Added enemy AI
Added wip sprites for map, changed shooting, added 2 different enemy AI, added health system
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52
Assets/Scripts/EnemyBullet.cs
Normal file
52
Assets/Scripts/EnemyBullet.cs
Normal file
@ -0,0 +1,52 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class EnemyBullet : MonoBehaviour
|
||||
{
|
||||
public float speed;
|
||||
public Rigidbody2D rb;
|
||||
private Transform player;
|
||||
private Vector2 target;
|
||||
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||||
void Start()
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{
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player = GameObject.FindGameObjectWithTag("Player").transform;
|
||||
target = new Vector2(player.position.x, player.position.y);
|
||||
}
|
||||
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||||
void Update()
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{
|
||||
transform.position = Vector2.MoveTowards(transform.position, target, speed * Time.deltaTime);
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||||
|
||||
if(target.x == transform.position.x && target.y == transform.position.y)
|
||||
{
|
||||
DestroyBullet();
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||||
}
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}
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||||
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void OnTriggerEnter2D(Collider2D other)
|
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{
|
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if (other.CompareTag("Player"))
|
||||
{
|
||||
DestroyBullet();
|
||||
Debug.Log("Player damage taken");
|
||||
}
|
||||
if (other.CompareTag("Obstacle"))
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||||
{
|
||||
DestroyBullet();
|
||||
Debug.Log("Obstacle detected");
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||||
}
|
||||
}
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||||
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||||
void OnBecameInvisible()
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||||
{
|
||||
Debug.Log("Invisible bullet");
|
||||
DestroyBullet();
|
||||
}
|
||||
|
||||
void DestroyBullet()
|
||||
{
|
||||
Destroy(gameObject);
|
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}
|
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}
|
11
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11
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83
Assets/Scripts/EnemyFollowPlayer.cs
Normal file
83
Assets/Scripts/EnemyFollowPlayer.cs
Normal file
@ -0,0 +1,83 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class EnemyFollowPlayer : MonoBehaviour
|
||||
{
|
||||
private Transform target;
|
||||
public float speed = 4;
|
||||
private SpriteRenderer enemySprite;
|
||||
public int maxHealth = 5;
|
||||
public int currentHealth;
|
||||
public GameObject enemy;
|
||||
public GameObject deathEffect;
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
target = GameObject.FindGameObjectWithTag("Player").transform;
|
||||
enemySprite = GetComponent<SpriteRenderer>();
|
||||
currentHealth = maxHealth;
|
||||
}
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
transform.position = Vector2.MoveTowards(transform.position, target.position, Time.deltaTime * speed);
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
||||
Vector2 difference = transform.position - other.transform.position;
|
||||
transform.position = new Vector2(transform.position.x + difference.x, transform.position.y + difference.y);
|
||||
Debug.Log("Player damage taken");
|
||||
//TUTAJ ZRÓB EFEKT KNOCKBACKA ZA POMOCĄ PARTICLES
|
||||
}
|
||||
|
||||
if (other.CompareTag("Bullet"))
|
||||
{
|
||||
Vector2 difference = transform.position - other.transform.position;
|
||||
transform.position = new Vector2(transform.position.x + difference.x, transform.position.y + difference.y);
|
||||
StartCoroutine(Flash());
|
||||
TakeDamage();
|
||||
Debug.Log("Enemy hit by bullet");
|
||||
}
|
||||
|
||||
|
||||
if (other.CompareTag("Enemy"))
|
||||
{
|
||||
Vector2 difference = transform.position - other.transform.position;
|
||||
transform.position = new Vector2(transform.position.x + difference.x, transform.position.y + difference.y);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void TakeDamage()
|
||||
{
|
||||
currentHealth -= 1;
|
||||
Debug.Log("Health decreased");
|
||||
if (currentHealth <= 0)
|
||||
{
|
||||
Die();
|
||||
}
|
||||
}
|
||||
|
||||
void Die()
|
||||
{
|
||||
Instantiate(deathEffect, transform.position, Quaternion.identity);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
IEnumerator Flash()
|
||||
{
|
||||
for (int n = 0; n < 3; n++)
|
||||
{
|
||||
enemySprite.color = new Color(enemySprite.color.r, enemySprite.color.g, enemySprite.color.b, 0f);
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
enemySprite.color = new Color(enemySprite.color.r, enemySprite.color.g, enemySprite.color.b, 1f);
|
||||
yield return new WaitForSeconds(0.1f);
|
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}
|
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}
|
||||
}
|
11
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11
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19
Assets/Scripts/FindEnemy.cs
Normal file
19
Assets/Scripts/FindEnemy.cs
Normal file
@ -0,0 +1,19 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class FindEnemy : MonoBehaviour
|
||||
{
|
||||
void Start()
|
||||
{
|
||||
GameObject[] gameObjects;
|
||||
gameObjects = GameObject.FindGameObjectsWithTag("Enemy");
|
||||
|
||||
if (gameObjects.Length == 0)
|
||||
{
|
||||
Debug.Log("No game objects are tagged with 'Enemy'. Opening door");
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
11
Assets/Scripts/FindEnemy.cs.meta
Normal file
11
Assets/Scripts/FindEnemy.cs.meta
Normal file
@ -0,0 +1,11 @@
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@ -5,7 +5,7 @@ using UnityEngine;
|
||||
public class GunRotation : MonoBehaviour
|
||||
{
|
||||
|
||||
private void FixedUpdate()
|
||||
private void Update()
|
||||
{
|
||||
Vector3 difference = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
|
||||
difference.Normalize();
|
||||
|
29
Assets/Scripts/MouseCursor.cs
Normal file
29
Assets/Scripts/MouseCursor.cs
Normal file
@ -0,0 +1,29 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class MouseCursor : MonoBehaviour
|
||||
{
|
||||
private SpriteRenderer rend;
|
||||
public Sprite clickedCursor;
|
||||
public Sprite normalCursor;
|
||||
|
||||
void Start()
|
||||
{
|
||||
Cursor.visible = false;
|
||||
rend = GetComponent<SpriteRenderer>();
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
Vector2 cursorPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
||||
transform.position = cursorPos;
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
rend.sprite = clickedCursor;
|
||||
}
|
||||
else if (Input.GetMouseButtonUp(0))
|
||||
{
|
||||
rend.sprite = normalCursor;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/MouseCursor.cs.meta
Normal file
11
Assets/Scripts/MouseCursor.cs.meta
Normal file
@ -0,0 +1,11 @@
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@ -11,6 +11,7 @@ public class PlayerController : MonoBehaviour
|
||||
private Animator animator;
|
||||
private bool FacingRight = true;
|
||||
|
||||
|
||||
private string currentAnimaton;
|
||||
const string PLAYER_IDLE = "Player_Idle";
|
||||
const string PLAYER_WALK = "Player_Walk";
|
||||
@ -19,6 +20,7 @@ public class PlayerController : MonoBehaviour
|
||||
void Start()
|
||||
{
|
||||
animator = GetComponent<Animator>();
|
||||
|
||||
}
|
||||
|
||||
void Update()
|
||||
@ -58,7 +60,7 @@ public class PlayerController : MonoBehaviour
|
||||
|
||||
void OnBecameInvisible()
|
||||
{
|
||||
Debug.Log("Invisible man");
|
||||
Debug.Log("You died");
|
||||
SceneManager.LoadScene("GameOver");
|
||||
}
|
||||
|
||||
@ -70,4 +72,5 @@ public class PlayerController : MonoBehaviour
|
||||
animator.Play(newAnimation);
|
||||
currentAnimaton = newAnimation;
|
||||
}
|
||||
|
||||
}
|
||||
|
62
Assets/Scripts/PlayerHealth.cs
Normal file
62
Assets/Scripts/PlayerHealth.cs
Normal file
@ -0,0 +1,62 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerHealth : MonoBehaviour
|
||||
{
|
||||
public int maxHealth=5;
|
||||
public int currentHealth;
|
||||
public GameObject player;
|
||||
public GameObject deathEffect;
|
||||
private SpriteRenderer playerSprite;
|
||||
|
||||
void Start()
|
||||
{
|
||||
currentHealth = maxHealth;
|
||||
playerSprite = this.GetComponent<SpriteRenderer>();
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.CompareTag("Enemy"))
|
||||
{
|
||||
StartCoroutine(Flash());
|
||||
TakeDamage();
|
||||
Debug.Log("Player damage taken");
|
||||
}
|
||||
|
||||
if (other.CompareTag("EnemyBullet"))
|
||||
{
|
||||
StartCoroutine(Flash());
|
||||
TakeDamage();
|
||||
Debug.Log("Player damage taken");
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator Flash()
|
||||
{
|
||||
for (int n = 0; n < 3; n++)
|
||||
{
|
||||
playerSprite.color = new Color(playerSprite.color.r, playerSprite.color.g, playerSprite.color.b, 0f);
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
playerSprite.color = new Color(playerSprite.color.r, playerSprite.color.g, playerSprite.color.b, 1f);
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
public void TakeDamage()
|
||||
{
|
||||
currentHealth -= 1;
|
||||
Debug.Log("Health decreased");
|
||||
if (currentHealth <= 0)
|
||||
{
|
||||
Die();
|
||||
}
|
||||
}
|
||||
|
||||
void Die()
|
||||
{
|
||||
Instantiate(deathEffect, transform.position, Quaternion.identity);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
11
Assets/Scripts/PlayerHealth.cs.meta
Normal file
11
Assets/Scripts/PlayerHealth.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
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guid: 11455ae72cba7204095404b22ce4bb23
|
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|
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externalObjects: {}
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|
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|
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|
||||
userData:
|
||||
assetBundleName:
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assetBundleVariant:
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@ -7,19 +7,34 @@ public class PlayerShooting : MonoBehaviour
|
||||
public Transform firePoint;
|
||||
public GameObject bullet;
|
||||
private bool isShooting = false;
|
||||
public float attackDelay = 1.5f;
|
||||
private bool isAttackPressed;
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetButtonDown("Fire1"))
|
||||
{
|
||||
isShooting = true;
|
||||
}
|
||||
|
||||
if (isShooting == true)
|
||||
{
|
||||
Instantiate(bullet,firePoint.position, firePoint.rotation);
|
||||
isShooting = false;
|
||||
isAttackPressed= true;
|
||||
}
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (isAttackPressed)
|
||||
{
|
||||
isAttackPressed = false;
|
||||
|
||||
if (isShooting == false)
|
||||
{
|
||||
isShooting = true;
|
||||
Instantiate(bullet, firePoint.position, firePoint.rotation);
|
||||
Invoke("AttackComplete", attackDelay);
|
||||
}
|
||||
}
|
||||
}
|
||||
void AttackComplete()
|
||||
{
|
||||
isShooting = false;
|
||||
}
|
||||
}
|
||||
|
110
Assets/Scripts/RangedEnemyAI.cs
Normal file
110
Assets/Scripts/RangedEnemyAI.cs
Normal file
@ -0,0 +1,110 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class RangedEnemyAI : MonoBehaviour
|
||||
{
|
||||
private Transform target;
|
||||
public float speed = 4;
|
||||
private SpriteRenderer enemySprite;
|
||||
public int maxHealth = 5;
|
||||
public int currentHealth;
|
||||
public GameObject enemy;
|
||||
public GameObject deathEffect;
|
||||
public float stoppingDistance;
|
||||
//public float retreatDistance;
|
||||
private float canShoot;
|
||||
public float timer;
|
||||
public GameObject bullet;
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
target = GameObject.FindGameObjectWithTag("Player").transform;
|
||||
enemySprite = GetComponent<SpriteRenderer>();
|
||||
currentHealth = maxHealth;
|
||||
}
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Vector2.Distance(transform.position, target.position) > stoppingDistance)
|
||||
{
|
||||
transform.position = Vector2.MoveTowards(transform.position, target.position, Time.deltaTime * speed);
|
||||
}
|
||||
/*if (Vector2.Distance(transform.position, target.position) < retreatDistance)
|
||||
{
|
||||
transform.position = Vector2.MoveTowards(transform.position, target.position, Time.deltaTime * -speed);
|
||||
}*/
|
||||
if (Vector2.Distance(transform.position, target.position) < stoppingDistance /*&& Vector2.Distance(transform.position, target.position) > retreatDistance*/)
|
||||
{
|
||||
transform.position = this.transform.position;
|
||||
}
|
||||
|
||||
if(canShoot <= 0)
|
||||
{
|
||||
Instantiate(bullet, transform.position, Quaternion.identity);
|
||||
canShoot = timer;
|
||||
}
|
||||
else
|
||||
{
|
||||
canShoot -= Time.deltaTime;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
||||
Vector2 difference = transform.position - other.transform.position;
|
||||
transform.position = new Vector2(transform.position.x + difference.x, transform.position.y + difference.y);
|
||||
Debug.Log("Player damage taken");
|
||||
//TUTAJ ZRÓB EFEKT KNOCKBACKA ZA POMOCĄ PARTICLES
|
||||
}
|
||||
|
||||
/*if (other.CompareTag("Enemy"))
|
||||
{
|
||||
Vector2 difference = transform.position - other.transform.position;
|
||||
transform.position = new Vector2(transform.position.x + difference.x, transform.position.y + difference.y);
|
||||
}*/
|
||||
|
||||
if (other.CompareTag("Bullet"))
|
||||
{
|
||||
Vector2 difference = transform.position - other.transform.position;
|
||||
transform.position = new Vector2(transform.position.x + difference.x, transform.position.y + difference.y);
|
||||
StartCoroutine(Flash());
|
||||
TakeDamage();
|
||||
Debug.Log("Enemy hit by bullet");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void TakeDamage()
|
||||
{
|
||||
currentHealth -= 1;
|
||||
Debug.Log("Health decreased");
|
||||
if (currentHealth <= 0)
|
||||
{
|
||||
Die();
|
||||
}
|
||||
}
|
||||
|
||||
void Die()
|
||||
{
|
||||
Instantiate(deathEffect, transform.position, Quaternion.identity);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
IEnumerator Flash()
|
||||
{
|
||||
for (int n = 0; n < 3; n++)
|
||||
{
|
||||
enemySprite.color = new Color(enemySprite.color.r, enemySprite.color.g, enemySprite.color.b, 0f);
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
enemySprite.color = new Color(enemySprite.color.r, enemySprite.color.g, enemySprite.color.b, 1f);
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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|
Loading…
Reference in New Issue
Block a user