Shoot-N-Slash/Assets/Scripts/AutomatedPlayer.cs

30 lines
1.1 KiB
C#

using System;
using UnityEngine;
public class AutomatedPlayer : AutoControlledEntity
{
public Player player;
public float playerMinDistance;
private void FixedUpdate()
{
Vector2 direction = new Vector2(0, rb.linearVelocityY);
Entity target = player;
if (!closestEntity && Vector3.Distance(player.transform.position, transform.position) <= playerMinDistance)
{
rb.linearVelocity = direction; //repeated code sucks but it works in this case i guess
return; //do not bother running any more code lol you're already next to the player and no enemies nearby
}
if (closestEntity && Vector3.Distance(closestEntity.transform.position, transform.position) < maxTargettingRange)
{
target = closestEntity;
}
direction.x = (target.transform.position - transform.position).normalized.x * speed;
if ((target.transform.position.y - transform.position.y > maxHeightDifference || (DetectWalls() && Vector3.Distance(target.transform.position, transform.position) > minTargetJumpDistance)) && OnGround())
{
direction.y = jumpPower;
}
rb.linearVelocity = direction;
}
}