things/enemies/ZombieElite.cs
using Sandbox;
public class ZombieElite : Enemy
{
private TimeSince _damageTime;
private const float DAMAGE_TIME = 0.5f;
public override float HeightVariance => 0.04f;
public override float WidthVariance => 0.02f;
protected override void OnAwake()
{
//OffsetY = -0.45f;
ShadowScale = 1f;
ShadowFullOpacity = 0.8f;
ShadowOpacity = 0f;
Scale = 0.95f;
base.OnAwake();
//AnimSpeed = 2f;
//Sprite.Texture = Texture.Load("textures/sprites/zombie_elite.vtex");
//ScaleFactor = 0.85f;
//Sprite.Size = new Vector2( 1f, 1f ) * Scale;
PushStrength = 12f;
Radius = 0.27f;
Health = 55f;
if ( Manager.Instance.Difficulty < 0 )
Health = 40f;
MaxHealth = Health;
DamageToPlayer = 9f;
Sprite.PlayAnimation( AnimSpawnPath );
if ( IsProxy )
return;
CollideWith.Add( typeof( Enemy ) );
CollideWith.Add( typeof( Player ) );
//ShadowScale = 0.95f;
_damageTime = DAMAGE_TIME;
if(Manager.Instance.Difficulty > 0)
{
Deceleration = 1.8f;
DecelerationAttacking = 0.6f;
AggroRange = 1.25f;
}
}
protected override void UpdatePosition( float dt )
{
base.UpdatePosition( dt );
var targetPos = Target.IsValid() ? Target.Position2D : (IsCharmed ? Manager.Instance.Player.Position2D : Position2D);
Velocity += (targetPos - Position2D).Normal * dt * (IsFeared ? -1f : 1f);
var baseSpeed = Manager.Instance.Difficulty > 0
? (IsAttacking ? 2.6f : 0.5f)
: (IsAttacking ? 1.9f : 1f);
var adjustSpeed = Manager.Instance.Difficulty > 0
? (IsAttacking ? 24f : 14f)
: (IsAttacking ? 16f : 9.5f);
float speed = baseSpeed + Utils.FastSin( MoveTimeOffset + Time.Now * adjustSpeed ) * baseSpeed;
if ( Manager.Instance.Difficulty < 0 )
speed *= 0.85f;
WorldPosition += (Vector3)Velocity * speed * dt;
}
public override void Colliding( Thing other, float percent, float dt )
{
base.Colliding( other, percent, dt );
if ( other is Enemy enemy && !enemy.IsDying )
{
var spawnFactor = Utils.Map( enemy.TimeSinceSpawn, 0f, enemy.SpawnTime, 0f, 1f, EasingType.QuadIn );
Velocity += (Position2D - enemy.Position2D).Normal * Utils.Map( percent, 0f, 1f, 0f, 1f ) * enemy.PushStrength * (1f + enemy.TempWeight) * spawnFactor * dt;
if ( IsAttacking && IsCharmed != enemy.IsCharmed && _damageTime > (DAMAGE_TIME / TimeScale) )
{
var dmg = DamageToPlayer;
if ( IsCharmed )
dmg *= CharmDamageDealtMultiplier;
enemy.Damage( dmg, null, addVel: Vector2.Zero, addTempWeight: 0f, isCrit: false, DamageType.Melee );
enemy.Target = this;
_damageTime = 0f;
if ( enemy.TimeSinceTakeInfightingDamage > 0.25f )
Manager.Instance.PlaySfxNearby( "zombie.attack.player", Position2D, pitch: Utils.Map( enemy.Health, enemy.MaxHealth, 0f, 0.95f, 1.15f, EasingType.QuadIn ), volume: 0.6f, maxDist: 4.5f );
enemy.TimeSinceTakeInfightingDamage = 0f;
}
}
// todo: move collision check to player instead to prevent laggy hits?
else if ( other is Player player )
{
if ( !player.IsDead )
{
Velocity += (Position2D - player.Position2D).Normal * Utils.Map( percent, 0f, 1f, 0f, 1f ) * player.Stats[PlayerStat.PushStrength] * (1f + player.TempWeight) * dt;
if ( IsAttacking && _damageTime > (DAMAGE_TIME / TimeScale) && !IsCharmed )
{
float dmg = player.CheckDamageAmount( DamageToPlayer, DamageType.Melee );
if ( !player.IsInvulnerable && !player.IsTimePausedForChoosing )
{
Manager.Instance.PlaySfxNearby( "zombie.attack.player", Position2D, pitch: Utils.Map( player.Health, player.Stats[PlayerStat.MaxHp], 0f, 0.95f, 1.15f, EasingType.QuadIn ), volume: 1f, maxDist: 5.5f );
player.Damage( dmg );
if( dmg > 0f )
OnDamagePlayer( player, dmg );
}
_damageTime = 0f;
}
}
}
}
public override void Celebrate()
{
base.Celebrate();
CelebrateAsync();
}
async void CelebrateAsync()
{
await Task.Delay( Game.Random.Int( 0, 500 ) );
Sprite.PlaybackSpeed = Game.Random.Float( 1.5f, 3f );
Sprite.PlayAnimation( "cheer_start" );
await Task.Delay( Game.Random.Int( 200, 400 ) );
Sprite.PlayAnimation( "cheer" );
}
}