using System; using Controllers.Player; using UnityEngine; using Random = UnityEngine.Random; namespace Controllers { [RequireComponent(typeof(Rigidbody2D))] [RequireComponent(typeof(BoxCollider2D))] public class AIController : MonoBehaviour { [SerializeField] private float speed; [SerializeField] private Transform flipper; [Header("Legs")] [SerializeField] private Leg leftLeg; [SerializeField] private Leg rightLeg; [SerializeField] private float maxLegAngle; [SerializeField] private float legSpeed; [Header("References")] [SerializeField] private GameController game; [SerializeField] private PlayerController player; public Rigidbody2D Rigidbody => _rigidbody != null ? _rigidbody : _rigidbody = GetComponent(); private Rigidbody2D _rigidbody; private float animationStep; public BoxCollider2D BoxCollider => _boxCollider != null ? _boxCollider : _boxCollider = GetComponent(); private BoxCollider2D _boxCollider; private void Start() { // Try to grab (steal) the ball every n seconds. InvokeRepeating(nameof(GrabBall), 0, 0.5f); InvokeRepeating(nameof(ShootBall), 0, 2f); } private void GrabBall() { // Grab from the middle, and the bottom. if (!game.player.HasBall || Random.Range(0, 100) > 70) // 30% chance of them grabbing the ball from the player. { game.enemy.GrabBall(transform.position); game.enemy.GrabBall(transform.position + new Vector3(0f, BoxCollider.size.y / 2, 0f)); } } private void ShootBall() { if (!game.enemy.HasBall) return; var hoopDistance = Mathf.Abs(transform.position.x - game.EnemyHoop.transform.position.x); var playerHoopDistance = Mathf.Abs(player.root.transform.position.x - game.EnemyHoop.transform.position.x); if (hoopDistance < 6f && hoopDistance > 2.5f && (Random.Range(0, 100) > 30 || playerHoopDistance > hoopDistance)) // Take the shot when in range. 70% chance he decides to if the player is standing between him and the basket. { game.enemy.Shoot(transform); } } private void Update() { var movement = transform.position; if (!game.enemy.HasBall) // Move towards the ball to grab it. { if (Vector2.Distance(player.root.transform.position, transform.position) < 0.8f) // Repel from the player if they get too close. { // transform.position += new Vector3(-(player.transform.position - transform.position).normalized.x, 0, 0) * (Time.deltaTime * speed / 2f); transform.position = new Vector2(Vector2.MoveTowards(transform.position, player.root.transform.position, -1.5f * speed * Time.deltaTime).x, transform.position.y); } else { // transform.position += new Vector3(game.ball.transform.position.x - transform.position.x, 0f, 0f).normalized * (Time.deltaTime * speed); var direction = Vector2.MoveTowards(transform.position, game.ball.transform.position, speed * Time.deltaTime); transform.position = new Vector2(direction.x, transform.position.y); flipper.localScale = new Vector3((Vector2.Distance(transform.position, direction) > 0 ? -1f : 1f), 1, 1); } } else // Otherwise, move toward the basket, and then once we get within range, take the shot. { // How far the enemy tries to get from the hoop before shooting. // Currently, it will try to shoot a 3pt. shot if down, but a 2pt. shot if up or tied. var targetDistance = game.enemy.score < game.player.score ? 5f : 3f; transform.position = new Vector2(Vector2.MoveTowards(transform.position, game.EnemyHoop.transform.position + new Vector3(targetDistance, 0, 0), speed * Time.deltaTime).x, transform.position.y); } movement -= transform.position; game.enemy.Move(transform.position + new Vector3(0f, BoxCollider.size.y * 3/4, 0f)); leftLeg.top.transform.localRotation = Quaternion.Euler(0, 0, maxLegAngle * Mathf.Sin(animationStep * legSpeed)); leftLeg.bottom.transform.localRotation = Quaternion.Euler(0, 0, maxLegAngle + maxLegAngle * Mathf.Sin(animationStep * legSpeed)); rightLeg.top.transform.localRotation = Quaternion.Euler(0, 0, maxLegAngle * Mathf.Sin(animationStep * -legSpeed)); rightLeg.bottom.transform.localRotation = Quaternion.Euler(0, 0, maxLegAngle + maxLegAngle * Mathf.Sin(animationStep * -legSpeed)); animationStep += Time.deltaTime * Mathf.Abs(movement.x); } [Serializable] private struct Leg { public GameObject top; public GameObject bottom; } } }