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||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: aa7306c35f4c27d4daefb1259633b9d0, type: 3}
|
||||||
|
m_Name:
|
||||||
|
m_EditorClassIdentifier:
|
||||||
--- !u!1102 &8194647877007136643
|
--- !u!1102 &8194647877007136643
|
||||||
AnimatorState:
|
AnimatorState:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
|
@ -19,8 +19,10 @@ public class SlimeAI : MonoBehaviour
|
|||||||
private bool isRotatingRight = false;
|
private bool isRotatingRight = false;
|
||||||
private bool isWalking = false;
|
private bool isWalking = false;
|
||||||
|
|
||||||
public UnityEvent onDeathComplete;
|
private bool isAttacking = false;
|
||||||
|
private float attackStartTime;
|
||||||
|
|
||||||
|
public UnityEvent onDeathComplete;
|
||||||
//[SerializeField]
|
//[SerializeField]
|
||||||
//private UnityEvent onAttack;
|
//private UnityEvent onAttack;
|
||||||
|
|
||||||
@ -29,7 +31,7 @@ public class SlimeAI : MonoBehaviour
|
|||||||
{
|
{
|
||||||
animator = GetComponent<Animator>();
|
animator = GetComponent<Animator>();
|
||||||
player = GameObject.FindWithTag("Player");
|
player = GameObject.FindWithTag("Player");
|
||||||
HP = 2;
|
HP = 0;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -37,6 +39,12 @@ public class SlimeAI : MonoBehaviour
|
|||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
playerDistance = Vector3.Distance(player.transform.position, transform.position);
|
playerDistance = Vector3.Distance(player.transform.position, transform.position);
|
||||||
|
|
||||||
|
if (HP <= 0)
|
||||||
|
{
|
||||||
|
animator.Play("Die");
|
||||||
|
onDeathComplete.Invoke();
|
||||||
|
}
|
||||||
if (playerDistance < 1.5) //Attack
|
if (playerDistance < 1.5) //Attack
|
||||||
{
|
{
|
||||||
animator.SetBool("Wandering", false);
|
animator.SetBool("Wandering", false);
|
||||||
@ -44,6 +52,7 @@ public class SlimeAI : MonoBehaviour
|
|||||||
animator.SetBool("EnemyInAggroRange", true);
|
animator.SetBool("EnemyInAggroRange", true);
|
||||||
animator.SetBool("EnemyInVisionRange", true);
|
animator.SetBool("EnemyInVisionRange", true);
|
||||||
Rotate();
|
Rotate();
|
||||||
|
Attack();
|
||||||
}
|
}
|
||||||
else if (playerDistance < 10) //Chase
|
else if (playerDistance < 10) //Chase
|
||||||
{
|
{
|
||||||
@ -75,6 +84,9 @@ public class SlimeAI : MonoBehaviour
|
|||||||
//Idle
|
//Idle
|
||||||
StartCoroutine("Wander");
|
StartCoroutine("Wander");
|
||||||
}
|
}
|
||||||
|
Debug.Log(isWandering);
|
||||||
|
Debug.Log(isRotatingLeft);
|
||||||
|
Debug.Log(isRotatingRight);
|
||||||
if (isRotatingRight == true)
|
if (isRotatingRight == true)
|
||||||
{
|
{
|
||||||
animator.SetBool("Wandering", false);
|
animator.SetBool("Wandering", false);
|
||||||
@ -90,18 +102,6 @@ public class SlimeAI : MonoBehaviour
|
|||||||
animator.SetBool("Wandering", true);
|
animator.SetBool("Wandering", true);
|
||||||
transform.position += transform.forward * moveSpeed * Time.deltaTime;
|
transform.position += transform.forward * moveSpeed * Time.deltaTime;
|
||||||
}
|
}
|
||||||
if (HP <= 0)
|
|
||||||
{
|
|
||||||
animator.SetBool("Dead", true);
|
|
||||||
|
|
||||||
}
|
|
||||||
if (animator.GetBool("Dead"))
|
|
||||||
{
|
|
||||||
print("asd");
|
|
||||||
Destroy(this.gameObject);
|
|
||||||
onDeathComplete.Invoke();
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@ -124,6 +124,29 @@ public class SlimeAI : MonoBehaviour
|
|||||||
HP -= dmg;
|
HP -= dmg;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Attack()
|
||||||
|
{
|
||||||
|
if (!isAttacking)
|
||||||
|
{
|
||||||
|
isAttacking = true;
|
||||||
|
attackStartTime = Time.time;
|
||||||
|
StartCoroutine(DelayedAttack());
|
||||||
|
}
|
||||||
|
else if (Time.time - attackStartTime > 0.833)
|
||||||
|
{
|
||||||
|
isAttacking = false;
|
||||||
|
attackStartTime = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator DelayedAttack()
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(0.2f);
|
||||||
|
Debug.Log("Attack");
|
||||||
|
//do attack e.g check for player in range/hit collider
|
||||||
|
}
|
||||||
|
|
||||||
IEnumerator Wander()
|
IEnumerator Wander()
|
||||||
{
|
{
|
||||||
int rotTime = Random.Range(1, 3);
|
int rotTime = Random.Range(1, 3);
|
||||||
|
Loading…
x
Reference in New Issue
Block a user