102 lines
3.2 KiB
C#
102 lines
3.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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using System;
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public enum BossThugEnum
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{
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Pending=0, //waiting for npcs to die
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Talking=1,
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Attacking=2
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}
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public class BossThug : MonoBehaviour
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{
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public GameObject npc1;
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public GameObject npc2;
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private GameObject player;
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private GameObject doorway;
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public bool isAfterConversation = false; // drop it if you can...
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public BossThugEnum state = BossThugEnum.Pending;
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// Start is called before the first frame update
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void Start()
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{
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npc1 = GameObject.FindObjectsOfType<GameObject>(true).Where(sr => sr.gameObject.name == "ThugBob" && sr.gameObject.tag == "Enemy").ToArray()[0];
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npc2 = GameObject.FindObjectsOfType<GameObject>(true).Where(sr => sr.gameObject.name == "ThugBen" && sr.gameObject.tag == "Enemy").ToArray()[0];
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player = GameObject.FindGameObjectWithTag("Player");
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doorway = GameObject.FindObjectsOfType<GameObject>(true).Where(sr => sr.gameObject.name == "DoorToHell" && sr.gameObject.tag == "SceneTransition").ToArray()[0];
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if (npc1 == null || npc2 == null || player == null || doorway == null)
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{
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throw new Exception("Object has not been found in the scene");
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}
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}
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// Update is called once per frame
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void Update()
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{
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if (
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(npc1.GetComponent<FollowingEnemy>().health <= 0 && npc1.GetComponent<FollowingEnemy>().isKilled == 1) &&
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(npc2.GetComponent<FollowingEnemy>().health <= 0 && npc2.GetComponent<FollowingEnemy>().isKilled == 1) &&
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state == BossThugEnum.Pending)
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{
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state = BossThugEnum.Talking; // UZUPELNIC DIALOG
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}
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else if (state == BossThugEnum.Attacking && player.GetComponent<Player>().currentHealth <= 0)
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{
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doorway.GetComponent<DoorBehaviour>().ScenetToMoveTo();
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}
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switch (state)
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{
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case BossThugEnum.Attacking:
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{
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ActivateKillingMode();
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break;
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}
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case BossThugEnum.Talking:
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{
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ActivateDialogueMode(); //later add trigger events etc
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break;
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}
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}
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}
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private void ActivateKillingMode()
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{
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gameObject.GetComponent<FollowingEnemy>().enabled=true;
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gameObject.GetComponent<FollowingEnemy>().baseAttack=1000f;
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}
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private void ActivateDialogueMode()
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{
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gameObject.GetComponent<CircleCollider2D>().radius = 5f;
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}
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public void ChanegStatusToAttack()
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{
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state = BossThugEnum.Attacking;
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}
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public void OnTriggerStay2D(Collider2D other)
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{
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//Debug.Log("kill");
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if(other.tag == "Player" && state == BossThugEnum.Talking && !isAfterConversation)
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{
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isAfterConversation = true;
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gameObject.GetComponent<CircleCollider2D>().enabled = false;
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gameObject.GetComponent<CircleCollider2D>().radius = 2f;
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gameObject.GetComponent<NpcDialogueManager>().ShowStep();
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}
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}
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}
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