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public LayerMask wallMask; - public float probeRadius = 0.15f; + [Header("Patrol Area")] + public BoxCollider2D area; // Assign PatrolArea (BoxCollider2D, IsTrigger) + public float padding = 0.2f; // keep away from edges + public LayerMask obstacleMask; // Walls + Barrels/Obstacles (anything with colliders) [Header("Movement")] public float speed = 2.0f; - public float waitAtPointSeconds = 0.0f; + public float arriveDistance = 0.25f; + + [Header("Wander Timing")] + public float minRetargetTime = 0.8f; + public float maxRetargetTime = 2.0f; + + [Header("Obstacle Probe")] + public float probeRadius = 0.18f; + public float probeDistance = 0.35f; + + [Header("Chase (only if player is inside patrol area)")] + public string playerTag = "Player"; + public float chaseRadius = 4.0f; // begin chasing when player is within this distance + public float stopDistance = 1.1f; // stop this far from player private Rigidbody2D rb; + private Transform player; + private Vector2 target; - private float chooseTimer = 0f; - private float waitTimer = 0f; + private float retargetTimer; void Awake() { @@ -30,95 +37,185 @@ void Awake() rb.gravityScale = 0f; rb.freezeRotation = true; } - void FixedUpdate() -{ - if (area == null) + + void Start() { - rb.linearVelocity = Vector2.zero; - return; + var p = GameObject.FindGameObjectWithTag(playerTag); + if (p != null) player = p.transform; + + PickNewTarget(); } - // wait timer (optional pause) - if (waitTimer > 0f) + void FixedUpdate() { - waitTimer -= Time.fixedDeltaTime; - rb.linearVelocity = Vector2.zero; - return; - } + if (area == null) + { + rb.linearVelocity = Vector2.zero; + return; + } - chooseTimer -= Time.fixedDeltaTime; + // Chase only if the player is inside the patrol area AND within chase radius + if (player != null && IsInsideArea(player.position) && InRange(rb.position, player.position, chaseRadius)) + { + Chase(); + } + else + { + Patrol(); + } - Vector2 pos = rb.position; - Vector2 toTarget = target - pos; + ClampToArea(); + } - // Pick a new target if: arrived OR time expired - if (toTarget.magnitude <= arriveDistance || chooseTimer <= 0f) + void Chase() { - PickNewTarget(); - rb.linearVelocity = Vector2.zero; - return; - } + Vector2 pos = rb.position; + Vector2 playerPos = player.position; + Vector2 toPlayer = playerPos - pos; + + if (toPlayer.magnitude <= stopDistance) + { + rb.linearVelocity = Vector2.zero; + return; + } - Vector2 dirMove = toTarget.normalized; - rb.linearVelocity = dirMove * speed; + Vector2 dir = toPlayer.normalized; - // Optional: if about to hit a wall, pick a new target - if (Physics2D.OverlapCircle(pos + dirMove * 0.25f, probeRadius, wallMask)) - { - PickNewTarget(); - rb.linearVelocity = Vector2.zero; + // If obstacle ahead, don't freeze: pick a new patrol target and patrol instead + if (Physics2D.OverlapCircle(pos + dir * probeDistance, probeRadius, obstacleMask)) + { + PickNewTarget(); + Patrol(); + return; + } + + rb.linearVelocity = dir * speed; } -} -void PickNewTarget() -{ - // try multiple candidates so we don't pick inside a wall - for (int i = 0; i < 20; i++) + void Patrol() { - Vector2 candidate = RandomPointInArea(); - if (!Physics2D.OverlapCircle(candidate, probeRadius, wallMask)) + retargetTimer -= Time.fixedDeltaTime; + + Vector2 pos = rb.position; + Vector2 toTarget = target - pos; + + // If reached target or timer expired -> new target + if (toTarget.magnitude <= arriveDistance || retargetTimer <= 0f) + { + PickNewTarget(); + toTarget = target - pos; + } + + if (toTarget.magnitude <= arriveDistance) { - target = candidate; - chooseTimer = Random.Range(minChooseTime, maxChooseTime); + rb.linearVelocity = Vector2.zero; + return; + } - // optional pause at each new target - if (waitAtPointSeconds > 0f) waitTimer = waitAtPointSeconds; + Vector2 dir = toTarget.normalized; + // If obstacle ahead, repick target (no pausing) + if (Physics2D.OverlapCircle(pos + dir * probeDistance, probeRadius, obstacleMask)) + { + PickNewTarget(); + rb.linearVelocity = Vector2.zero; return; } + + rb.linearVelocity = dir * speed; } - // fallback if no valid point found - target = rb.position; - chooseTimer = 0.5f; -} + void PickNewTarget() + { + // Try multiple points inside the area that aren't inside obstacles + for (int i = 0; i < 40; i++) + { + Vector2 candidate = RandomPointInArea(); + if (!Physics2D.OverlapCircle(candidate, probeRadius, obstacleMask)) + { + target = candidate; + retargetTimer = Random.Range(minRetargetTime, maxRetargetTime); + return; + } + } -Vector2 RandomPointInArea() -{ - Bounds b = area.bounds; - return new Vector2( - Random.Range(b.min.x, b.max.x), - Random.Range(b.min.y, b.max.y) - ); -} + // Fallback so it doesn't freeze + target = RandomPointInArea(); + retargetTimer = 0.5f; + } -#if UNITY_EDITOR -void OnDrawGizmosSelected() -{ - // Draw the wander area - if (area != null) + Vector2 RandomPointInArea() + { + Bounds b = area.bounds; + + float minX = b.min.x + padding; + float maxX = b.max.x - padding; + float minY = b.min.y + padding; + float maxY = b.max.y - padding; + + return new Vector2(Random.Range(minX, maxX), Random.Range(minY, maxY)); + } + + bool IsInsideArea(Vector2 p) + { + Bounds b = area.bounds; + + return (p.x >= b.min.x + padding && p.x <= b.max.x - padding && + p.y >= b.min.y + padding && p.y <= b.max.y - padding); + } + + bool InRange(Vector2 a, Vector2 b, float r) { - Gizmos.color = Color.cyan; - Gizmos.DrawWireCube(area.bounds.center, area.bounds.size); + return (a - b).sqrMagnitude <= r * r; } - // Draw current target - Gizmos.color = Color.green; - Gizmos.DrawSphere(target, 0.08f); -} + void ClampToArea() + { + Bounds b = area.bounds; + + float minX = b.min.x + padding; + float maxX = b.max.x - padding; + float minY = b.min.y + padding; + float maxY = b.max.y - padding; + + Vector2 p = rb.position; + Vector2 clamped = new Vector2( + Mathf.Clamp(p.x, minX, maxX), + Mathf.Clamp(p.y, minY, maxY) + ); + + if (clamped != p) + { + rb.position = clamped; + rb.linearVelocity = Vector2.zero; + PickNewTarget(); + } + } + +#if UNITY_EDITOR + void OnDrawGizmosSelected() + { + if (area != null) + { + Gizmos.color = Color.cyan; + Gizmos.DrawWireCube(area.bounds.center, area.bounds.size); + } + + Gizmos.color = Color.yellow; + Gizmos.DrawWireSphere(transform.position, chaseRadius); + + Gizmos.color = Color.green; + Gizmos.DrawSphere(target, 0.08f); + } #endif + public void TakeDamage(float damage) { Debug.Log("Enemy took " + damage + " damage!"); } + + public void TakeDamage(int damage) + { + TakeDamage((float)damage); + } } \ No newline at end of file diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 7262f1574..07f025eb2 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -13,7 +13,7 @@ TagManager: - Water - UI - Obstacles - - + - Enemy - - -