staging2 #30

Merged
jonasty merged 9 commits from staging2 into master 2022-04-25 12:53:26 +00:00
165 changed files with 57057 additions and 1420 deletions

28
Assets/BossSpawner.cs Normal file
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@ -0,0 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BossSpawner : MonoBehaviour
{
[SerializeField]
private GameObject bossSlime;
[SerializeField]
private Transform spawnLocation;
[SerializeField]
private int maxAmount = 1;
public void SpawnBossSlime()
{
int alive = GameObject.FindGameObjectsWithTag("BossSlime").Length;
if (alive <= maxAmount)
{
bossSlime.transform.localScale = new Vector3(5, 5, 5);
Instantiate(bossSlime, spawnLocation.position, Quaternion.identity);
}
else
{
Debug.LogWarning("Max bosses in scene");
}
}
}

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using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
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;
} }
} }

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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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