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; [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; public BoxCollider2D BoxCollider => _boxCollider != null ? _boxCollider : _boxCollider = GetComponent(); private BoxCollider2D _boxCollider; private void Update() { if (!game.enemy.HasBall) // Move towards the ball to grab it. { transform.position += new Vector3(game.ball.transform.position.x - transform.position.x, 0f, 0f).normalized * (Time.deltaTime * speed); if (Vector2.Distance(player.transform.position, transform.position) < 1f) // Repel from the player if they get too close. { transform.position -= (player.transform.position - transform.position).normalized * (Time.deltaTime * speed / 2f); } // Grab from the middle, and the bottom. if (game.player.HasBall && Random.Range(0, 100) > 50) // 50% 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)); } } else // Otherwise, move toward the basket, and then once we get within range, take the shot. { } game.enemy.Move(transform.position + new Vector3(0f, BoxCollider.size.y / 2, 0f)); leftLeg.top.transform.localRotation = Quaternion.Slerp( leftLeg.top.transform.localRotation, Quaternion.Euler(0, 0, maxLegAngle * Mathf.Sin(Time.time * legSpeed * (Rigidbody.velocity.magnitude / 5f))), Time.deltaTime * 50f ); leftLeg.bottom.transform.localRotation = Quaternion.Slerp( leftLeg.bottom.transform.localRotation, Quaternion.Euler(0, 0, maxLegAngle + maxLegAngle * Mathf.Sin(Time.time * legSpeed * (Rigidbody.velocity.magnitude / 5f))), Time.deltaTime * 50f ); rightLeg.top.transform.localRotation = Quaternion.Slerp( rightLeg.top.transform.localRotation, Quaternion.Euler(0, 0, maxLegAngle * Mathf.Sin(Time.time * -legSpeed * (Rigidbody.velocity.magnitude / 5f))), Time.deltaTime * 50f ); rightLeg.bottom.transform.localRotation = Quaternion.Slerp( rightLeg.bottom.transform.localRotation, Quaternion.Euler(0, 0, maxLegAngle + maxLegAngle * Mathf.Sin(Time.time * -legSpeed * (Rigidbody.velocity.magnitude / 5f))), Time.deltaTime * 50f ); } [Serializable] private struct Leg { public GameObject top; public GameObject bottom; } } }