Merge branch 'staging2' into combatscene

This commit is contained in:
2022-04-25 12:49:24 +00:00
5 changed files with 302 additions and 137 deletions

View File

@@ -20,7 +20,7 @@ AnimatorStateTransition:
m_TransitionDuration: 0.25
m_TransitionOffset: 0
m_ExitTime: 0.85
m_HasExitTime: 1
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
@@ -49,6 +49,7 @@ AnimatorState:
m_CycleOffset: 0
m_Transitions:
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m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
@@ -58,7 +59,7 @@ AnimatorState:
m_MirrorParameterActive: 0
m_CycleOffsetParameterActive: 0
m_TimeParameterActive: 0
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m_Tag:
m_SpeedParameter:
m_MirrorParameter:
@@ -84,7 +85,32 @@ AnimatorStateTransition:
m_TransitionDuration: 0.25
m_TransitionOffset: 0
m_ExitTime: 0.6875
m_HasExitTime: 1
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1101 &-5660328294272393165
AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_Conditions:
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m_ConditionEvent: EnemyInAttackRange
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m_DstState: {fileID: -6878085496064969341}
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serializedVersion: 3
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m_TransitionOffset: 0
m_ExitTime: 0.70000005
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
@@ -109,7 +135,7 @@ AnimatorStateTransition:
m_TransitionDuration: 0.25
m_TransitionOffset: 0
m_ExitTime: 0.625
m_HasExitTime: 1
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
@@ -124,7 +150,8 @@ AnimatorState:
m_Name: EnemyAttack
m_Speed: 1
m_CycleOffset: 0
m_Transitions: []
m_Transitions:
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m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
@@ -140,6 +167,56 @@ AnimatorState:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
--- !u!1101 &-1918993004881361147
AnimatorStateTransition:
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
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m_DstState: {fileID: 1102546605246812244}
m_Solo: 0
m_Mute: 0
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serializedVersion: 3
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m_ExitTime: 0.6875
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1101 &-1268510201227337377
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_Conditions:
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m_DstState: {fileID: 8194647877007136643}
m_Solo: 0
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--- !u!91 &9100000
AnimatorController:
m_ObjectHideFlags: 0
@@ -400,28 +477,6 @@ AnimatorStateTransition:
m_InterruptionSource: 0
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m_CanTransitionToSelf: 1
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AnimatorStateTransition:
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m_ExitTime: 4
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m_InterruptionSource: 0
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m_CanTransitionToSelf: 1
--- !u!1101 &1101571659118250030
AnimatorStateTransition:
m_ObjectHideFlags: 1
@@ -520,8 +575,7 @@ AnimatorState:
m_Name: Dizzy
m_Speed: 1
m_CycleOffset: 0
m_Transitions:
- {fileID: 1101549165158824158}
m_Transitions: []
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
@@ -979,74 +1033,74 @@ AnimatorStateMachine:
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@@ -1059,6 +1113,7 @@ AnimatorState:
m_CycleOffset: 0
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- {fileID: -1918993004881361147}
m_StateMachineBehaviours: []
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m_IKOnFeet: 0

View File

@@ -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;
}
}

View 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)
//}
}

View File

@@ -0,0 +1,11 @@
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