Added very basic attacking system

This commit is contained in:
alilas2 2022-06-09 21:51:48 +02:00
parent c976919977
commit bc2f8ba3e1
17 changed files with 1844 additions and 252 deletions

View File

@ -2,7 +2,7 @@
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View File

@ -0,0 +1,39 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DealDamage : MonoBehaviour
{
private bool inRange;
private float timer = 0f;
private float waitTime = 0.35f;
private bool firstAttack = true;
void Update()
{
timer += Time.deltaTime;
if (timer >= 0.5f)
{
firstAttack = true;
}
}
void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "Enemy")
{
if (firstAttack == true)
{
collision.GetComponent<FollowingEnemy>().TakeDamage(1.0f);
firstAttack = false;
}
else if (timer >= waitTime)
{
collision.GetComponent<FollowingEnemy>().TakeDamage(1.0f);
timer = 0f;
}
}
}
}

View File

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View File

@ -21,6 +21,7 @@ public class FollowingEnemy : Enemy
private float timer = 0f;
private float waitTime = 1.0f;
// Start is called before the first frame update
void Start()
{
@ -34,6 +35,9 @@ public class FollowingEnemy : Enemy
{
CheckDistance();
//StartCoroutine(Timer());
//Code below is for dealing damage to player
if (inRange == true)
{
if (firstAttack == false)
@ -71,6 +75,11 @@ public class FollowingEnemy : Enemy
inRange = true;
firstAttack = false;
}
if (collision.tag == "AttackHitbox")
{
//TakeDamage(1.0f);
}
}
void OnTriggerStay2D(Collider2D collision)
@ -86,4 +95,13 @@ public class FollowingEnemy : Enemy
inRange = false;
timer = 0f;
}
public void TakeDamage(float damage)
{
health = health - damage;
if (health <= 0)
{
Destroy(gameObject);
}
}
}

View File

@ -0,0 +1,64 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Knockback : MonoBehaviour
{
public float thrust;
public float knockTime;
private float timer = 0f;
private float waitTime = 0.35f;
private bool firstAttack = true;
void Update()
{
timer += Time.deltaTime;
if (timer >= 0.5f)
{
firstAttack = true;
}
}
void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("Enemy"))
{
if(firstAttack == true)
{
Rigidbody2D enemy = collision.GetComponent<Rigidbody2D>();
firstAttack = false;
if (enemy != null)
{
enemy.isKinematic = false;
Vector2 difference = enemy.transform.position - transform.position;
difference = difference.normalized * thrust;
enemy.AddForce(difference, ForceMode2D.Impulse);
StartCoroutine(KnockCo(enemy));
}
}
else if (timer >= waitTime)
{
Rigidbody2D enemy = collision.GetComponent<Rigidbody2D>();
if (enemy != null)
{
enemy.isKinematic = false;
Vector2 difference = enemy.transform.position - 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;
}
}
}

View File

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View File

@ -7,7 +7,7 @@ public class Player : MonoBehaviour
Rigidbody2D rb;
private Animator myAnimator;
float walkSpeed = 4f;
public float walkSpeed = 4f;
float speedLimiter = 0.7f;
float inputHorizontal;
float inputVertical;

View File

@ -10,6 +10,7 @@ TagManager:
- Enemy
- GUI
- PlayerHitbox
- AttackHitbox
layers:
- Default
- TransparentFX