Added basic taking damage & dying system

This commit is contained in:
alilas2 2022-06-04 13:59:18 +02:00
parent bcfe2bf2e6
commit c65186b866
12 changed files with 10628 additions and 16 deletions

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@ -50,6 +50,7 @@
<Compile Include="Assets\Scripts\SettingsButton.cs" />
<Compile Include="Assets\Scripts\Enemies&apos; Scprits\Enemy.cs" />
<Compile Include="Assets\Scripts\QuitGame.cs" />
<Compile Include="Assets\NewGame.cs" />
<Compile Include="Assets\Scripts\Inventory\InventoryManager.cs" />
<Compile Include="Assets\Scripts\Dialogue.cs" />
<Compile Include="Assets\Scripts\Item\Item.cs" />

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@ -8,6 +8,7 @@ public class Enemy : MonoBehaviour
public string enemyName;
public FloatValue maxHealth;
public float health;
public int baseAttack;
private void Awake()
{

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@ -15,6 +15,7 @@ public class FollowingEnemy : Enemy
public float roundingDistance;
private Rigidbody2D myRigidbody;
public Animator anim;
public GameObject other;
// Start is called before the first frame update
void Start()
@ -28,13 +29,29 @@ public class FollowingEnemy : Enemy
void Update()
{
CheckDistance();
//StartCoroutine(Timer());
}
void CheckDistance()
{
if(Vector3.Distance(target.position, transform.position) <= chaseRadius)
if(Vector3.Distance(target.position, transform.position) <= chaseRadius && Vector3.Distance(target.position, transform.position) > attackRadius)
{
transform.position = Vector3.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
}
}
IEnumerator Timer()
{
DoDamage();
yield return new WaitForSeconds(1);
}
void DoDamage()
{
if (Vector3.Distance(target.position, transform.position) <= attackRadius)
{
int inRange = 1;
//other.GetComponent<Player>().TakeDamage(1);
}
}
}

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@ -11,14 +11,43 @@ public class Player : MonoBehaviour
float speedLimiter = 0.7f;
float inputHorizontal;
float inputVertical;
public FloatValue currentHealth;
public FloatValue maxHealth;
public float health;
private bool attack;
public GameObject Panel;
private bool inRange = false;
public ParticleSystem dmgParticleSystem;
void Start()
{
rb = gameObject.GetComponent<Rigidbody2D>();
myAnimator = GetComponent<Animator>();
health = maxHealth.initialValue;
}
public void TakeDamage(float damage)
{
health = health - damage;
var em = dmgParticleSystem.emission;
em.enabled = true;
StartCoroutine(Timer());
if (health <= 0)
{
Panel.SetActive(true);
}
}
IEnumerator Timer()
{
yield return new WaitForSeconds(0.2f);
var em = dmgParticleSystem.emission;
em.enabled = false;
}
private void HandleAttacks()
{
if (attack)

51
Assets/TakingDamage.cs Normal file
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@ -0,0 +1,51 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TakingDamage : MonoBehaviour
{
private bool inRange = false;
public GameObject other;
private bool firstAttack = false;
void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "Enemy")
{
inRange = true;
firstAttack = false;
}
}
void OnTriggerExit2D(Collider2D collision)
{
inRange = false;
timer = 0f;
}
private float timer = 0f;
private float waitTime = 1.0f;
void Update()
{
if (inRange == true)
{
if(firstAttack == false)
{
if(timer >= 0.15f)
{
firstAttack = true;
other.GetComponent<Player>().TakeDamage(1.0f);
timer = 0f;
}
}
if (timer >= waitTime)
{
timer = 0f;
other.GetComponent<Player>().TakeDamage(1.0f);
}
timer += Time.deltaTime;
}
}
}

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@ -7,6 +7,7 @@ TagManager:
- Pickable
- SceneTransition
- NPC
- Enemy
layers:
- Default
- TransparentFX

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