fixes to slime death, attack function has proper timings

This commit is contained in:
arlo 2022-04-25 18:05:53 +03:00
parent a748b342a8
commit 5a83699fd1
4 changed files with 83 additions and 24 deletions

View File

@ -217,6 +217,28 @@ AnimatorStateTransition:
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1101 &-661908585856255301
AnimatorStateTransition:
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@ -231,25 +253,25 @@ AnimatorController:
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- m_Name: EnemyInAttackRange
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m_Name: Base Layer
@ -860,8 +882,10 @@ AnimatorState:
m_Name: Die
m_Speed: 1
m_CycleOffset: 0
m_Transitions: []
m_StateMachineBehaviours: []
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@ -1043,7 +1067,7 @@ AnimatorStateMachine:
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@ -1060,7 +1084,7 @@ AnimatorStateMachine:
m_StateMachineBehaviours: []
m_AnyStatePosition: {x: 50, y: 20, z: 0}
m_EntryPosition: {x: 100, y: 150, z: 0}
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@ -1113,6 +1137,18 @@ AnimatorStateTransition:
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View File

@ -19,6 +19,8 @@ public class SlimeAI : MonoBehaviour
private bool isRotatingRight = false;
private bool isWalking = false;
private bool isAttacking = false;
private float attackStartTime;
//[SerializeField]
//private UnityEvent onAttack;
@ -27,7 +29,7 @@ public class SlimeAI : MonoBehaviour
{
animator = GetComponent<Animator>();
player = GameObject.FindWithTag("Player");
HP = 10;
HP = 0;
}
@ -35,6 +37,11 @@ public class SlimeAI : MonoBehaviour
void Update()
{
playerDistance = Vector3.Distance(player.transform.position, transform.position);
if (HP <= 0)
{
animator.Play("Die");
}
if (playerDistance < 1.5) //Attack
{
animator.SetBool("Wandering", false);
@ -42,6 +49,7 @@ public class SlimeAI : MonoBehaviour
animator.SetBool("EnemyInAggroRange", true);
animator.SetBool("EnemyInVisionRange", true);
Rotate();
Attack();
}
else if (playerDistance < 10) //Chase
{
@ -91,15 +99,7 @@ public class SlimeAI : MonoBehaviour
animator.SetBool("Wandering", true);
transform.position += transform.forward * moveSpeed * Time.deltaTime;
}
if (HP <= 0)
{
animator.SetBool("Dead", true);
}
if (animator.GetBool("DeathComplete"))
{
print("asd");
Destroy(this.gameObject);
}
}
@ -120,6 +120,29 @@ public class SlimeAI : MonoBehaviour
{
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()
{

View File

@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class death : StateMachineBehaviour
public class SlimeDeath : 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)
@ -17,10 +17,10 @@ public class death : StateMachineBehaviour
//}
// 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)
//{
//
//}
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
Destroy(animator.gameObject);
}
// OnStateMove is called right after Animator.OnAnimatorMove()
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)

View File

@ -1,5 +1,5 @@
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