Files
2026-11-05 08:59:08 +01:00

422 lines
13 KiB
C#

using System;
using System.Collections;
using UnityEngine;
using UnityEngine.AI;
using Arena.Combat;
namespace Arena.Characters
{
/// <summary>
/// Enemy moved by a NavMeshAgent towards the player.
/// Without launcher (grunt): stops in front of the player, plays its attack and hits through a child DamageZone.
/// With a launcher (shooter): within attack range, checks the line of fire with a raycast; fires if it is clear,
/// otherwise keeps moving towards the player.
/// </summary>
[RequireComponent(typeof(NavMeshAgent))]
public class Enemy : MonoBehaviour, IDamageable
{
[System.Serializable]
private class Settings
{
[Tooltip("Distance at which a shooter stops and fires, in meters. Unused without a launcher.")]
[Min(0f)] public float AttackRange = 10f;
[Tooltip("Distance at which a grunt stops and attacks, in meters. Unused with a launcher.")]
[Min(0f)] public float MeleeRange = 1.5f;
[Tooltip("Time between the start of two melee attacks, in seconds.")]
[Min(0.1f)] public float AttackInterval = 1.2f;
[Tooltip("Time between the start of the attack animation and the hit, in seconds.")]
[Min(0f)] public float HitDelay = 0.3f;
[Tooltip("Time between two checks of the line of fire, in seconds.")]
[Min(0.05f)] public float LineOfFireInterval = 0.2f;
[Tooltip("Time between two path updates, in seconds.")]
[Min(0.05f)] public float RepathInterval = 0.25f;
[Tooltip("Time left to the die animation before the enemy is removed, in seconds.")]
[Min(0f)] public float DeathDuration = 2f;
[Tooltip("After the death duration, wait until the body is off screen before removing it.")]
public bool DestroyWhenOffScreen;
[Tooltip("Time between two visibility checks of the body, in seconds.")]
[Min(0.05f)] public float OffScreenCheckInterval = 0.5f;
}
[System.Serializable]
private struct References
{
public NavMeshAgent Agent;
[Tooltip("Optional: makes this enemy a shooter.")]
public ProjectileLauncher Launcher;
[Tooltip("Grunt: child DamageZone in Instant mode, Explode On Enable unticked, placed in front of the enemy.")]
public DamageZone MeleeHitbox;
public CharacterAnimator CharacterAnimator;
}
[System.Serializable]
public class StateContainer
{
public bool IsChasing;
public bool IsAttacking;
public bool HasLineOfFire;
public bool IsGrounded = true;
public bool IsStunned;
}
#region FIELDS
[SerializeField] private Settings _settings;
[SerializeField] private References _references;
[SerializeField] private StateContainer _state;
[SerializeField] private Health _health;
/// <summary>
/// Raised once, when the enemy dies, just before it is destroyed.
/// </summary>
public event Action<Enemy> OnDied;
public StateContainer State => _state;
public Health Health => _health;
private float _nextRepathTime;
private float _stunEndTime;
private bool _hasWarnedNoNavMesh;
private float _nextAttackTime;
private float _hitTime = -1f;
private float _nextLineOfFireTime;
private Collider _playerCollider;
private readonly RaycastHit[] _lineOfFireHits = new RaycastHit[8];
#endregion
#region UNITY LIFECYCLES
void Awake()
{
_health.Initialize();
_health.OnDied += HandleDied;
}
void OnDestroy()
{
_health.OnDied -= HandleDied;
}
void Update()
{
NavMeshAgent agent = _references.Agent;
// No NavMesh baked, or the enemy is not placed on it: it waits instead of throwing errors
if (!agent.isOnNavMesh)
{
WarnNoNavMesh();
return;
}
_hasWarnedNoNavMesh = false;
// An agent on a NavMesh link (jump, drop) is not on the ground
SetGrounded(!agent.isOnOffMeshLink);
// A started swing lands even if the player has moved away
UpdatePendingHit();
if (_state.IsStunned && Time.time >= _stunEndTime)
_state.IsStunned = false;
// A stunned enemy cannot shoot
if (_references.Launcher)
_references.Launcher.SetDisabled(_state.IsStunned);
if (_state.IsStunned)
return;
Player player = Player.Instance;
if (!player || player.Health.IsDead)
{
Stop();
return;
}
Vector3 toPlayer = player.transform.position - transform.position;
toPlayer.y = 0f;
if (_references.Launcher)
{
// Out of range, or something in the way: get closer
if (IsWithin(toPlayer, _settings.AttackRange) && HasLineOfFire(player))
Shoot(toPlayer);
else
Chase(player.transform.position);
}
else
{
if (IsWithin(toPlayer, _settings.MeleeRange))
MeleeAttack(toPlayer);
else
Chase(player.transform.position);
}
}
#endregion
#region PUBLIC METHODS
/// <summary>
/// Enemies are always on the enemy side.
/// </summary>
public Team Team => Team.Enemy;
public void TakeDamage(DamageInfo damage)
{
_health.TakeDamage(damage);
}
/// <summary>
/// Stops the enemy for a duration, in seconds, and plays the stunned animation.
/// </summary>
public void Stun(float duration)
{
if (_health.IsDead)
return;
_stunEndTime = Time.time + duration;
_state.IsStunned = true;
// A stun interrupts the attack in progress
_hitTime = -1f;
Stop();
_references.CharacterAnimator.Stun(duration);
}
#endregion
#region PRIVATE METHODS
private void Chase(Vector3 target)
{
_state.IsChasing = true;
_state.IsAttacking = false;
_references.Agent.isStopped = false;
// Recomputing a path every frame is costly: a few times per second is enough
if (Time.time < _nextRepathTime)
return;
_nextRepathTime = Time.time + _settings.RepathInterval;
_references.Agent.SetDestination(target);
}
private void Shoot(Vector3 toPlayer)
{
StopAndFace(toPlayer);
_references.Launcher.TryFire();
}
/// <summary>
/// Raycast from the muzzle to the center of the player: true if the first thing hit is the player.
/// Checked a few times per second, the last result is kept in between.
/// </summary>
private bool HasLineOfFire(Player player)
{
if (Time.time < _nextLineOfFireTime)
return _state.HasLineOfFire;
_nextLineOfFireTime = Time.time + _settings.LineOfFireInterval;
if (!_playerCollider)
_playerCollider = player.GetComponent<Collider>();
Vector3 origin = _references.Launcher.Muzzle.position;
Vector3 target = _playerCollider ? _playerCollider.bounds.center : player.transform.position;
Vector3 toTarget = target - origin;
float distance = toTarget.magnitude;
if (distance < 0.01f)
return _state.HasLineOfFire = true;
int hitCount = Physics.RaycastNonAlloc(origin, toTarget / distance, _lineOfFireHits, distance, ~0, QueryTriggerInteraction.Ignore);
// The hits are not sorted: keep the closest one that is not this enemy
float closestDistance = float.MaxValue;
Transform closest = null;
for (int i = 0; i < hitCount; i++)
{
RaycastHit hit = _lineOfFireHits[i];
if (hit.transform.IsChildOf(transform) || hit.distance >= closestDistance)
continue;
closestDistance = hit.distance;
closest = hit.transform;
}
// Nothing hit: the ray stopped just before the player collider, the way is clear
_state.HasLineOfFire = !closest || closest.IsChildOf(player.transform);
return _state.HasLineOfFire;
}
private void MeleeAttack(Vector3 toPlayer)
{
StopAndFace(toPlayer);
if (Time.time < _nextAttackTime)
return;
_nextAttackTime = Time.time + _settings.AttackInterval;
_hitTime = Time.time + _settings.HitDelay;
_references.CharacterAnimator.Attack();
}
private void UpdatePendingHit()
{
if (_hitTime < 0f || Time.time < _hitTime)
return;
_hitTime = -1f;
if (_references.MeleeHitbox)
_references.MeleeHitbox.Explode();
}
private void StopAndFace(Vector3 toPlayer)
{
_state.IsChasing = false;
_state.IsAttacking = true;
_references.Agent.isStopped = true;
if (toPlayer.sqrMagnitude > 0.01f)
transform.rotation = Quaternion.LookRotation(toPlayer);
}
private static bool IsWithin(Vector3 offset, float range)
{
return offset.sqrMagnitude <= range * range;
}
private void Stop()
{
_state.IsChasing = false;
_state.IsAttacking = false;
if (_references.Agent.isOnNavMesh)
_references.Agent.isStopped = true;
}
private void WarnNoNavMesh()
{
// Once, not every frame: the console stays readable
if (_hasWarnedNoNavMesh)
return;
_hasWarnedNoNavMesh = true;
Debug.LogWarning($"{name} is not on a NavMesh: bake a NavMeshSurface or move the enemy onto it. It stays still meanwhile.", this);
}
private void SetGrounded(bool isGrounded)
{
if (_state.IsGrounded == isGrounded)
return;
_state.IsGrounded = isGrounded;
_references.CharacterAnimator.SetGrounded(isGrounded);
}
private void HandleDied()
{
OnDied?.Invoke(this);
// The body stays for the die animation, but no longer moves, attacks nor gets hit
_hitTime = -1f;
Stop();
_references.Agent.enabled = false;
// Dropped first: once unparented, its colliders are not disabled with the body
if (_references.Launcher)
_references.Launcher.Drop();
foreach (Collider bodyCollider in GetComponentsInChildren<Collider>())
bodyCollider.enabled = false;
_references.CharacterAnimator.Die();
enabled = false;
// A disabled component still runs its coroutines
StartCoroutine(RemoveBody());
}
private IEnumerator RemoveBody()
{
yield return new WaitForSeconds(_settings.DeathDuration);
if (_settings.DestroyWhenOffScreen)
{
WaitForSeconds interval = new WaitForSeconds(_settings.OffScreenCheckInterval);
while (IsOnScreen())
yield return interval;
}
Destroy(gameObject);
}
/// <summary>
/// True if a renderer of the body is inside the view of the main camera.
/// Renderer.isVisible is not used: it also counts the Scene view camera in the editor.
/// </summary>
private bool IsOnScreen()
{
Camera camera = Camera.main;
if (!camera)
return false;
Plane[] planes = GeometryUtility.CalculateFrustumPlanes(camera);
foreach (Renderer bodyRenderer in GetComponentsInChildren<Renderer>())
{
if (bodyRenderer.enabled && GeometryUtility.TestPlanesAABB(planes, bodyRenderer.bounds))
return true;
}
return false;
}
private void HandleGameLost()
{
if (_health.IsDead)
return;
Stop();
_references.CharacterAnimator.Win();
enabled = false;
}
#if UNITY_EDITOR
[ContextMenu("Debug/Take 25 Physical Damage")]
private void DebugTakeDamage()
{
TakeDamage(new DamageInfo(25, DamageType.Physical, gameObject));
}
[ContextMenu("Debug/Stun 2 s")]
private void DebugStun()
{
Stun(2f);
}
#endif
#endregion
}
}