Merge pull request 'staging2' (#30) from staging2 into master
Reviewed-on: #30
This commit is contained in:
commit
34035c5b3d
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@ -0,0 +1,28 @@
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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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public class BossSpawner : MonoBehaviour
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{
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[SerializeField]
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private GameObject bossSlime;
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[SerializeField]
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private Transform spawnLocation;
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[SerializeField]
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private int maxAmount = 1;
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public void SpawnBossSlime()
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{
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int alive = GameObject.FindGameObjectsWithTag("BossSlime").Length;
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if (alive <= maxAmount)
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{
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bossSlime.transform.localScale = new Vector3(5, 5, 5);
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Instantiate(bossSlime, spawnLocation.position, Quaternion.identity);
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}
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else
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{
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Debug.LogWarning("Max bosses in scene");
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}
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}
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}
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@ -79,10 +79,10 @@ Material:
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@ -1,21 +1,84 @@
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class SlimeAI : MonoBehaviour
|
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{
|
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|
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Animator animator;
|
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float playerDistance;
|
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GameObject player;
|
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int HP;
|
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|
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//[SerializeField]
|
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//private UnityEvent onAttack;
|
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|
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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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animator = GetComponent<Animator>();
|
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player = GameObject.FindWithTag("Player");
|
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HP = 10;
|
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}
|
||||
|
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// Update is called once per frame
|
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void Update()
|
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{
|
||||
|
||||
playerDistance = Vector3.Distance(player.transform.position, transform.position);
|
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if (playerDistance < 1.5) //Attack
|
||||
{
|
||||
animator.SetBool("EnemyInAttackRange", true);
|
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animator.SetBool("EnemyInAggroRange", true);
|
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animator.SetBool("EnemyInVisionRange", true);
|
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Rotate();
|
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}
|
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else if (playerDistance < 5) //Chase
|
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{
|
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animator.SetBool("EnemyInAttackRange", false);
|
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animator.SetBool("EnemyInAggroRange", true);
|
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animator.SetBool("EnemyInVisionRange", true);
|
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Rotate();
|
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Move();
|
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}
|
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else if (playerDistance < 8) //Stare
|
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{
|
||||
animator.SetBool("EnemyInAttackRange", false);
|
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animator.SetBool("EnemyInAggroRange", false);
|
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animator.SetBool("EnemyInVisionRange", true);
|
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Rotate();
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}
|
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else //Idle
|
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{
|
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animator.SetBool("EnemyInAttackRange", false);
|
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animator.SetBool("EnemyInAggroRange", false);
|
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animator.SetBool("EnemyInVisionRange", false);
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}
|
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if (HP <= 0)
|
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{
|
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animator.SetBool("Dead", true);
|
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}
|
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if (animator.GetBool("DeathComplete"))
|
||||
{
|
||||
print("asd");
|
||||
Destroy(this.gameObject);
|
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}
|
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}
|
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void Rotate()
|
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{
|
||||
// Rotate the forward vector towards the target direction by one step
|
||||
Vector3 newDirection = Vector3.RotateTowards(transform.forward, player.transform.position - transform.position, 1.0f * Time.deltaTime, 0.0f);
|
||||
|
||||
// Calculate a rotation a step closer to the target and applies rotation to this object
|
||||
transform.rotation = Quaternion.LookRotation(newDirection);
|
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}
|
||||
void Move()
|
||||
{
|
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transform.position += transform.forward * Time.deltaTime * 1.0f;
|
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}
|
||||
|
||||
public void GetHit(int dmg)
|
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{
|
||||
HP -= dmg;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,36 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class death : StateMachineBehaviour
|
||||
{
|
||||
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
|
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//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
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//{
|
||||
//
|
||||
//}
|
||||
|
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// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
|
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//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
//{
|
||||
//
|
||||
//}
|
||||
|
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// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
|
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//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
//{
|
||||
//
|
||||
//}
|
||||
|
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// OnStateMove is called right after Animator.OnAnimatorMove()
|
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//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
//{
|
||||
// // Implement code that processes and affects root motion
|
||||
//}
|
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|
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// OnStateIK is called right after Animator.OnAnimatorIK()
|
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//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
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//{
|
||||
// // Implement code that sets up animation IK (inverse kinematics)
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//}
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}
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