62 lines
1.8 KiB
C#
62 lines
1.8 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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public class GroundEnemyMovement : Entity
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{
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[SerializeField] private Rigidbody2D rigidBody;
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[SerializeField] private SpriteRenderer spriteRenderer;
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[SerializeField] private float Speed = 3f;
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[SerializeField] private float startDirection = 1.5f;
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[SerializeField] private LayerMask terrainLayer;
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private float currentDirection;
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private float halfWidth;
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private Vector2 movement;
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private void Start()
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{
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halfWidth = spriteRenderer.bounds.extents.x;
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currentDirection = startDirection > 0 ? 1f : -1f;
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spriteRenderer.flipX = currentDirection == 1 ? false : true;
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}
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public override void RunAI()
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{
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movement.x = Speed * currentDirection;
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movement.y = rigidBody.linearVelocity.y;
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rigidBody.linearVelocity = movement;
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SetDirection();
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}
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private void SetDirection()
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{
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Vector2 frontVec = transform.position;
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Vector2 wallDir = Vector2.right;
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if (currentDirection > 0)
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{
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frontVec += Vector2.right * halfWidth;
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wallDir = Vector2.right;
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}
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else
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{
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frontVec += Vector2.left * halfWidth;
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wallDir = Vector2.left;
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}
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RaycastHit2D cliffHit = Physics2D.Raycast(frontVec, Vector2.down, 1f, terrainLayer);
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Debug.DrawRay(frontVec, Vector2.down * 1f, Color.green);
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float wallDist = halfWidth + 0.2f;
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RaycastHit2D wallHit = Physics2D.Raycast(transform.position, wallDir, wallDist, terrainLayer);
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Debug.DrawRay(transform.position, wallDir * wallDist, Color.blue);
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if (cliffHit.collider == null || wallHit.collider != null)
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{
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currentDirection *= -1;
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spriteRenderer.flipX = !spriteRenderer.flipX;
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}
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}
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}
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