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using System.Linq;
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using UnityEngine;
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using System.Collections;
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public class AiCanHitEnemy : AiBehavior {
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private GameObject obj;
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private Inventory inventory;
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private HumanController selfController;
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public LayerMask skipRaycast;
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protected override BehaviorStatus OnExecute(AiBlackboard blackboard) {
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if (obj == null) {
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blackboard.GetValue<GameObject>("gameobject", out obj);
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inventory = obj.GetComponent<Inventory>();
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selfController = obj.GetComponent<HumanController>();
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}
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PlayerController enemy;
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blackboard.GetValue("enemy", out enemy);
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if (enemy == null) {
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return BehaviorStatus.Fail;
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}
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Vector3 right = obj.transform.localToWorldMatrix.MultiplyVector(Vector3.right).normalized;
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var raycastDir = Mathf.Abs(enemy.transform.position.x - obj.transform.position.x) * right;
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var p0 = obj.transform.position + Vector3.up * selfController.ArmsStandOffset;
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var p1 = obj.transform.position + Vector3.up * selfController.ArmsCrouchOffset;
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string crouchingName = "crouchToShoot";
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if ( RaycastEnemy(p0, raycastDir, enemy)) {
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blackboard.SetValue(crouchingName, false);
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Debug.Log("WTF1");
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return BehaviorStatus.Success;
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} else if (RaycastEnemy(p1, raycastDir, enemy)) {
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Debug.Log("WTF2");
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blackboard.SetValue(crouchingName, true);
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return BehaviorStatus.Success;
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}
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return BehaviorStatus.Fail;
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}
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private bool RaycastEnemy(Vector3 from, Vector3 d, PlayerController enemy) {
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var hits = Physics2D.RaycastAll(from, d, 100, Physics2D.DefaultRaycastLayers & ~skipRaycast.value);
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Debug.Log("Hits: " + hits.Length);
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//find first collision which is not inside player head
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int firstOutsideId = -1;
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for (int i = 0; i < hits.Length; ++i) {
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if (hits[i].fraction > 0.0f) {
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firstOutsideId = i;
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break;
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}
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}
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Debug.Log("Hits name: " + hits[firstOutsideId].transform.name);
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if (firstOutsideId >= 0) {
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var hit = hits[firstOutsideId];
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var g = hit.collider.GetComponent<PlayerController>();
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if (g != null && g == enemy) {
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return true;
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}
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}
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return false;
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}
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}
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