Merge pull request 'staging2' (#30) from staging2 into master
Reviewed-on: #30
This commit is contained in:
		
						commit
						34035c5b3d
					
				
							
								
								
									
										28
									
								
								Assets/BossSpawner.cs
									
									
									
									
									
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										28
									
								
								Assets/BossSpawner.cs
									
									
									
									
									
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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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										11
									
								
								Assets/BossSpawner.cs.meta
									
									
									
									
									
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--- !u!91 &9100000
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--- !u!1102 &1102414701294786830
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@ -75,4 +482,339 @@ AnimatorStateMachine:
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  m_EntryPosition: {x: 100, y: 120, z: 0}
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					  m_EntryPosition: {x: 100, y: 120, z: 0}
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					  m_ExitPosition: {x: 390, y: -20, z: 0}
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  m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
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					  m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
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					  m_DefaultState: {fileID: 2146347833974544349}
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					--- !u!1102 &1546698980915197025
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					  m_SpeedParameter: 
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					  m_TimeParameter: 
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					--- !u!1102 &1898332431011109591
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					AnimatorState:
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					  m_PrefabAsset: {fileID: 0}
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					  m_Name: Female Sword Stance
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					  m_Speed: 1
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					  m_CycleOffset: 0
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					  m_Transitions: []
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					  m_StateMachineBehaviours: []
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					  m_Position: {x: 50, y: 50, z: 0}
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					  m_IKOnFeet: 0
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					  m_SpeedParameterActive: 0
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					--- !u!1102 &2146347833974544349
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					AnimatorState:
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					  m_PrefabAsset: {fileID: 0}
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					  m_Name: Female Sword Attack 1
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					  m_Speed: 1
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					  m_CycleOffset: 0
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					  m_Transitions:
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					  - {fileID: 3683630184294481477}
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					  m_StateMachineBehaviours: []
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					--- !u!1102 &3356341116942847669
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					AnimatorState:
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					  m_PrefabAsset: {fileID: 0}
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					  m_Name: Female Sword Block Hit
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					  m_Speed: 1
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					  m_CycleOffset: 0
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					  m_Transitions: []
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					  m_StateMachineBehaviours: []
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					  m_Position: {x: 50, y: 50, z: 0}
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					  m_IKOnFeet: 0
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					  m_SpeedParameterActive: 0
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					--- !u!1101 &3683630184294481477
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					AnimatorStateTransition:
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					  m_Name: 
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					  m_Conditions: []
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					  m_DstStateMachine: {fileID: 0}
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					  m_DstState: {fileID: -8454049686483940406}
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					  m_Solo: 0
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					  m_Mute: 0
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					  m_IsExit: 0
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					  serializedVersion: 3
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					  m_TransitionDuration: 0.25
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					  m_TransitionOffset: 0
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					  m_ExitTime: 0.75
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					  m_HasExitTime: 1
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					  m_HasFixedDuration: 1
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					  m_InterruptionSource: 0
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					  m_OrderedInterruption: 1
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					  m_CanTransitionToSelf: 1
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					--- !u!1102 &4152928321160002674
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					AnimatorState:
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					  serializedVersion: 6
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					  m_ObjectHideFlags: 1
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					  m_PrefabAsset: {fileID: 0}
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					  m_Name: Female Sword Walk
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					  m_Speed: 1
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					  m_CycleOffset: 0
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					  m_Transitions: []
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					  m_StateMachineBehaviours: []
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					  m_Position: {x: 50, y: 50, z: 0}
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					  m_IKOnFeet: 0
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					  m_Mirror: 0
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					  m_SpeedParameterActive: 0
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					  m_MirrorParameterActive: 0
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					  m_SpeedParameter: 
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					  m_TimeParameter: 
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					--- !u!1102 &4674918810718216684
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					AnimatorState:
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					  serializedVersion: 6
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					  m_PrefabAsset: {fileID: 0}
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					  m_Name: Female Roll
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					  m_Speed: 1
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					  m_CycleOffset: 0
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					  m_Transitions: []
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					  m_StateMachineBehaviours: []
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					  m_Position: {x: 50, y: 50, z: 0}
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					  m_IKOnFeet: 0
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					  m_SpeedParameterActive: 0
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					--- !u!1102 &4848702515758861867
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					AnimatorState:
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					  m_Name: Female Sword Die
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					  m_Speed: 1
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					--- !u!1102 &7443174858891967194
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					AnimatorState:
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					  m_Name: Female Die
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					--- !u!1102 &7540848586938994839
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					  m_Name: Female Jump Up
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					--- !u!1102 &7775715106867686649
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					  m_Name: Female Sword Sprint
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@ -152,13 +152,13 @@ Material:
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@ -186,8 +186,8 @@ Material:
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@ -38,15 +38,15 @@ Material:
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@ -166,7 +166,7 @@ Material:
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@ -175,7 +175,7 @@ Material:
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@ -210,9 +210,9 @@ Material:
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@ -79,10 +79,10 @@ Material:
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@ -91,8 +91,8 @@ Material:
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--- !u!114 &2731119889213136563
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@ -79,10 +79,10 @@ Material:
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--- !u!114 &2935542345623018778
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										7
									
								
								Assets/Project Files/Prefabs/BlockerKey.prefab.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										7
									
								
								Assets/Project Files/Prefabs/BlockerKey.prefab.meta
									
									
									
									
									
										Normal file
									
								
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@ -1,21 +1,84 @@
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using System.Collections;
 | 
					using System.Collections;
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using System.Collections.Generic;
 | 
					using System.Collections.Generic;
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using UnityEngine;
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					using UnityEngine.Events;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
public class SlimeAI : MonoBehaviour
 | 
					public class SlimeAI : MonoBehaviour
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    Animator animator;
 | 
					    Animator animator;
 | 
				
			||||||
    float playerDistance;
 | 
					    float playerDistance;
 | 
				
			||||||
 | 
					    GameObject player;
 | 
				
			||||||
 | 
					    int HP;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    //[SerializeField]
 | 
				
			||||||
 | 
					    //private UnityEvent onAttack;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // Start is called before the first frame update
 | 
					    // Start is called before the first frame update
 | 
				
			||||||
    void Start()
 | 
					    void Start()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        animator = GetComponent<Animator>();
 | 
					        animator = GetComponent<Animator>();
 | 
				
			||||||
 | 
					        player = GameObject.FindWithTag("Player");
 | 
				
			||||||
 | 
					        HP = 10;
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // Update is called once per frame
 | 
					    // Update is called once per frame
 | 
				
			||||||
    void Update()
 | 
					    void Update()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
 | 
					        playerDistance = Vector3.Distance(player.transform.position, transform.position);
 | 
				
			||||||
 | 
					        if (playerDistance < 1.5) //Attack
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            animator.SetBool("EnemyInAttackRange", true);
 | 
				
			||||||
 | 
					            animator.SetBool("EnemyInAggroRange", true);
 | 
				
			||||||
 | 
					            animator.SetBool("EnemyInVisionRange", true);
 | 
				
			||||||
 | 
					            Rotate();
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        else if (playerDistance < 5) //Chase
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            animator.SetBool("EnemyInAttackRange", false);
 | 
				
			||||||
 | 
					            animator.SetBool("EnemyInAggroRange", true);
 | 
				
			||||||
 | 
					            animator.SetBool("EnemyInVisionRange", true);
 | 
				
			||||||
 | 
					            Rotate();
 | 
				
			||||||
 | 
					            Move();
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        else if (playerDistance < 8) //Stare
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            animator.SetBool("EnemyInAttackRange", false);
 | 
				
			||||||
 | 
					            animator.SetBool("EnemyInAggroRange", false);
 | 
				
			||||||
 | 
					            animator.SetBool("EnemyInVisionRange", true);
 | 
				
			||||||
 | 
					            Rotate();
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        else //Idle
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            animator.SetBool("EnemyInAttackRange", false);
 | 
				
			||||||
 | 
					            animator.SetBool("EnemyInAggroRange", false);
 | 
				
			||||||
 | 
					            animator.SetBool("EnemyInVisionRange", false);
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        if (HP <= 0)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            animator.SetBool("Dead", true);
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        if (animator.GetBool("DeathComplete"))
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            print("asd");
 | 
				
			||||||
 | 
					            Destroy(this.gameObject);
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					    void Rotate()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        // 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);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					    void Move()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        transform.position += transform.forward * Time.deltaTime * 1.0f;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void GetHit(int dmg)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        HP -= dmg;
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
				
			|||||||
							
								
								
									
										36
									
								
								Assets/Project Files/Scripts/Arlo/SlimeDeath.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										36
									
								
								Assets/Project Files/Scripts/Arlo/SlimeDeath.cs
									
									
									
									
									
										Normal file
									
								
							@ -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
 | 
				
			||||||
 | 
					    //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 | 
				
			||||||
 | 
					    //{
 | 
				
			||||||
 | 
					    //    
 | 
				
			||||||
 | 
					    //}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 | 
				
			||||||
 | 
					    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 | 
				
			||||||
 | 
					    //{
 | 
				
			||||||
 | 
					    //    
 | 
				
			||||||
 | 
					    //}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
 | 
				
			||||||
 | 
					    //override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 | 
				
			||||||
 | 
					    //{
 | 
				
			||||||
 | 
					    //    
 | 
				
			||||||
 | 
					    //}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // OnStateMove is called right after Animator.OnAnimatorMove()
 | 
				
			||||||
 | 
					    //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 | 
				
			||||||
 | 
					    //{
 | 
				
			||||||
 | 
					    //    // Implement code that processes and affects root motion
 | 
				
			||||||
 | 
					    //}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // OnStateIK is called right after Animator.OnAnimatorIK()
 | 
				
			||||||
 | 
					    //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 | 
				
			||||||
 | 
					    //{
 | 
				
			||||||
 | 
					    //    // Implement code that sets up animation IK (inverse kinematics)
 | 
				
			||||||
 | 
					    //}
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										11
									
								
								Assets/Project Files/Scripts/Arlo/SlimeDeath.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								Assets/Project Files/Scripts/Arlo/SlimeDeath.cs.meta
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,11 @@
 | 
				
			|||||||
 | 
					fileFormatVersion: 2
 | 
				
			||||||
 | 
					guid: 6c7f89faf36f41b418e5105a12c34cdb
 | 
				
			||||||
 | 
					MonoImporter:
 | 
				
			||||||
 | 
					  externalObjects: {}
 | 
				
			||||||
 | 
					  serializedVersion: 2
 | 
				
			||||||
 | 
					  defaultReferences: []
 | 
				
			||||||
 | 
					  executionOrder: 0
 | 
				
			||||||
 | 
					  icon: {instanceID: 0}
 | 
				
			||||||
 | 
					  userData: 
 | 
				
			||||||
 | 
					  assetBundleName: 
 | 
				
			||||||
 | 
					  assetBundleVariant: 
 | 
				
			||||||
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