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{
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case EnemyState.Chasing:
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agent.isStopped = false;
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break;
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case EnemyState.Patrolling:
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agent.isStopped = false;
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GenerateNewPatrolTarget();
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break;
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}
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}
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private IEnumerator UpdatePath()
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{
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while (true)
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{
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if (currentState == EnemyState.Chasing && player != null && !enemyAttack.IsAttacking())
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{
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agent.SetDestination(player.position);
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}
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else if (currentState == EnemyState.Patrolling && !enemyAttack.IsAttacking())
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{
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agent.SetDestination(patrolTarget);
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}
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yield return new WaitForSeconds(updatePathInterval);
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}
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}
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private IEnumerator CheckCurrentRoom()
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{
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while (true)
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{
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if (!agent.isOnNavMesh && !enemyAttack.IsAttacking())
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{
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agent.Warp(transform.position);
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}
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yield return new WaitForSeconds(roomCheckInterval);
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}
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}
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private void GenerateNewPatrolTarget()
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{
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Vector2 randomCircle = Random.insideUnitCircle * patrolRange;
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patrolTarget = patrolCenter + new Vector3(randomCircle.x, 0, randomCircle.y);
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NavMeshHit hit;
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if (NavMesh.SamplePosition(patrolTarget, out hit, patrolRange, NavMesh.AllAreas))
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{
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patrolTarget = hit.position;
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}
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}
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// Voláno pøi smrti nepøítele
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public void Die()
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{
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StopAllCoroutines();
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if (agent != null)
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{
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agent.isStopped = true;
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}
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if (enemyAttack != null)
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{
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enemyAttack.SetAttackState(false);
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}
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Destroy(gameObject, 2f);
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}
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(transform.position, attackRange);
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Gizmos.color = Color.yellow;
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Gizmos.DrawWireSphere(transform.position, sightRange);
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Gizmos.color = Color.blue;
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Gizmos.DrawWireSphere(patrolCenter, patrolRange);
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if (Application.isPlaying)
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{
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Gizmos.color = Color.green;
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Gizmos.DrawSphere(patrolTarget, 0.3f);
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Gizmos.DrawLine(transform.position, patrolTarget);
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}
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}
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private void OnGUI()
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{
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if (Application.isPlaying && enemyAttack != null)
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{
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GUI.Label(new Rect(10, 30, 300, 20), $"State: {currentState}");
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GUI.Label(new Rect(10, 50, 300, 20), $"CanAttack: {enemyAttack.CanAttack()}");
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GUI.Label(new Rect(10, 70, 300, 20), $"IsAttacking: {enemyAttack.IsAttacking()}");
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GUI.Label(new Rect(10, 90, 300, 20), $"Cooldown: {enemyAttack.GetCooldownProgress():P0}");
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if (player != null)
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{
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float distance = Vector3.Distance(transform.position, player.position);
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GUI.Label(new Rect(10, 110, 300, 20), $"Distance: {distance:F2}");
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}
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}
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}
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} |