slimes now die and disappear after death
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7926bcdef4
commit
4df9180db1
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@ -59,7 +59,7 @@ AnimatorState:
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m_MirrorParameterActive: 0
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m_CycleOffsetParameterActive: 0
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m_TimeParameterActive: 0
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m_Motion: {fileID: 7400000, guid: dbf4e442d523220489ca9531ab20161f, type: 3}
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m_Motion: {fileID: 7400000, guid: f5d4d1a7dadc5a84d910c492d947ca4f, type: 3}
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m_Tag:
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m_SpeedParameter:
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m_MirrorParameter:
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@ -9,6 +9,7 @@ public class SlimeAI : MonoBehaviour
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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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//[SerializeField]
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//private UnityEvent onAttack;
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@ -18,6 +19,7 @@ public class SlimeAI : MonoBehaviour
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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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@ -52,6 +54,15 @@ public class SlimeAI : MonoBehaviour
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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"))
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{
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print("asd");
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Destroy(this.gameObject);
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}
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}
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void Rotate()
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{
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@ -65,4 +76,9 @@ public class SlimeAI : MonoBehaviour
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{
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transform.position += transform.forward * Time.deltaTime * 1.0f;
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}
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public void GetHit(int dmg)
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{
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HP -= dmg;
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}
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}
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@ -0,0 +1,36 @@
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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 death : StateMachineBehaviour
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{
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// 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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//
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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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//{
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//
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//}
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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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//{
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//
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//}
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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)
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//{
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// // 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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//{
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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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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 6c7f89faf36f41b418e5105a12c34cdb
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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