BGJ-2022.1/Assets/Scripts/AI/BasicPatrollingEnemyAI.cs

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using Movement;
using UnityEngine;
namespace AI
{
public class BasicPatrollingEnemyAI : MonoBehaviour
{
[SerializeField] protected bool isMovingRight = false;
protected IMovement movement = null;
protected CollissionChecker leftWallChecker = null;
protected CollissionChecker rightWallChecker = null;
protected CollissionChecker leftGroundChecker = null;
protected CollissionChecker rightGroundChecker = null;
// If moving Right, and either there's no more ground to move into or there is a wall at the Right side of the enemy OR
// If moving Left, and either there's no more ground to move into or there is a wall at the Left side of the enemy
// We should change directions
private bool ShouldChangeDirection
=> (isMovingRight && (rightWallChecker.IsCollided || !rightGroundChecker.IsCollided)) ||
(!isMovingRight && (leftWallChecker.IsCollided || !leftGroundChecker.IsCollided));
protected virtual void Awake()
{
movement = gameObject.AddComponent<EnemyMovement>();
leftWallChecker = GetCollissionCheckerOnChild("Collission Checkers/Left Wall");
rightWallChecker = GetCollissionCheckerOnChild("Collission Checkers/Right Wall");
leftGroundChecker = GetCollissionCheckerOnChild("Collission Checkers/Left Ground");
rightGroundChecker = GetCollissionCheckerOnChild("Collission Checkers/Right Ground");
}
protected virtual void FixedUpdate()
{
if (ShouldChangeDirection)
isMovingRight = !isMovingRight;
movement.Move(isMovingRight ? 1f : -1f);
}
protected CollissionChecker GetCollissionCheckerOnChild(string childName)
=> transform.Find(childName).GetComponent<CollissionChecker>();
}
}