Fix enemy
This commit is contained in:
parent
11cc3d18f8
commit
3c4dd3af78
8 changed files with 415 additions and 41 deletions
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@ -3462,6 +3462,77 @@ SpriteRenderer:
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--- !u!1 &1120810954
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@ -3789,11 +3860,11 @@ PrefabInstance:
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@ -3912,7 +3983,7 @@ SpriteRenderer:
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@ -3936,6 +4007,7 @@ Transform:
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@ -3951,10 +4023,12 @@ MonoBehaviour:
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goLeftInit: 0
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speedInit: 2
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goLeftInit: 1
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walkSpeed: 2
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sprintSpeed: 4
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AttackPhaseDuration: 1
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attackPhaseDuration: 1
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hitForce: 10
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player: {fileID: 1466091288}
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--- !u!70 &1276761823
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@ -4538,6 +4612,11 @@ TilemapCollider2D:
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--- !u!1 &1466091288 stripped
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26
InsAsterix/Assets/Scripts/Entities/Enemies/EnemyAttack.cs
Normal file
26
InsAsterix/Assets/Scripts/Entities/Enemies/EnemyAttack.cs
Normal file
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@ -0,0 +1,26 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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public class EnemyAttack : MonoBehaviour
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{
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public delegate void HitByEnemyDelegate(Collider2D coll) ;
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public HitByEnemyDelegate HitByEnemy ;
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void Start()
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{
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}
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private void OnTriggerStay2D(Collider2D coll)
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{
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if (coll.gameObject.CompareTag("Player"))
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{
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HitByEnemy?.Invoke(coll);
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}
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gameObject.SetActive(false);
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}
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}
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@ -0,0 +1,11 @@
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@ -2,46 +2,66 @@ using System;using System.Collections;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.Serialization;
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public class GreenEnemy : MonoBehaviour
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{
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public bool goLeftInit = false;
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public float speedInit;
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public float walkSpeed;
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public float sprintSpeed;
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private bool _isSprinting= false;
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public float AttackPhaseDuration;
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public float attackPhaseDuration;
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private float _currentSpeed;
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private GameObject _attackPhaseIndicator;
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private SpriteRenderer _attackPhaseIndicatorSpriteRenderer;
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private bool _isAttacking = false;
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public float hitForce;
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private bool _directionLeft;
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private int _direction = 1;
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// public float sight;
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private BoxCollider2D _sightCollider;
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private GameObject _attackRange;
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public GameObject player;
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private Rigidbody2D _playerRigidbody2D;
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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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_directionLeft = goLeftInit;
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_currentSpeed = goLeftInit ? -speedInit: speedInit;
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_currentSpeed = walkSpeed;
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if (goLeftInit)
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{
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TurnAround();
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}
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// Attack phase color
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_attackPhaseIndicator = transform.Find("AttackPhaseIndicator").GameObject();
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_attackPhaseIndicatorSpriteRenderer = _attackPhaseIndicator.GetComponent<SpriteRenderer>();
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// Attack range
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_attackRange = transform.Find("AttackRange").GameObject();
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_attackRange.GetComponent<EnemyAttack>().HitByEnemy += OnHitByEnemy;
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_sightCollider = transform.GetComponent<BoxCollider2D>();
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_sightCollider.offset = goLeftInit ? -_sightCollider.offset : _sightCollider.offset;
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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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transform.position = new Vector3(_currentSpeed * Time.deltaTime + transform.position.x, transform.position.y,
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transform.position.z);
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transform.position += Time.deltaTime*_currentSpeed*_direction*Vector3.right ;
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}
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void TurnAround()
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{
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_direction *= -1;
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transform.Rotate(Vector3.up, 180);
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}
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IEnumerator AttackSequence()
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@ -49,37 +69,25 @@ public class GreenEnemy : MonoBehaviour
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_currentSpeed = 0f;
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_attackPhaseIndicator.SetActive(true);
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_attackPhaseIndicatorSpriteRenderer.color = Color.green;
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yield return new WaitForSeconds(AttackPhaseDuration);
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yield return new WaitForSeconds(attackPhaseDuration);
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_attackPhaseIndicatorSpriteRenderer.color = Color.yellow;
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yield return new WaitForSeconds(AttackPhaseDuration);
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yield return new WaitForSeconds(attackPhaseDuration);
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_attackPhaseIndicatorSpriteRenderer.color = Color.red;
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yield return new WaitForSeconds(AttackPhaseDuration);
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yield return new WaitForSeconds(attackPhaseDuration);
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_attackPhaseIndicator.SetActive(false);
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if (_isSprinting)
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{
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_currentSpeed = _directionLeft ? -sprintSpeed : sprintSpeed;
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}
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else
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{
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_currentSpeed = _directionLeft ? -speedInit : speedInit;
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}
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_attackRange.SetActive(true);
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_currentSpeed = _isSprinting ? sprintSpeed : walkSpeed;
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}
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private void OnCollisionEnter2D(Collision2D coll)
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{
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// Changing direction
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if (coll.gameObject.CompareTag("Wall") )
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{
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_directionLeft = !_directionLeft;
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_currentSpeed = -_currentSpeed;
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_sightCollider.offset = -_sightCollider.offset;
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}
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}
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IEnumerator OnCollisionStay2D(Collision2D coll) {
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// Changing direction
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if (coll.gameObject.CompareTag("Wall") )
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{
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TurnAround();
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}
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// Attacking
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if (coll.gameObject.CompareTag("Player") && !_isAttacking)
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{
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@ -99,7 +107,8 @@ public class GreenEnemy : MonoBehaviour
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_isSprinting = true;
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if (!_isAttacking)
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{
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_currentSpeed = _directionLeft ? -sprintSpeed : sprintSpeed;
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_currentSpeed = sprintSpeed;
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}
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}
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}
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@ -112,8 +121,17 @@ public class GreenEnemy : MonoBehaviour
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_isSprinting = false;
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if(!_isAttacking)
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{
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_currentSpeed = _directionLeft ? -speedInit : speedInit;
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_currentSpeed = walkSpeed;
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}
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}
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}
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public void OnHitByEnemy(Collider2D coll)
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{
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Debug.Log(coll.gameObject.tag);
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// coll.gameObject.GetComponent<Rigidbody2D>()
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// .AddForce(hitForce * _direction * Vector3.right, ForceMode2D.Impulse);
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}
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}
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InsAsterix/Assets/Sprites/Capsule.png
Normal file
BIN
InsAsterix/Assets/Sprites/Capsule.png
Normal file
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InsAsterix/Assets/Sprites/Capsule.png.meta
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Normal file
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Loading…
Reference in a new issue