Added very basic attacking system
This commit is contained in:
parent
c976919977
commit
bc2f8ba3e1
@ -2,7 +2,7 @@
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<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<PropertyGroup>
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<LangVersion>latest</LangVersion>
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<LangVersion>latest</LangVersion>
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<CscToolPath>E:\unity\2020.3.32f1\Editor\Data\Tools\RoslynScripts</CscToolPath>
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<CscToolPath>C:\Program Files\Unity\Hub\Editor\2020.3.32f1\Editor\Data\Tools\RoslynScripts</CscToolPath>
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<CscToolExe>unity_csc.bat</CscToolExe>
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<CscToolExe>unity_csc.bat</CscToolExe>
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup>
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<PropertyGroup>
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@ -108,661 +108,661 @@
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile.shader" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile.shader" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_Sprite.shader" />
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<Reference Include="UnityEngine.ARModule">
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<Reference Include="UnityEngine.ARModule">
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<Reference Include="UnityEngine.AndroidJNIModule">
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<Reference Include="UnityEngine.AnimationModule">
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<Reference Include="UnityEngine.GameCenterModule">
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<Reference Include="UnityEngine.GridModule">
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<Reference Include="UnityEngine.HotReloadModule">
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<Reference Include="UnityEngine.IMGUIModule">
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<Reference Include="UnityEngine.ImageConversionModule">
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<Reference Include="UnityEngine.InputModule">
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<Reference Include="UnityEngine.ParticleSystemModule">
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<Reference Include="UnityEngine.PerformanceReportingModule">
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<Reference Include="UnityEngine.PhysicsModule">
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39
Assets/Scripts/DealDamage.cs
Normal file
39
Assets/Scripts/DealDamage.cs
Normal 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
11
Assets/Scripts/DealDamage.cs.meta
Normal file
11
Assets/Scripts/DealDamage.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
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|
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|
MonoImporter:
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|
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|
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assetBundleVariant:
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@ -21,6 +21,7 @@ public class FollowingEnemy : Enemy
|
|||||||
private float timer = 0f;
|
private float timer = 0f;
|
||||||
private float waitTime = 1.0f;
|
private float waitTime = 1.0f;
|
||||||
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@ -34,6 +35,9 @@ public class FollowingEnemy : Enemy
|
|||||||
{
|
{
|
||||||
CheckDistance();
|
CheckDistance();
|
||||||
//StartCoroutine(Timer());
|
//StartCoroutine(Timer());
|
||||||
|
|
||||||
|
//Code below is for dealing damage to player
|
||||||
|
|
||||||
if (inRange == true)
|
if (inRange == true)
|
||||||
{
|
{
|
||||||
if (firstAttack == false)
|
if (firstAttack == false)
|
||||||
@ -71,6 +75,11 @@ public class FollowingEnemy : Enemy
|
|||||||
inRange = true;
|
inRange = true;
|
||||||
firstAttack = false;
|
firstAttack = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (collision.tag == "AttackHitbox")
|
||||||
|
{
|
||||||
|
//TakeDamage(1.0f);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnTriggerStay2D(Collider2D collision)
|
void OnTriggerStay2D(Collider2D collision)
|
||||||
@ -86,4 +95,13 @@ public class FollowingEnemy : Enemy
|
|||||||
inRange = false;
|
inRange = false;
|
||||||
timer = 0f;
|
timer = 0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void TakeDamage(float damage)
|
||||||
|
{
|
||||||
|
health = health - damage;
|
||||||
|
if (health <= 0)
|
||||||
|
{
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
64
Assets/Scripts/Knockback.cs
Normal file
64
Assets/Scripts/Knockback.cs
Normal 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Knockback.cs.meta
Normal file
11
Assets/Scripts/Knockback.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a55d1c310fc07974d9b9ddeef268c387
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -7,7 +7,7 @@ public class Player : MonoBehaviour
|
|||||||
|
|
||||||
Rigidbody2D rb;
|
Rigidbody2D rb;
|
||||||
private Animator myAnimator;
|
private Animator myAnimator;
|
||||||
float walkSpeed = 4f;
|
public float walkSpeed = 4f;
|
||||||
float speedLimiter = 0.7f;
|
float speedLimiter = 0.7f;
|
||||||
float inputHorizontal;
|
float inputHorizontal;
|
||||||
float inputVertical;
|
float inputVertical;
|
||||||
|
@ -10,6 +10,7 @@ TagManager:
|
|||||||
- Enemy
|
- Enemy
|
||||||
- GUI
|
- GUI
|
||||||
- PlayerHitbox
|
- PlayerHitbox
|
||||||
|
- AttackHitbox
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
|
Loading…
Reference in New Issue
Block a user