r2mods/ilspy_dump/ror2_csproj/RoR2/WispAI.cs

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2024-10-04 07:26:37 +00:00
using System.Collections.Generic;
using System.Collections.ObjectModel;
using UnityEngine;
namespace RoR2;
public class WispAI : MonoBehaviour
{
private struct TargetSearchCandidate
{
public Transform transform;
public Vector3 positionDiff;
public float sqrDistance;
}
[Tooltip("The character to control.")]
public GameObject body;
[Tooltip("The enemy to target.")]
public Transform targetTransform;
[Tooltip("The skill to activate for a ranged attack.")]
public GenericSkill fireSkill;
[Tooltip("How close the character must be to the enemy to use a ranged attack.")]
public float fireRange;
private CharacterDirection bodyDirectionComponent;
private CharacterMotor bodyMotorComponent;
private static List<TargetSearchCandidate> candidateList = new List<TargetSearchCandidate>();
private void Awake()
{
bodyDirectionComponent = body.GetComponent<CharacterDirection>();
bodyMotorComponent = body.GetComponent<CharacterMotor>();
}
private void FixedUpdate()
{
if (!body)
{
return;
}
if (!targetTransform)
{
targetTransform = SearchForTarget();
}
if ((bool)targetTransform)
{
Vector3 vector = targetTransform.position - body.transform.position;
bodyMotorComponent.moveDirection = vector;
bodyDirectionComponent.moveVector = Vector3.Lerp(bodyDirectionComponent.moveVector, vector, Time.deltaTime);
if ((bool)fireSkill && vector.sqrMagnitude < fireRange * fireRange)
{
fireSkill.ExecuteIfReady();
}
}
}
private Transform SearchForTarget()
{
Vector3 position = body.transform.position;
Vector3 forward = bodyDirectionComponent.forward;
ReadOnlyCollection<TeamComponent> teamMembers = TeamComponent.GetTeamMembers(TeamIndex.Player);
for (int i = 0; i < teamMembers.Count; i++)
{
Transform transform = teamMembers[i].transform;
Vector3 vector = transform.position - position;
if (Vector3.Dot(forward, vector) > 0f)
{
candidateList.Add(new TargetSearchCandidate
{
transform = transform,
positionDiff = vector,
sqrDistance = vector.sqrMagnitude
});
}
}
candidateList.Sort((TargetSearchCandidate a, TargetSearchCandidate b) => (!(a.sqrDistance < b.sqrDistance)) ? ((a.sqrDistance != b.sqrDistance) ? 1 : 0) : (-1));
Transform result = null;
for (int j = 0; j < candidateList.Count; j++)
{
if (!Physics.Raycast(position, candidateList[j].positionDiff, Mathf.Sqrt(candidateList[j].sqrDistance), LayerIndex.world.mask, QueryTriggerInteraction.Ignore))
{
result = candidateList[j].transform;
break;
}
}
candidateList.Clear();
return result;
}
}