Added enemy AI

Added wip sprites for map, changed shooting, added 2 different enemy AI, added health system
This commit is contained in:
Polarjad 2021-01-13 18:58:14 +01:00
parent a5e190bc41
commit 97b7b765fd
31 changed files with 6556 additions and 77 deletions

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View 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;
void Start()
{
player = GameObject.FindGameObjectWithTag("Player").transform;
target = new Vector2(player.position.x, player.position.y);
}
void Update()
{
transform.position = Vector2.MoveTowards(transform.position, target, speed * Time.deltaTime);
if(target.x == transform.position.x && target.y == transform.position.y)
{
DestroyBullet();
}
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
DestroyBullet();
Debug.Log("Player damage taken");
}
if (other.CompareTag("Obstacle"))
{
DestroyBullet();
Debug.Log("Obstacle detected");
}
}
void OnBecameInvisible()
{
Debug.Log("Invisible bullet");
DestroyBullet();
}
void DestroyBullet()
{
Destroy(gameObject);
}
}

View File

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View 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);
}
}
}

View File

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View 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");
}
}
}

View File

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View File

@ -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();

View 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;
}
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -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;
}
}

View 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);
}
}

View File

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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;
}
}

View 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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@ -6,6 +6,8 @@ TagManager:
tags:
- Enemy
- Obstacle
- Bullet
- EnemyBullet
layers:
- Default
- TransparentFX