![Polarjad](/assets/img/avatar_default.png)
Added wip sprites for map, changed shooting, added 2 different enemy AI, added health system
111 lines
3.4 KiB
C#
111 lines
3.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class RangedEnemyAI : MonoBehaviour
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{
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private Transform target;
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public float speed = 4;
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private SpriteRenderer enemySprite;
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public int maxHealth = 5;
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public int currentHealth;
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public GameObject enemy;
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public GameObject deathEffect;
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public float stoppingDistance;
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//public float retreatDistance;
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private float canShoot;
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public float timer;
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public GameObject bullet;
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void Start()
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{
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target = GameObject.FindGameObjectWithTag("Player").transform;
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enemySprite = GetComponent<SpriteRenderer>();
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currentHealth = maxHealth;
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}
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void Update()
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{
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if (Vector2.Distance(transform.position, target.position) > stoppingDistance)
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{
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transform.position = Vector2.MoveTowards(transform.position, target.position, Time.deltaTime * speed);
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}
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/*if (Vector2.Distance(transform.position, target.position) < retreatDistance)
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{
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transform.position = Vector2.MoveTowards(transform.position, target.position, Time.deltaTime * -speed);
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}*/
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if (Vector2.Distance(transform.position, target.position) < stoppingDistance /*&& Vector2.Distance(transform.position, target.position) > retreatDistance*/)
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{
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transform.position = this.transform.position;
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}
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if(canShoot <= 0)
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{
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Instantiate(bullet, transform.position, Quaternion.identity);
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canShoot = timer;
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}
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else
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{
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canShoot -= Time.deltaTime;
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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"))
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{
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Vector2 difference = transform.position - other.transform.position;
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transform.position = new Vector2(transform.position.x + difference.x, transform.position.y + difference.y);
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Debug.Log("Player damage taken");
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//TUTAJ ZRÓB EFEKT KNOCKBACKA ZA POMOCĄ PARTICLES
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}
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/*if (other.CompareTag("Enemy"))
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{
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Vector2 difference = transform.position - other.transform.position;
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transform.position = new Vector2(transform.position.x + difference.x, transform.position.y + difference.y);
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}*/
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if (other.CompareTag("Bullet"))
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{
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Vector2 difference = transform.position - other.transform.position;
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transform.position = new Vector2(transform.position.x + difference.x, transform.position.y + difference.y);
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StartCoroutine(Flash());
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TakeDamage();
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Debug.Log("Enemy hit by bullet");
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}
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}
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public void TakeDamage()
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{
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currentHealth -= 1;
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Debug.Log("Health decreased");
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if (currentHealth <= 0)
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{
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Die();
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}
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}
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void Die()
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{
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Instantiate(deathEffect, transform.position, Quaternion.identity);
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Destroy(gameObject);
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}
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IEnumerator Flash()
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{
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for (int n = 0; n < 3; n++)
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{
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enemySprite.color = new Color(enemySprite.color.r, enemySprite.color.g, enemySprite.color.b, 0f);
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yield return new WaitForSeconds(0.1f);
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enemySprite.color = new Color(enemySprite.color.r, enemySprite.color.g, enemySprite.color.b, 1f);
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yield return new WaitForSeconds(0.1f);
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}
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}
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}
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