Added script with a death effect on Wizard
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df05408237
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<ProjectGuid>{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<AssemblyName>Assembly-CSharp</AssemblyName>
|
||||
@ -30,9 +27,8 @@
|
||||
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|
||||
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|
||||
<WarningLevel>4</WarningLevel>
|
||||
<NoWarn></NoWarn>
|
||||
<NoWarn>0169</NoWarn>
|
||||
<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
|
||||
<TreatWarningsAsErrors>False</TreatWarningsAsErrors>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
@ -40,9 +36,8 @@
|
||||
<OutputPath>Temp\bin\Release\</OutputPath>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<NoWarn></NoWarn>
|
||||
<NoWarn>0169</NoWarn>
|
||||
<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
|
||||
<TreatWarningsAsErrors>False</TreatWarningsAsErrors>
|
||||
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|
||||
<PropertyGroup>
|
||||
<NoConfig>true</NoConfig>
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||||
@ -582,7 +577,7 @@
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/Managed/UnityEngine/UnityEditor.UnityConnectModule.dll</HintPath>
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||||
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<Reference Include="HardLight2D">
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||||
<HintPath>C:/Scriptum/Assets/HardLight2D/Scripts/HardLight2D.dll</HintPath>
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<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Assets/HardLight2D/Scripts/HardLight2D.dll</HintPath>
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||||
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||||
@ -930,94 +925,94 @@
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||||
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<Reference Include="Unity.2D.Animation.Editor">
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<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Editor.dll</HintPath>
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<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Editor.dll</HintPath>
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||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.InternalAPIEngineBridge.001.dll</HintPath>
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<Reference Include="Unity.VSCode.Editor">
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<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.VSCode.Editor.dll</HintPath>
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<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.VSCode.Editor.dll</HintPath>
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<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.2D.PixelPerfect.dll</HintPath>
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<Reference Include="Unity.2D.Tilemap.Editor">
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||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Tilemap.Editor.dll</HintPath>
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<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.2D.Tilemap.Editor.dll</HintPath>
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<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.TextMeshPro.Editor.dll</HintPath>
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<Reference Include="Unity.VisualStudio.Editor">
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<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.VisualStudio.Editor.dll</HintPath>
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<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.VisualStudio.Editor.dll</HintPath>
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<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Timeline.dll</HintPath>
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<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.Timeline.dll</HintPath>
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<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.TextMeshPro.dll</HintPath>
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<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.TextMeshPro.dll</HintPath>
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</Reference>
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<Reference Include="Unity.2D.IK.Editor">
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<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.IK.Editor.dll</HintPath>
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<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.2D.IK.Editor.dll</HintPath>
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<Reference Include="Unity.2D.Sprite.Editor">
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<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Sprite.Editor.dll</HintPath>
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<Reference Include="Unity.2D.Psdimporter.Editor">
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<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.2D.Psdimporter.Editor.dll</HintPath>
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<Reference Include="Unity.2D.Path.Editor">
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<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Path.Editor.dll</HintPath>
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<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.2D.Path.Editor.dll</HintPath>
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</Reference>
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<Reference Include="Unity.InternalAPIEditorBridge.001">
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||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.InternalAPIEditorBridge.001.dll</HintPath>
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<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.InternalAPIEditorBridge.001.dll</HintPath>
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<Reference Include="UnityEditor.UI">
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||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
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<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
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||||
</Reference>
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||||
<Reference Include="Unity.PlasticSCM.Editor">
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.PlasticSCM.Editor.dll</HintPath>
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.PlasticSCM.Editor.dll</HintPath>
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||||
</Reference>
|
||||
<Reference Include="Unity.Rider.Editor">
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Rider.Editor.dll</HintPath>
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.Rider.Editor.dll</HintPath>
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||||
</Reference>
|
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<Reference Include="UnityEngine.UI">
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/UnityEngine.UI.dll</HintPath>
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/UnityEngine.UI.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Mathematics">
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Mathematics.dll</HintPath>
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||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.Mathematics.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.IK.Runtime">
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.IK.Runtime.dll</HintPath>
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||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.2D.IK.Runtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.Animation.Triangle.Runtime">
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Triangle.Runtime.dll</HintPath>
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Triangle.Runtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.Animation.Runtime">
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Runtime.dll</HintPath>
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Runtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.PixelPerfect.Editor">
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.PixelPerfect.Editor.dll</HintPath>
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.2D.PixelPerfect.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Timeline.Editor">
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Timeline.Editor.dll</HintPath>
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.Timeline.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Mathematics.Editor">
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Mathematics.Editor.dll</HintPath>
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.Mathematics.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.Common.Runtime">
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Common.Runtime.dll</HintPath>
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.2D.Common.Runtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.2D.SpriteShape.Editor">
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.SpriteShape.Editor.dll</HintPath>
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.2D.SpriteShape.Editor.dll</HintPath>
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</Reference>
|
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<Reference Include="Unity.2D.Common.Editor">
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Common.Editor.dll</HintPath>
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<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.2D.Common.Editor.dll</HintPath>
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</Reference>
|
||||
<Reference Include="Unity.2D.SpriteShape.Runtime">
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.SpriteShape.Runtime.dll</HintPath>
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.2D.SpriteShape.Runtime.dll</HintPath>
|
||||
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|
||||
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|
||||
<ItemGroup>
|
||||
|
414
Assets/Scripts/WizardBattle.cs
Normal file
414
Assets/Scripts/WizardBattle.cs
Normal file
@ -0,0 +1,414 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(NPC))]
|
||||
[RequireComponent(typeof(Enemy))]
|
||||
public class WizardBattle : MonoBehaviour
|
||||
{
|
||||
public const string ACTION_KEY = "ATTACKING";
|
||||
|
||||
private Rigidbody2D myRigidbody;
|
||||
public Animator anim;
|
||||
|
||||
private Vector2 movement;
|
||||
public bool shouldRotate;
|
||||
public Vector3 dir;
|
||||
|
||||
[Header("Following Logic")]
|
||||
public Vector3 homePosition;
|
||||
public Transform targetPosition;
|
||||
|
||||
public AStarPathfindingAgent agent;
|
||||
|
||||
public bool isDuringFollowing = false; // var is setted by trigger range
|
||||
|
||||
//public GameObject player;
|
||||
[Header("Core Logic")]
|
||||
public bool approaching = false;
|
||||
public bool isAfterAction = false;
|
||||
public float chasingRadius = 6f; // radious where Npc start attacking ! ! !
|
||||
|
||||
[Header("Attacking Logic")] // TRASH - dupplicated from Following Enemy - move params to Enemy
|
||||
public float attackingRadius = 1.5f; // radious where Npc start attacking ! ! !
|
||||
|
||||
public bool hit = false;
|
||||
|
||||
public bool firstAttack = false;
|
||||
|
||||
public float timerDmg = 0f;
|
||||
public float waitTime = 1.0f;
|
||||
|
||||
public float timerHit = 0f;
|
||||
public float hitWaitTime = 0.55f;
|
||||
|
||||
public float expValue;
|
||||
public float thrust;
|
||||
public float knockTime;
|
||||
|
||||
//public int isKilled; - movet do Enemy
|
||||
//isKilled = 0 - mob ALIVE
|
||||
//isKilled = 1 - mob DEAD
|
||||
|
||||
public int isKilled2;
|
||||
|
||||
public bool isPanelEnabled = true;
|
||||
|
||||
public float waitTimerDeath;
|
||||
public float timerDeath;
|
||||
SpriteRenderer sprite;
|
||||
public float x;
|
||||
public float y;
|
||||
public float z;
|
||||
public string die;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
agent = GetComponent<AStarPathfindingAgent>();
|
||||
|
||||
|
||||
homePosition = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, gameObject.transform.position.z);
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
targetPosition = GameObject.FindWithTag("Player").transform;
|
||||
|
||||
//Copy from Eollwoing
|
||||
if (OnMapAppearanceMethod.IsNewGame())
|
||||
{
|
||||
gameObject.GetComponent<Enemy>().isKilled = 0;
|
||||
}
|
||||
|
||||
if (gameObject.GetComponent<Enemy>().health <= 0)
|
||||
gameObject.GetComponent<Enemy>().isKilled = 1;
|
||||
else // Else read saved value
|
||||
gameObject.GetComponent<Enemy>().isKilled = PlayerPrefs.GetInt(gameObject.GetComponent<Enemy>().enemyName + "-S");
|
||||
|
||||
|
||||
if (gameObject.GetComponent<Enemy>().isKilled == 1)
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
gameObject.GetComponent<Enemy>().isKilled = 0;
|
||||
}
|
||||
|
||||
myRigidbody = GetComponent<Rigidbody2D>();
|
||||
anim = GetComponent<Animator>();
|
||||
|
||||
PlayerPrefs.SetString("WizardDeath", "alive");
|
||||
timerDeath = 0.0f;
|
||||
waitTimerDeath = 0.09f;
|
||||
sprite = GetComponent<SpriteRenderer>();
|
||||
x = 1;
|
||||
y = 1;
|
||||
z = 1;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
public void Update()
|
||||
{
|
||||
// 0 Cofigure Animator
|
||||
if (Vector2.Distance(targetPosition.position, transform.position) <= chasingRadius)
|
||||
{
|
||||
dir = targetPosition.position - transform.position;
|
||||
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
|
||||
dir.Normalize();
|
||||
movement = dir;
|
||||
anim.SetBool("isRunning", movement != Vector2.zero);
|
||||
|
||||
if (shouldRotate)
|
||||
{
|
||||
anim.SetFloat("Xinfo", dir.x);
|
||||
anim.SetFloat("Yinfo", dir.y);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// 1. Check range and decide which action do
|
||||
// Following player detection
|
||||
if (IsInChassingRadious())
|
||||
{
|
||||
// 2'nd state alow us to brak going to hom,e action to follow player again
|
||||
if (gameObject.GetComponent<NPC>().State == NPCStateEnum.Pending || gameObject.GetComponent<NPC>().State == NPCStateEnum.Walking)
|
||||
{
|
||||
approaching = true;
|
||||
|
||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Turn around and go to home position
|
||||
if (approaching)
|
||||
{
|
||||
approaching = false;
|
||||
anim.SetBool("isRunning", true);
|
||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
|
||||
}
|
||||
}
|
||||
|
||||
// 2.Take action based on conditions around
|
||||
HandleState();
|
||||
|
||||
// 3.
|
||||
// COPIED FROM Following Enemy scripts
|
||||
// Taking hit logic
|
||||
timerHit += Time.deltaTime;
|
||||
if (hit == true)
|
||||
{
|
||||
if (timerHit >= hitWaitTime)
|
||||
{
|
||||
|
||||
TakeDamage(PlayerPrefs.GetFloat("attackValue"));
|
||||
hit = false;
|
||||
timerHit = 0f;
|
||||
TakeKnockback();
|
||||
}
|
||||
}
|
||||
|
||||
// Detecting "is alive" logic
|
||||
if (gameObject.active == false)
|
||||
{
|
||||
gameObject.GetComponent<Enemy>().isKilled = 1;
|
||||
PlayerPrefs.SetInt(gameObject.GetComponent<Enemy>().enemyName, gameObject.GetComponent<Enemy>().isKilled);
|
||||
}
|
||||
|
||||
die = PlayerPrefs.GetString("WizardDeath");
|
||||
if (die == "die")
|
||||
{
|
||||
timerDeath += Time.deltaTime;
|
||||
if (timerDeath >= waitTimerDeath)
|
||||
{
|
||||
if (x >= 0.3)
|
||||
{
|
||||
x = x - 0.04f;
|
||||
y = y - 0.04f;
|
||||
|
||||
sprite.color = new Color(1, x, y, 1);
|
||||
timerDeath = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
z = z - 0.04f;
|
||||
sprite.color = new Color(1, x, y, z);
|
||||
|
||||
timerDeath = 0.0f;
|
||||
if (z <= 0)
|
||||
{
|
||||
gameObject.active = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void CheckDistance()
|
||||
{
|
||||
StopAllCoroutines();
|
||||
|
||||
|
||||
// isDuringFollowing - avr is setted by trigger range
|
||||
if (approaching && !IsInActionRadious())
|
||||
{
|
||||
agent.FindPath();
|
||||
|
||||
StartCoroutine(agent.FollowPath());
|
||||
}
|
||||
else if (approaching)
|
||||
{
|
||||
// in this script we set attacking mode
|
||||
SetActionAfterMetConditions();
|
||||
|
||||
agent.path.Clear(); // if we are able to talgk we dont want go go further player
|
||||
}
|
||||
else if (!approaching)
|
||||
{
|
||||
if (Vector2.Distance(transform.position, homePosition) > 0.8f) // cont vale - path finding stop moving them before reachin position well..
|
||||
{
|
||||
agent.point = homePosition;
|
||||
|
||||
agent.FindPoint();
|
||||
|
||||
StartCoroutine(agent.FollowPath());
|
||||
}
|
||||
else
|
||||
{
|
||||
anim.SetBool("isRunning", false);
|
||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.Pending;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#region Taking damage from Player detection
|
||||
|
||||
public void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
// Hit logic
|
||||
if (collision.gameObject.tag == "AttackHitbox" || collision.gameObject.tag == "PickaxeHitbox")
|
||||
{
|
||||
hit = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
// Hit logic
|
||||
if (other.tag == "AttackHitbox" || other.tag == "PickaxeHitbox")
|
||||
{
|
||||
timerDmg = 0f;
|
||||
|
||||
hit = false;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
public void HandleState()
|
||||
{
|
||||
switch (gameObject.GetComponent<NPC>().State)
|
||||
{
|
||||
case NPCStateEnum.Walking:
|
||||
{
|
||||
CheckDistance();
|
||||
break;
|
||||
}
|
||||
case NPCStateEnum.Talking:
|
||||
{
|
||||
TalkingAction();
|
||||
break;
|
||||
}
|
||||
case NPCStateEnum.Pending:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case NPCStateEnum.Attacking:
|
||||
{
|
||||
AttackingAction();
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
Debug.Log("Nieopisane zachowanie NPC ! ! !");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsInChassingRadious()
|
||||
{
|
||||
if (Vector2.Distance(targetPosition.position, transform.position) >= chasingRadius)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool IsInActionRadious()
|
||||
{
|
||||
if (Vector2.Distance(targetPosition.position, transform.position) >= attackingRadius)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void SetActionAfterMetConditions()
|
||||
{
|
||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.Attacking;
|
||||
}
|
||||
|
||||
public void TalkingAction()
|
||||
{
|
||||
// Not required in this script
|
||||
}
|
||||
|
||||
public void AttackingAction()
|
||||
{
|
||||
// if during Attacking mode player GO OUT of the attacking radious
|
||||
if (!IsInActionRadious())
|
||||
{
|
||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
|
||||
return;
|
||||
}
|
||||
|
||||
// Attacking logic
|
||||
if (firstAttack == false)
|
||||
{
|
||||
if (timerDmg >= 0.15f)
|
||||
{
|
||||
firstAttack = true;
|
||||
|
||||
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().TakeDamage(
|
||||
gameObject.GetComponent<Enemy>().baseAttack,
|
||||
isPanelEnabled
|
||||
);
|
||||
|
||||
timerDmg = 0f;
|
||||
}
|
||||
}
|
||||
if (timerDmg >= waitTime)
|
||||
{
|
||||
timerDmg = 0f;
|
||||
|
||||
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().TakeDamage(
|
||||
gameObject.GetComponent<Enemy>().baseAttack,
|
||||
isPanelEnabled
|
||||
);
|
||||
}
|
||||
|
||||
timerDmg += Time.deltaTime;
|
||||
|
||||
}
|
||||
|
||||
#region dupplicated from Following :)
|
||||
public void TakeDamage(float damage)
|
||||
{
|
||||
Debug.Log("TakeDamage");
|
||||
gameObject.GetComponent<Enemy>().health -= damage;
|
||||
|
||||
if (gameObject.GetComponent<Enemy>().health <= 0)
|
||||
{
|
||||
attackingRadius = 0f;
|
||||
chasingRadius = 0f;
|
||||
|
||||
PlayerPrefs.SetString("WizardDeath", "die");
|
||||
gameObject.GetComponent<Enemy>().isKilled = 1;
|
||||
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().GetExp(expValue);
|
||||
|
||||
// pass info about killing assigned enemy to mission manager listener
|
||||
// pass enemy name from script NOT object name (thats allow to have many different objects variantsa with this same aggregate key (private name - not preffab name) )
|
||||
ConditionManager.Instance.UpdateKillCondition(gameObject.GetComponent<Enemy>().MinionName);
|
||||
}
|
||||
}
|
||||
|
||||
public void TakeKnockback()
|
||||
{
|
||||
Rigidbody2D enemy = gameObject.GetComponent<Rigidbody2D>();
|
||||
Rigidbody2D player = GameObject.FindGameObjectWithTag("Player").GetComponent<Rigidbody2D>();
|
||||
|
||||
if (enemy != null)
|
||||
{
|
||||
enemy.isKinematic = false;
|
||||
Vector2 difference = enemy.transform.position - player.transform.position;
|
||||
difference = difference.normalized * thrust;
|
||||
enemy.AddForce(difference, ForceMode2D.Impulse);
|
||||
//StartCoroutine(KnockCo(enemy));
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
public void AfterAction()
|
||||
{
|
||||
approaching = false;
|
||||
isAfterAction = true;
|
||||
//isDuringConversation = false;
|
||||
//PlayerPrefs.SetInt(gameObject.name + ".FirstDialogue", System.Convert.ToInt32(isAfterAction));
|
||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
|
||||
}
|
||||
}
|
||||
|
11
Assets/Scripts/WizardBattle.cs.meta
Normal file
11
Assets/Scripts/WizardBattle.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8d0e1dded911c184aa863837cbc1649e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
20
Scriptum.sln
20
Scriptum.sln
@ -1,9 +1,9 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 11.00
|
||||
# Visual Studio 2010
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{e0f48af5-6d3e-b154-523d-8f755dc8e665}"
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{7cc02776-5953-02f0-1d58-e2f51d95c564}"
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{7627C07C-5359-F002-1D58-E2F51D95C564}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
@ -11,14 +11,14 @@ Global
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{7cc02776-5953-02f0-1d58-e2f51d95c564}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{7cc02776-5953-02f0-1d58-e2f51d95c564}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{7cc02776-5953-02f0-1d58-e2f51d95c564}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{7cc02776-5953-02f0-1d58-e2f51d95c564}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{7627C07C-5359-F002-1D58-E2F51D95C564}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{7627C07C-5359-F002-1D58-E2F51D95C564}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{7627C07C-5359-F002-1D58-E2F51D95C564}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{7627C07C-5359-F002-1D58-E2F51D95C564}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
Loading…
Reference in New Issue
Block a user