Battle Wizard animation

This commit is contained in:
Jakub Sztuba 2023-01-17 00:16:43 +01:00
parent 38540b2eab
commit 98be70d531
12 changed files with 1047 additions and 14 deletions

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@ -24,10 +24,13 @@ public enum WizardBattleStepsEnum
[RequireComponent(typeof(NPC))]
[RequireComponent(typeof(AStarPathfindingAgent))]
class BattleWizard : MonoBehaviour
{
public const string BATTLE_STATE = "BattleState";
private Animator myAnim;
public float playerX;
public WizardBattleStepsEnum BattleState = WizardBattleStepsEnum.First;
[Header("Health")]
@ -70,6 +73,7 @@ class BattleWizard : MonoBehaviour
private void Start()
{
myAnim = GetComponent<Animator>();
MinionRespowner.GetComponent<CounterRespowner>().Respown = false;
MinionRespowner.GetComponent<CounterRespowner>().Counter = 0;
@ -150,6 +154,7 @@ class BattleWizard : MonoBehaviour
{
PlayerPrefs.SetFloat("WizardMaxHealth", maxHealth);
PlayerPrefs.SetFloat("WizardCurrentHealth", currentHealth);
playerX = myAnim.GetFloat("moveXWizard");
if (gameObject.GetComponent<NPC>().State == NPCStateEnum.Walking)
{
var dir = TargetPosition - transform.position;
@ -305,7 +310,8 @@ class BattleWizard : MonoBehaviour
case NPCStateEnum.Attacking:
{
gameObject.GetComponent<Animator>().SetBool("isRunning", false);
//gameObject.GetComponent<Animator>().SetTrigger("AttackRight");
//gameObject.GetComponent<Animator>().SetTrigger("Back");
AttackManagment();
break;
}
@ -480,12 +486,22 @@ class BattleWizard : MonoBehaviour
// Attack logic
if (timerDmg >= timeToWaitBeforeNextAttack)
{
if (playerX >0)
{
myAnim.SetTrigger("AttackRight");
}
else
{
myAnim.SetTrigger("AttackLeft");
}
myAnim.SetTrigger("Back");
timerDmg = 0f;
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().TakeDamage(
attackValue,
isPanelEnabled
);
//myAnim.SetTrigger("Back");
}
speedCalculate(); // to restore property timeToWaitBeforeNextAttack walue

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