Enemies movement improvement in cave
Added NPC attack in cave
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 947202751}
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--- !u!1 &961477909
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GameObject:
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@ -45246,7 +45380,7 @@ MonoBehaviour:
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@ -45541,7 +45675,7 @@ MonoBehaviour:
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m_Sprite: {fileID: 21300000, guid: 5798ae9145b3f8449a416754aaf7ab69, type: 3}
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m_Sprite: {fileID: 21300000, guid: a13567f003e59bd43a6ec16053a8c148, type: 3}
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@ -138302,7 +138436,9 @@ MonoBehaviour:
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Panel: {fileID: 163167163}
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requiredItem:
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QuestPanel: {fileID: 440573952}
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FinishQuestPanel: {fileID: 0}
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isQuest: 0
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--- !u!58 &2102416362
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CircleCollider2D:
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@ -138608,7 +138744,7 @@ MonoBehaviour:
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@ -138620,7 +138756,7 @@ MonoBehaviour:
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m_TargetAssemblyTypeName: FollowingEnemy, Assembly-CSharp
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m_MethodName: SaveCheckpoint
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m_Mode: 1
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|
@ -108,9 +108,9 @@ public class FollowingEnemy : Enemy
|
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|
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void CheckDistance()
|
||||
{
|
||||
if(Vector3.Distance(target.position, transform.position) <= chaseRadius && Vector3.Distance(target.position, transform.position) > attackRadius)
|
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if(Vector2.Distance(target.position, transform.position) <= chaseRadius && Vector2.Distance(target.position, transform.position) > attackRadius)
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{
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transform.position = Vector3.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
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transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
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}
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}
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225
Assets/Scripts/Enemies' Scprits/FollowingPatrollingEnemy.cs
Normal file
225
Assets/Scripts/Enemies' Scprits/FollowingPatrollingEnemy.cs
Normal file
@ -0,0 +1,225 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class FollowingPatrollingEnemy : Enemy
|
||||
{
|
||||
public string name2;
|
||||
|
||||
public Transform[] path;
|
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public int currentPoint;
|
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public Transform currentGoal;
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public Transform target;
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public float chaseRadius;
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public float attackRadius;
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public Transform homePosition;
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|
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public float roundingDistance;
|
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private Rigidbody2D myRigidbody;
|
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public Animator anim;
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public GameObject other;
|
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|
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public bool inRange = false;
|
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public bool hit = false;
|
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public GameObject player;
|
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private bool firstAttack = false;
|
||||
|
||||
private float timerDmg = 0f;
|
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private float waitTime = 1.0f;
|
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|
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private float timerHit = 0f;
|
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private float hitWaitTime = 0.55f;
|
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|
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public float thrust;
|
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public float knockTime;
|
||||
|
||||
public int isKilled;
|
||||
//isKilled = 0 - mob ALIVE
|
||||
//isKilled = 1 - mob DEAD
|
||||
|
||||
public int continued;
|
||||
|
||||
public int isKilled2;
|
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|
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|
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// Start is called before the first frame update
|
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void Start()
|
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{
|
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continued = PlayerPrefs.GetInt("continued");
|
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if (continued == 1)
|
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{
|
||||
isKilled = PlayerPrefs.GetInt(name2);
|
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}
|
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else
|
||||
{
|
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isKilled = PlayerPrefs.GetInt(enemyName);
|
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}
|
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if (isKilled == 1)
|
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{
|
||||
gameObject.SetActive(false);
|
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}
|
||||
myRigidbody = GetComponent<Rigidbody2D>();
|
||||
anim = GetComponent<Animator>();
|
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target = GameObject.FindWithTag("Player").transform;
|
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}
|
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|
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// Update is called once per frame
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void Update()
|
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{
|
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CheckDistance();
|
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//StartCoroutine(Timer());
|
||||
|
||||
//Code below is for dealing damage to player
|
||||
|
||||
if (inRange == true)
|
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{
|
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if (firstAttack == false)
|
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{
|
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if (timerDmg >= 0.15f)
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{
|
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firstAttack = true;
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other.GetComponent<Player>().TakeDamage(baseAttack);
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timerDmg = 0f;
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}
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}
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if (timerDmg >= waitTime)
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{
|
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timerDmg = 0f;
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other.GetComponent<Player>().TakeDamage(baseAttack);
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}
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timerDmg += Time.deltaTime;
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}
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timerHit += Time.deltaTime;
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if (hit == true)
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{
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if (timerHit >= hitWaitTime)
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{
|
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TakeDamage(1.0f);
|
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hit = false;
|
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timerHit = 0f;
|
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TakeKnockback();
|
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}
|
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}
|
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if (gameObject.active == false)
|
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{
|
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isKilled = 1;
|
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PlayerPrefs.SetInt(enemyName, isKilled);
|
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}
|
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}
|
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|
||||
|
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void CheckDistance()
|
||||
{
|
||||
if (Vector2.Distance(target.position, transform.position) <= chaseRadius && Vector2.Distance(target.position, transform.position) > attackRadius)
|
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{
|
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Vector2 temp = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
|
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myRigidbody.MovePosition(temp);
|
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}
|
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else if (Vector2.Distance(target.position, transform.position) > chaseRadius)
|
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{
|
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Debug.Log(Vector2.Distance(transform.position, path[currentPoint].position));
|
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if (Vector2.Distance(transform.position, path[currentPoint].position) > roundingDistance)
|
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{
|
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Vector2 temp = Vector2.MoveTowards(transform.position, path[currentPoint].position, moveSpeed * Time.deltaTime);
|
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myRigidbody.MovePosition(temp);
|
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}
|
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else
|
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{
|
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changeGoal();
|
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}
|
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}
|
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if (gameObject.active == false)
|
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{
|
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isKilled = 1;
|
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PlayerPrefs.SetInt(enemyName, isKilled);
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}
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}
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|
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|
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void OnTriggerEnter2D(Collider2D collision)
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{
|
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///For attacking player
|
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if (collision.tag == "PlayerHitbox")
|
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{
|
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inRange = true;
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firstAttack = false;
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}
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if (collision.tag == "AttackHitbox")
|
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{
|
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hit = true;
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}
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}
|
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|
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void OnTriggerStay2D(Collider2D collision)
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{
|
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///For attacking player
|
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if (collision.tag == "PlayerHitbox")
|
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{
|
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inRange = true;
|
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}
|
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}
|
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|
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void OnTriggerExit2D(Collider2D collision)
|
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{
|
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///For attacking player
|
||||
inRange = false;
|
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timerDmg = 0f;
|
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hit = false;
|
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}
|
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|
||||
public void TakeDamage(float damage)
|
||||
{
|
||||
health = health - damage;
|
||||
if (health <= 0)
|
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{
|
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gameObject.SetActive(false);
|
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}
|
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}
|
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|
||||
public void TakeKnockback()
|
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{
|
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Rigidbody2D enemy = gameObject.GetComponent<Rigidbody2D>();
|
||||
Rigidbody2D player = other.GetComponent<Rigidbody2D>();
|
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if (enemy != null)
|
||||
{
|
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enemy.isKinematic = false;
|
||||
Vector2 difference = enemy.transform.position - player.transform.position;
|
||||
difference = difference.normalized * thrust;
|
||||
enemy.AddForce(difference, ForceMode2D.Impulse);
|
||||
StartCoroutine(KnockCo(enemy));
|
||||
}
|
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}
|
||||
|
||||
private IEnumerator KnockCo(Rigidbody2D enemy)
|
||||
{
|
||||
if (enemy != null)
|
||||
{
|
||||
yield return new WaitForSeconds(knockTime);
|
||||
enemy.velocity = Vector2.zero;
|
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enemy.isKinematic = true;
|
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}
|
||||
}
|
||||
|
||||
public void SaveCheckpoint()
|
||||
{
|
||||
PlayerPrefs.SetInt(name2, isKilled);
|
||||
}
|
||||
|
||||
private void changeGoal()
|
||||
{
|
||||
Debug.Log("cokolweik");
|
||||
if (currentPoint == path.Length - 1)
|
||||
{
|
||||
currentPoint = 0;
|
||||
currentGoal = path[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
currentPoint++;
|
||||
currentGoal = path[currentPoint];
|
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}
|
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}
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}
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 3dd65ecdb4b7459489f8c03a18ccff46
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -42,6 +42,7 @@ public class PatrollingEnemy : Enemy
|
||||
{
|
||||
changeGoal();
|
||||
}
|
||||
//killing
|
||||
if(gameObject.active == false)
|
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{
|
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isKilled = 1;
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|
8
Assets/Sprites/Items.meta
Normal file
8
Assets/Sprites/Items.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d
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flags: 0
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vcSharedLogLevel:
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value: 0d5e400f0650
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|
Loading…
Reference in New Issue
Block a user