Added a Boss bar & fixed collision with tombstones

This commit is contained in:
Alicja 2023-01-15 23:15:59 +01:00
parent f7206111ec
commit ddafaea2dc
11 changed files with 1358 additions and 16 deletions

33
Assets/BossBar.cs Normal file
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@ -0,0 +1,33 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class BossBar : MonoBehaviour
{
public Slider slider;
public float maxHealth;
public float health;
public Text displayText;
public float currentHealth;
public string maxHealthString;
public string currentHealthString;
//public void SetHealth(float health)
//{
// slider.value = health;
//}
void Update()
{
maxHealth = PlayerPrefs.GetFloat("WizardMaxHealth");
currentHealth = PlayerPrefs.GetFloat("WizardCurrentHealth");
slider.maxValue = maxHealth;
slider.value = currentHealth;
maxHealthString = maxHealth.ToString();
currentHealthString = currentHealth.ToString();
displayText.text = currentHealthString + "/" + maxHealthString;
}
}

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View File

@ -6,7 +6,7 @@ public class Enemy : MonoBehaviour
{
public float moveSpeed;
public string enemyName; // var for name (must be unique (playerPrefs.set/get string "enemyName - s")
public FloatValue maxHealth;
public float maxHealth;
public float health;
public float baseAttack;
@ -16,9 +16,14 @@ public class Enemy : MonoBehaviour
private void Awake()
{
health = maxHealth.initialValue;
health = maxHealth;
}
void Update()
{
PlayerPrefs.SetFloat("WizardMaxHealth", maxHealth);
PlayerPrefs.SetFloat("WizardCurrentHealth", health);
}
//TODO
/* public void Start()

View File

@ -148,6 +148,8 @@ class BattleWizard : MonoBehaviour
private void Update()
{
PlayerPrefs.SetFloat("WizardMaxHealth", maxHealth);
PlayerPrefs.SetFloat("WizardCurrentHealth", currentHealth);
if (gameObject.GetComponent<NPC>().State == NPCStateEnum.Walking)
{
var dir = TargetPosition - transform.position;

View File

@ -112,6 +112,7 @@ public class WizardBattle : MonoBehaviour
// Update is called once per frame
public void Update()
{
// 0 Cofigure Animator
if (Vector2.Distance(targetPosition.position, transform.position) <= chasingRadius)
{