Merge commit 'd15781a09c' into melania-dev
This commit is contained in:
commit
e38bfee21b
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<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.2D.Psdimporter.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.2D.Path.Editor">
|
<Reference Include="Unity.2D.Path.Editor">
|
||||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Path.Editor.dll</HintPath>
|
<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.2D.Path.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.InternalAPIEditorBridge.001">
|
<Reference Include="Unity.InternalAPIEditorBridge.001">
|
||||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.InternalAPIEditorBridge.001.dll</HintPath>
|
<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.InternalAPIEditorBridge.001.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="UnityEditor.UI">
|
<Reference Include="UnityEditor.UI">
|
||||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
|
<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.PlasticSCM.Editor">
|
<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>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.Rider.Editor">
|
<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>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="UnityEngine.UI">
|
<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>
|
||||||
<Reference Include="Unity.Mathematics">
|
<Reference Include="Unity.Mathematics">
|
||||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Mathematics.dll</HintPath>
|
<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.Mathematics.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.2D.IK.Runtime">
|
<Reference Include="Unity.2D.IK.Runtime">
|
||||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.IK.Runtime.dll</HintPath>
|
<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.2D.IK.Runtime.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.2D.Animation.Triangle.Runtime">
|
<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>
|
||||||
<Reference Include="Unity.2D.Animation.Runtime">
|
<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>
|
||||||
<Reference Include="Unity.2D.PixelPerfect.Editor">
|
<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>
|
||||||
<Reference Include="Unity.Timeline.Editor">
|
<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>
|
||||||
<Reference Include="Unity.Mathematics.Editor">
|
<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>
|
||||||
<Reference Include="Unity.2D.Common.Runtime">
|
<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>
|
||||||
<Reference Include="Unity.2D.SpriteShape.Editor">
|
<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>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.2D.Common.Editor">
|
<Reference Include="Unity.2D.Common.Editor">
|
||||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Common.Editor.dll</HintPath>
|
<HintPath>C:/Users/alicj/OneDrive/Desktop/final/Scriptum/Library/ScriptAssemblies/Unity.2D.Common.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.2D.SpriteShape.Runtime">
|
<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>
|
||||||
</Reference>
|
</Reference>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
@ -12,6 +12,7 @@ GameObject:
|
|||||||
- component: {fileID: -3986418963424125854}
|
- component: {fileID: -3986418963424125854}
|
||||||
- component: {fileID: -2557735283830208736}
|
- component: {fileID: -2557735283830208736}
|
||||||
- component: {fileID: -4011591537468410255}
|
- component: {fileID: -4011591537468410255}
|
||||||
|
- component: {fileID: 8930108977305812708}
|
||||||
m_Layer: 0
|
m_Layer: 0
|
||||||
m_Name: FireCamp
|
m_Name: FireCamp
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
@ -122,3 +123,34 @@ SpriteRenderer:
|
|||||||
m_WasSpriteAssigned: 1
|
m_WasSpriteAssigned: 1
|
||||||
m_MaskInteraction: 0
|
m_MaskInteraction: 0
|
||||||
m_SpriteSortPoint: 0
|
m_SpriteSortPoint: 0
|
||||||
|
--- !u!60 &8930108977305812708
|
||||||
|
PolygonCollider2D:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 6871812367389855946}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_Density: 1
|
||||||
|
m_Material: {fileID: 0}
|
||||||
|
m_IsTrigger: 0
|
||||||
|
m_UsedByEffector: 0
|
||||||
|
m_UsedByComposite: 0
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
m_SpriteTilingProperty:
|
||||||
|
border: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
pivot: {x: 0.5, y: 0.5}
|
||||||
|
oldSize: {x: 1, y: 1}
|
||||||
|
newSize: {x: 1, y: 1}
|
||||||
|
adaptiveTilingThreshold: 0.5
|
||||||
|
drawMode: 0
|
||||||
|
adaptiveTiling: 0
|
||||||
|
m_AutoTiling: 0
|
||||||
|
m_Points:
|
||||||
|
m_Paths:
|
||||||
|
- - {x: -0.12326962, y: 0.33559301}
|
||||||
|
- {x: -0.31504217, y: 0.11126381}
|
||||||
|
- {x: -0.3184673, y: -0.2396889}
|
||||||
|
- {x: 0.31846726, y: -0.23968893}
|
||||||
|
- {x: 0.311617, y: 0.05307194}
|
||||||
|
- {x: 0.064194754, y: 0.49657482}
|
||||||
|
File diff suppressed because it is too large
Load Diff
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Load Diff
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Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
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Load Diff
@ -62,6 +62,13 @@ public class BossThug : MonoBehaviour
|
|||||||
}
|
}
|
||||||
else if (state == BossThugEnum.Attacking && player.GetComponent<Player>().currentHealth <= 0)
|
else if (state == BossThugEnum.Attacking && player.GetComponent<Player>().currentHealth <= 0)
|
||||||
{
|
{
|
||||||
|
// 3. Save additional controls
|
||||||
|
SkillsUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Skills"));
|
||||||
|
DisplayExpStatus.keyToExp = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
|
||||||
|
DisplayHealthStatus.keyToHealth = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
|
||||||
|
DisplayExpStatus.keyToExp = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("ExpHlth"));
|
||||||
|
DisplayHealthStatus.keyToHealth = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("ExpHlth"));
|
||||||
|
PlayerPrefs.Save();
|
||||||
doorway.GetComponent<DoorBehaviour>().ScenetToMoveTo();
|
doorway.GetComponent<DoorBehaviour>().ScenetToMoveTo();
|
||||||
PlayerPrefs.SetFloat("health-S", 10.0f);
|
PlayerPrefs.SetFloat("health-S", 10.0f);
|
||||||
PlayerPrefs.SetFloat("health-S", 10.0f);
|
PlayerPrefs.SetFloat("health-S", 10.0f);
|
||||||
|
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
|
Microsoft Visual Studio Solution File, Format Version 11.00
|
||||||
# Visual Studio 2010
|
# 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
|
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
|
EndProject
|
||||||
Global
|
Global
|
||||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
@ -11,14 +11,14 @@ Global
|
|||||||
Release|Any CPU = Release|Any CPU
|
Release|Any CPU = Release|Any CPU
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Release|Any CPU.Build.0 = Release|Any CPU
|
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||||
{7cc02776-5953-02f0-1d58-e2f51d95c564}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
{7627C07C-5359-F002-1D58-E2F51D95C564}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
{7cc02776-5953-02f0-1d58-e2f51d95c564}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
{7627C07C-5359-F002-1D58-E2F51D95C564}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
{7cc02776-5953-02f0-1d58-e2f51d95c564}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
{7627C07C-5359-F002-1D58-E2F51D95C564}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||||
{7cc02776-5953-02f0-1d58-e2f51d95c564}.Release|Any CPU.Build.0 = Release|Any CPU
|
{7627C07C-5359-F002-1D58-E2F51D95C564}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(SolutionProperties) = preSolution
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
HideSolutionNode = FALSE
|
HideSolutionNode = FALSE
|
||||||
|
Loading…
Reference in New Issue
Block a user