Merge branch 'staging2' into combatscene
This commit is contained in:
commit
f82cfa297e
|
@ -20,7 +20,7 @@ AnimatorStateTransition:
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@ -49,6 +49,7 @@ AnimatorState:
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@ -58,7 +59,7 @@ AnimatorState:
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@ -84,7 +85,32 @@ AnimatorStateTransition:
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@ -109,7 +135,7 @@ AnimatorStateTransition:
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@ -124,7 +150,8 @@ AnimatorState:
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@ -140,6 +167,56 @@ AnimatorState:
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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--- !u!1101 &-1918993004881361147
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AnimatorStateTransition:
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--- !u!1101 &-1268510201227337377
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AnimatorStateTransition:
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--- !u!91 &9100000
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AnimatorController:
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m_ObjectHideFlags: 0
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@ -400,28 +477,6 @@ AnimatorStateTransition:
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m_InterruptionSource: 0
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m_CanTransitionToSelf: 1
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AnimatorStateTransition:
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m_ObjectHideFlags: 1
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_Solo: 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_ExitTime: 4
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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!1101 &1101571659118250030
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AnimatorStateTransition:
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m_ObjectHideFlags: 1
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@ -520,8 +575,7 @@ AnimatorState:
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m_Name: Dizzy
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m_Speed: 1
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m_Transitions:
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- {fileID: 1101549165158824158}
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@ -979,74 +1033,74 @@ AnimatorStateMachine:
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@ -1059,6 +1113,7 @@ AnimatorState:
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@ -1,21 +1,84 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class SlimeAI : MonoBehaviour
|
||||
{
|
||||
|
||||
Animator animator;
|
||||
float playerDistance;
|
||||
GameObject player;
|
||||
int HP;
|
||||
|
||||
//[SerializeField]
|
||||
//private UnityEvent onAttack;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
animator = GetComponent<Animator>();
|
||||
player = GameObject.FindWithTag("Player");
|
||||
HP = 10;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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)
|
||||
//}
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||||
}
|
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Loading…
Reference in New Issue