Improved attacking system

This commit is contained in:
alilas2 2022-06-11 17:49:19 +02:00
parent 27dd46bf27
commit 62c87d1cb6
5 changed files with 299 additions and 350 deletions

View File

@ -2,7 +2,7 @@
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@ -15,7 +15,7 @@ public class Enemy : MonoBehaviour
health = maxHealth.initialValue;
}
private void TakeDamage(float damage)
public void TakeDamage(float damage)
{
health -= damage;
if (health <= 0)

View File

@ -15,12 +15,19 @@ public class FollowingEnemy : Enemy
public GameObject other;
public bool inRange = false;
public bool hit = false;
public GameObject player;
private bool firstAttack = false;
private float timer = 0f;
private float timerDmg = 0f;
private float waitTime = 1.0f;
private float timerHit = 0f;
private float hitWaitTime = 0.5f;
public float thrust;
public float knockTime;
// Start is called before the first frame update
void Start()
@ -42,19 +49,31 @@ public class FollowingEnemy : Enemy
{
if (firstAttack == false)
{
if (timer >= 0.15f)
if (timerDmg >= 0.15f)
{
firstAttack = true;
other.GetComponent<Player>().TakeDamage(baseAttack);
timer = 0f;
timerDmg = 0f;
}
}
if (timer >= waitTime)
if (timerDmg >= waitTime)
{
timer = 0f;
timerDmg = 0f;
other.GetComponent<Player>().TakeDamage(baseAttack);
}
timer += Time.deltaTime;
timerDmg += Time.deltaTime;
}
timerHit += Time.deltaTime;
if(hit == true)
{
if(timerHit >= hitWaitTime)
{
TakeDamage(1.0f);
hit = false;
timerHit = 0f;
TakeKnockback();
}
}
}
@ -70,6 +89,7 @@ public class FollowingEnemy : Enemy
void OnTriggerEnter2D(Collider2D collision)
{
///For attacking player
if (collision.tag == "PlayerHitbox")
{
inRange = true;
@ -78,12 +98,13 @@ public class FollowingEnemy : Enemy
if (collision.tag == "AttackHitbox")
{
//TakeDamage(1.0f);
hit = true;
}
}
void OnTriggerStay2D(Collider2D collision)
{
///For attacking player
if (collision.tag == "PlayerHitbox")
{
inRange = true;
@ -92,8 +113,9 @@ public class FollowingEnemy : Enemy
void OnTriggerExit2D(Collider2D collision)
{
///For attacking player
inRange = false;
timer = 0f;
timerDmg = 0f;
}
public void TakeDamage(float damage)
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Destroy(gameObject);
}
}
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{
Rigidbody2D enemy = gameObject.GetComponent<Rigidbody2D>();
Rigidbody2D player = other.GetComponent<Rigidbody2D>();
if (enemy != null)
{
enemy.isKinematic = false;
Vector2 difference = enemy.transform.position - player.transform.position;
difference = difference.normalized * thrust;
enemy.AddForce(difference, ForceMode2D.Impulse);
StartCoroutine(KnockCo(enemy));
}
}
private IEnumerator KnockCo(Rigidbody2D enemy)
{
if (enemy != null)
{
yield return new WaitForSeconds(knockTime);
enemy.velocity = Vector2.zero;
enemy.isKinematic = true;
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View File

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