-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathEnemyRed.cs
122 lines (103 loc) · 4.27 KB
/
EnemyRed.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
using UnityEngine;
public class EnemyRed : MonoBehaviour
{
public Transform player;
public float speed;
Rigidbody2D rb;
public float rotationSpeed;
float enemyRotationInDegrees;
float enemyRotationInRadians;
Vector2 enemyDirection;
Vector2 fromEnemyToPlayerDirection;
float angle;
bool speedDecreased;
public GameObject crushClosingAnimation;
private void Start()
{
player = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>();
rb = gameObject.GetComponent<Rigidbody2D>();
rb.velocity = new Vector2(0, speed);
}
void FixedUpdate()
{
enemyDirection = new Vector2(rb.velocity.x, rb.velocity.y);
fromEnemyToPlayerDirection = player.position - transform.position;
angle = Vector2.Angle(enemyDirection, fromEnemyToPlayerDirection);
RotatePlayer();
enemyRotationInDegrees = transform.eulerAngles.z;
enemyRotationInRadians = enemyRotationInDegrees / Mathf.Rad2Deg;
rb.velocity = new Vector2(-speed * Mathf.Sin(enemyRotationInRadians), speed * Mathf.Cos(enemyRotationInRadians));
}
private void RotatePlayer()
{
if (angle < 10 && !speedDecreased)
{
rotationSpeed = rotationSpeed / 3;
speedDecreased = true;
}
if (angle >= 10 && speedDecreased)
{
rotationSpeed = rotationSpeed * 3;
speedDecreased = false;
}
if (angle > 1)
{
//Both Facing Right
if (enemyDirection.x > 0 && fromEnemyToPlayerDirection.x > 0)
{
//Clockwise
if (Vector2.Angle(enemyDirection, Vector2.up) < Vector2.Angle(fromEnemyToPlayerDirection, Vector2.up))
{
transform.rotation = Quaternion.Euler(new Vector3(0, 0, enemyRotationInDegrees - rotationSpeed * Time.deltaTime));
}
//Anti Clokcwise
else
{
transform.rotation = Quaternion.Euler(new Vector3(0, 0, enemyRotationInDegrees + rotationSpeed * Time.deltaTime));
}
}
//Player faces right, joystick faces left
else if (enemyDirection.x > 0 && fromEnemyToPlayerDirection.x < 0)
{
//Clockwise
if (Vector2.Angle(fromEnemyToPlayerDirection, Vector2.up) > Vector2.Angle(-enemyDirection, Vector2.up))
{
transform.rotation = Quaternion.Euler(new Vector3(0, 0, enemyRotationInDegrees - rotationSpeed * Time.deltaTime));
}
//Anti Clockwise
else
{
transform.rotation = Quaternion.Euler(new Vector3(0, 0, enemyRotationInDegrees + rotationSpeed * Time.deltaTime));
}
}
//Both Faces Left
else if (enemyDirection.x < 0 && fromEnemyToPlayerDirection.x < 0)
{
//Clockwsie
if (Vector2.Angle(enemyDirection, Vector2.up) > Vector2.Angle(fromEnemyToPlayerDirection, Vector2.up))
{
transform.rotation = Quaternion.Euler(new Vector3(0, 0, enemyRotationInDegrees - rotationSpeed * Time.deltaTime));
}
//Anti Clockwise
else
{
transform.rotation = Quaternion.Euler(new Vector3(0, 0, enemyRotationInDegrees + rotationSpeed * Time.deltaTime));
}
}
//Player faces left, joystick faces right
else
{
//Clockwise
if (Vector2.Angle(fromEnemyToPlayerDirection, Vector2.up) < Vector2.Angle(-enemyDirection, Vector2.up))
{
transform.rotation = Quaternion.Euler(new Vector3(0, 0, enemyRotationInDegrees - rotationSpeed * Time.deltaTime));
}
//Anti Clockwise
else
{
transform.rotation = Quaternion.Euler(new Vector3(0, 0, enemyRotationInDegrees + rotationSpeed * Time.deltaTime));
}
}
}
}
}