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