vampire-like/Assets/GameMain/Scripts/Entity/EntityLogic/Enemy/MeleeEnemy.cs

273 lines
8.3 KiB
C#

using Components;
using CustomUtility;
using Definition.DataStruct;
using Definition.Enum;
using Entity.EntityData;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace Entity
{
public class MeleeEnemy : EnemyBase
{
private enum AttackStateType
{
Idle,
Check_OutRange,
Check_InRange,
Attack
}
private MovementComponent _movementComponent;
private float _attackRange = 1f;
private float _attackCooldown = 1f;
private int _attackDamage = 1;
private float _sqrAttackRange;
private float _currAttackTimer;
private AttackStateType _attackState = AttackStateType.Idle;
private EnemyData _meleeEnemyData;
private TargetableObject _targetableTarget;
protected override TargetableObjectData _targetableObjectData => _meleeEnemyData;
public override float AttackRange => _attackRange;
public override ImpactData GetImpactData()
{
return new ImpactData(_meleeEnemyData.Camp, _attackDamage);
}
#region FSM
protected override void OnInit(object userData)
{
base.OnInit(userData);
_movementComponent = GetComponent<MovementComponent>();
_healthComponent = GetComponent<HealthComponent>();
}
protected override void OnShow(object userData)
{
base.OnShow(userData);
if (userData is EnemyData enemyData)
{
_meleeEnemyData = enemyData;
_healthComponent.OnInit(enemyData.MaxHealthBase);
_movementComponent.OnInit(_meleeEnemyData.SpeedBase, this.CachedTransform, null, true);
_movementComponent.SetMove(true);
_attackRange = Mathf.Max(0.1f, _meleeEnemyData.AttackRange);
_attackCooldown = Mathf.Max(0.01f, _meleeEnemyData.AttackCooldown);
_attackDamage = Mathf.Max(1, _meleeEnemyData.AttackDamage);
_sqrAttackRange = _attackRange * _attackRange;
_currAttackTimer = 0f;
_attackState = AttackStateType.Idle;
_targetableTarget = null;
this.CachedTransform.position = enemyData.Position;
}
else
{
Log.Error($"Invalid data type. Data type: {userData?.GetType()}");
}
}
protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(elapseSeconds, realElapseSeconds);
UpdateAttackState(elapseSeconds);
if (IsSimulationMovementEnabled())
{
return;
}
_movementComponent.OnUpdate(elapseSeconds, realElapseSeconds);
}
protected override void OnDead(EntityBase attacker)
{
if (Random.value < _meleeEnemyData.DropPercent)
{
var data = new CoinData(_meleeEnemyData.DropCoin, GameEntry.Entity.GenerateSerialId(), 10001)
{
Position = this.CachedTransform.position
};
GameEntry.Entity.ShowCoin(data);
}
if (Random.value < _meleeEnemyData.DropPercent)
{
var data = new ExpData(_meleeEnemyData.DropExp, GameEntry.Entity.GenerateSerialId(), 10002)
{
Position = this.CachedTransform.position
};
GameEntry.Entity.ShowExp(data);
}
base.OnDead(attacker);
}
protected override void OnHide(bool isShutdown, object userData)
{
_movementComponent.OnReset();
_healthComponent.OnReset();
_targetableTarget = null;
_currAttackTimer = 0f;
_attackState = AttackStateType.Idle;
base.OnHide(isShutdown, userData);
}
#endregion
public override void SetTarget(Transform target)
{
base.SetTarget(target);
_targetableTarget = target != null ? target.GetComponent<TargetableObject>() : null;
}
private void UpdateAttackState(float elapseSeconds)
{
_currAttackTimer += elapseSeconds;
switch (_attackState)
{
case AttackStateType.Idle:
SetMove(false);
if (HasValidTarget())
{
TransitionTo(AttackStateType.Check_OutRange);
}
break;
case AttackStateType.Check_OutRange:
if (!HasValidTarget())
{
TransitionTo(AttackStateType.Idle);
return;
}
if (IsTargetInRange())
{
TransitionTo(AttackStateType.Check_InRange);
return;
}
SetMove(true);
_movementComponent.SetDirection(GetTargetDirection());
break;
case AttackStateType.Check_InRange:
if (!HasValidTarget())
{
TransitionTo(AttackStateType.Idle);
return;
}
SetMove(false);
if (!IsTargetInRange())
{
TransitionTo(AttackStateType.Check_OutRange);
return;
}
if (_currAttackTimer >= _attackCooldown)
{
TransitionTo(AttackStateType.Attack);
}
break;
}
}
private void TransitionTo(AttackStateType newState)
{
_attackState = newState;
if (_attackState == AttackStateType.Check_InRange)
{
SetMove(false);
}
if (_attackState == AttackStateType.Check_InRange && _currAttackTimer >= _attackCooldown)
{
TransitionTo(AttackStateType.Attack);
return;
}
if (_attackState == AttackStateType.Attack)
{
SetMove(false);
ExecuteAttack();
_currAttackTimer = 0f;
TransitionTo(AttackStateType.Check_InRange);
}
}
private bool HasValidTarget()
{
if (_target == null) return false;
if (_targetableTarget == null || _targetableTarget.CachedTransform != _target)
{
_targetableTarget = _target.GetComponent<TargetableObject>();
}
return _targetableTarget != null && _targetableTarget.Available && !_targetableTarget.IsDead;
}
private bool IsTargetInRange()
{
if (_target == null) return false;
Vector3 delta = _target.position - this.CachedTransform.position;
delta.y = 0f;
return delta.sqrMagnitude <= _sqrAttackRange;
}
private void ExecuteAttack()
{
if (!HasValidTarget() || !IsTargetInRange()) return;
ImpactData targetImpactData = _targetableTarget.GetImpactData();
ImpactData selfImpactData = GetImpactData();
if (AIUtility.GetRelation(selfImpactData.Camp, targetImpactData.Camp) == RelationType.Friendly)
{
return;
}
int damage = AIUtility.CalcDamageHP(_attackDamage, null, targetImpactData.DefenseStat,
targetImpactData.DodgeStat);
_targetableTarget.ApplyDamage(this, damage);
}
private void SetMove(bool value)
{
if (_movementComponent != null)
{
_movementComponent.SetMove(value);
}
}
private Vector3 GetTargetDirection()
{
if (_target == null)
{
return Vector3.zero;
}
return new Vector3(
_target.position.x - this.CachedTransform.position.x,
0f,
_target.position.z - this.CachedTransform.position.z
).normalized;
}
}
}