using UnityEngine;
using System.Collections;
public class Enemy_AI : MonoBehaviour {
public const int STATE_STAND = 0;
public const int STATE_WALK = 1;
public const int STATE_RUN = 2;
private int enemyState = 0;
private float backUpTime;
public const int AI_THINK_TIME = 2;
public const int AI_ATTACK_DISTANCE = 20;
private GameObject hero;
private GameObject bullet;
private float backUPAttackTime ;
private TrailRenderer trialRenderer;
// Use this for initialization
void Start () {
bullet = GameObject.Find("Bullet");
hero = GameObject.Find("Hero");
enemyState = STATE_STAND;
}
// Update is called once per frame
void Update () {
float Length = Vector3.Distance(this.gameObject.transform.position,hero.transform.position);
if( Length< AI_ATTACK_DISTANCE )
{
this.gameObject.transform.LookAt(hero.transform);
this.gameObject.animation.Play("run");
enemyState = STATE_RUN;
if(Length < 15)
{
if(Time.time - backUPAttackTime >= AI_THINK_TIME)
{
backUPAttackTime = Time.time;
Attack_AI();
}
}
}
else
{
if(Time.time - backUpTime >= AI_THINK_TIME)
{
backUpTime = Time.time;
int rand = Random.Range(0,2);
if(rand == 0)
{
enemyState = STATE_STAND;
this.gameObject.animation.Play("idle");
}
else if(rand == 1)
{
Quaternion rotate = Quaternion.Euler(0,Random.Range(1,60) * 6,0);
this.gameObject.transform.rotation = Quaternion.Slerp(this.gameObject.transform.rotation,rotate,Time.deltaTime * 1000);
this.gameObject.animation.Play("walk");
enemyState = STATE_WALK;
}
}
}
switch(enemyState)
{
case STATE_STAND:
break;
case STATE_WALK:
this.gameObject.transform.Translate(Vector3.forward * Time.deltaTime);
break;
case STATE_RUN:
if(Vector3.Distance(this.gameObject.transform.position,hero.transform.position) >= 3)
{
this.gameObject.transform.Translate(Vector3.forward * Time.deltaTime * 5);
}
break;
}
}
void Attack_AI()
{
GameObject bullet1 = GameObject.CreatePrimitive(PrimitiveType.Sphere);
bullet1.AddComponent("Rigidbody");
bullet1.name = "Bullet";
bullet1.AddComponent("TrailRenderer");
trialRenderer = bullet1.GetComponent<TrailRenderer>();
trialRenderer.startWidth = 0.1f;
trialRenderer.endWidth = 0.1f;
trialRenderer.time = 0.5f;
bullet1.transform.localScale= new Vector3(0.2f,0.2f,0.2f);
bullet1.rigidbody.useGravity = false;
//find Enemy forward point
float x = this.gameObject.transform.position.x + this.gameObject.transform.forward.x;
float z = this.gameObject.transform.position.z + this.gameObject.transform.forward.z;
bullet1.transform.position = new Vector3(x ,1,z);
bullet1.rigidbody.AddRelativeForce(this.transform.forward * 400);
}
}