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SoulMoster.cs
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SoulMoster.cs
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using UnityEngine;
using System.Collections;
public class SoulMoster : MonoBehaviour
{
private PlayerAtkAndDamage playerAtkAndDamage;
private SoulMonsterAtkAndDamage monsterAtkAndDamage;
public Transform Player;
public float attackDistance = 1; //这个是攻击距离
//public float speed = 2.5f; //移动速度
// private CharacterController cc;
private Animator animator;
public float attackTime = 3; //攻击间隔时间
private float attcktTimer = 4; //计时器
private NavMeshAgent agent;
void Start()
{
//获取角色位置及血量信息
Player = GameObject.FindGameObjectWithTag(TagMgr.Player).transform;
playerAtkAndDamage = Player.GetComponent<PlayerAtkAndDamage>();
monsterAtkAndDamage = this.GetComponent<SoulMonsterAtkAndDamage>();
//获取自身控制器及状态机
//cc = this.GetComponent<CharacterController>();
animator = this.GetComponent<Animator>();
agent = GetComponent<NavMeshAgent>();
}
//战斗相关
void Update()
{
//角色死亡后小怪停止运动
if (playerAtkAndDamage.hp <= 0)
{
animator.SetBool("Walk", false);
return;
}
Vector3 targetPos = Player.position;
//保证Monster永远面朝主角,并且是在xy这个平面旋转,与y无关
targetPos.y = transform.position.y;
transform.LookAt(targetPos);
float distance = Vector3.Distance(targetPos, transform.position);
if (distance <= attackDistance)//在攻击距离之内
{
attcktTimer += Time.deltaTime;
if (attcktTimer > attackTime)//达到攻击事件
{
animator.SetTrigger("Attack");
monsterAtkAndDamage.AnimationAttack();
attcktTimer = 0;
}
else
{
animator.SetBool("Walk", false);
}
}
else//对目标进行跟踪
{
//Monster如果正在攻击时间,不允许移动 ,不同AI状态名字统一吧,不然判定不过
if (animator.GetCurrentAnimatorStateInfo(0).IsName("Run"))
{
agent.SetDestination(Player.transform.position);
}
animator.SetBool("Walk", true);
//保证每次移动到主角身边时都会立马进行攻击
attcktTimer = 4;
}
}
}