Added minor improvements to taking damage & dying functionalities

This commit is contained in:
alilas2 2022-06-06 16:21:26 +02:00
parent b24cd8d3bc
commit e063c84458
9 changed files with 497 additions and 330 deletions

View File

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

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

View File

@ -9,14 +9,18 @@ public class FollowingEnemy : Enemy
public float attackRadius;
public Transform homePosition;
public Transform[] path;
public int currentPoint;
public Transform currentGoal;
public float roundingDistance;
private Rigidbody2D myRigidbody;
public Animator anim;
public GameObject other;
public bool inRange = false;
public GameObject player;
private bool firstAttack = false;
private float timer = 0f;
private float waitTime = 1.0f;
// Start is called before the first frame update
void Start()
{
@ -30,8 +34,27 @@ public class FollowingEnemy : Enemy
{
CheckDistance();
//StartCoroutine(Timer());
if (inRange == true)
{
if (firstAttack == false)
{
if (timer >= 0.15f)
{
firstAttack = true;
other.GetComponent<Player>().TakeDamage(baseAttack);
timer = 0f;
}
}
if (timer >= waitTime)
{
timer = 0f;
other.GetComponent<Player>().TakeDamage(baseAttack);
}
timer += Time.deltaTime;
}
}
void CheckDistance()
{
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@ -40,18 +63,27 @@ public class FollowingEnemy : Enemy
}
}
IEnumerator Timer()
{
DoDamage();
yield return new WaitForSeconds(1);
}
void DoDamage()
void OnTriggerEnter2D(Collider2D collision)
{
if (Vector3.Distance(target.position, transform.position) <= attackRadius)
if (collision.tag == "PlayerHitbox")
{
int inRange = 1;
//other.GetComponent<Player>().TakeDamage(1);
inRange = true;
firstAttack = false;
}
}
void OnTriggerStay2D(Collider2D collision)
{
if (collision.tag == "PlayerHitbox")
{
inRange = true;
}
}
void OnTriggerExit2D(Collider2D collision)
{
inRange = false;
timer = 0f;
}
}

View File

@ -18,11 +18,14 @@ public class Player : MonoBehaviour
private bool inRange = false;
public ParticleSystem dmgParticleSystem;
private bool canWalk = true;
void Start()
{
rb = gameObject.GetComponent<Rigidbody2D>();
myAnimator = GetComponent<Animator>();
health = maxHealth.initialValue;
walkSpeed = 4f; ;
}
@ -36,6 +39,8 @@ public class Player : MonoBehaviour
if (health <= 0)
{
Panel.SetActive(true);
walkSpeed = 0f;
}
}
@ -71,47 +76,54 @@ public class Player : MonoBehaviour
void Update()
{
inputHorizontal = Input.GetAxisRaw("Horizontal");
inputVertical = Input.GetAxisRaw("Vertical");
myAnimator.SetFloat("moveX", inputHorizontal * walkSpeed);
myAnimator.SetFloat("moveY", inputVertical * walkSpeed);
if (inputHorizontal != 0)
{
myAnimator.SetFloat("speed", walkSpeed);
}
else if (inputVertical != 0)
{
myAnimator.SetFloat("speed", walkSpeed);
}
else
{
myAnimator.SetFloat("speed", 0);
}
//if (canWalk == true)
//{
if (inputHorizontal == 1 || inputHorizontal == -1 || inputVertical == 1 || inputVertical == -1)
{
myAnimator.SetFloat("lastMoveX", inputHorizontal);
myAnimator.SetFloat("lastMoveY", inputVertical);
}
inputHorizontal = Input.GetAxisRaw("Horizontal");
inputVertical = Input.GetAxisRaw("Vertical");
myAnimator.SetFloat("moveX", inputHorizontal * walkSpeed);
myAnimator.SetFloat("moveY", inputVertical * walkSpeed);
if (inputHorizontal != 0)
{
myAnimator.SetFloat("speed", walkSpeed);
}
else if (inputVertical != 0)
{
myAnimator.SetFloat("speed", walkSpeed);
}
else
{
myAnimator.SetFloat("speed", 0);
}
if (inputHorizontal == 1 || inputHorizontal == -1 || inputVertical == 1 || inputVertical == -1)
{
myAnimator.SetFloat("lastMoveX", inputHorizontal);
myAnimator.SetFloat("lastMoveY", inputVertical);
}
//}
HandleInput();
}
void FixedUpdate()
{
if(inputHorizontal != 0 || inputVertical != 0)
if(canWalk == true)
{
if(inputHorizontal != 0 && inputVertical != 0)
if (inputHorizontal != 0 || inputVertical != 0)
{
inputHorizontal *= speedLimiter;
inputVertical *= speedLimiter;
if (inputHorizontal != 0 && inputVertical != 0)
{
inputHorizontal *= speedLimiter;
inputVertical *= speedLimiter;
}
rb.velocity = new Vector2(inputHorizontal * walkSpeed, inputVertical * walkSpeed);
}
else
{
rb.velocity = new Vector2(0f, 0f);
}
rb.velocity = new Vector2(inputHorizontal * walkSpeed, inputVertical * walkSpeed);
}
else
{
rb.velocity = new Vector2(0f, 0f);
}
HandleAttacks();

View File

@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class RespawnScript : MonoBehaviour
{
private string currentScene;
public void RespawnOnCurrentScene()
{
Scene scene = SceneManager.GetActiveScene();
currentScene = scene.name;
SceneManager.LoadScene(currentScene);
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c457960c7d486d346910a6b3fa90380e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -11,7 +11,7 @@ public class TakingDamage : MonoBehaviour
void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "Enemy")
if (collision.tag == "PlayerHitbox")
{
inRange = true;
firstAttack = false;

View File

@ -9,6 +9,7 @@ TagManager:
- NPC
- Enemy
- GUI
- PlayerHitbox
layers:
- Default
- TransparentFX