using Core.Extensions; using UnityEngine; public class Enemy : Entity { [Header("Targetting")] public Entity closestTarget; public float engagementRange; public bool detectedPlayer = false; [Header("Direction")] public float acceleration; public Transform[] possibleDirections; public float forwardPercent; public float strafePercent; private float xSign = -1f; private float ySign = 1f; private void Start() { if (Random.Range(0f, 2f) > 1f) { xSign = -xSign; ySign = -ySign; } } protected override void FixedUpdate() { if (!detectedPlayer && Vector3.Distance(transform.position, closestTarget.transform.position) < engagementRange) { detectedPlayer = true; } if (stalled || !closestTarget || !detectedPlayer) { rb.VelocityTowards(Vector2.zero.ScaleToMagnitude(speed), acceleration); } else { Vector2 directionToTarget = (closestTarget.transform.position - transform.position).normalized; Vector2 directionToMove = directionToTarget; float currentHighestScore = float.NegativeInfinity; Vector2 strafeDirection = new Vector3(directionToTarget.y * ySign, directionToTarget.x * xSign); foreach (Transform direction in possibleDirections) { Vector3 directionToPoint = (direction.position - transform.position).normalized; float forwardScore = Vector3.Dot(directionToPoint, directionToTarget); float strafeScore = Vector3.Dot(directionToPoint, strafeDirection); float finalScore = (forwardScore * forwardPercent) + (strafeScore * strafePercent); //Debug.Log($"Forward: {forwardScore} Strafe: {strafeScore} Final: {finalScore}"); if (finalScore > currentHighestScore) { //Debug.Log($"{finalScore} is higher than current score: {currentHighestScore}"); currentHighestScore = finalScore; directionToMove = directionToPoint; } } rb.VelocityTowards(directionToMove.ScaleToMagnitude(speed), acceleration); FlipSprite(directionToMove); } } protected override void OnKillEffects() { Destroy(gameObject); } }