Commit 226522c1 authored by Isa's avatar Isa
parents 8d940f74 e56c3e80
......@@ -22,13 +22,13 @@ MonoBehaviour:
mass: 0.1
gravity: 0.5
earthMoveState:
jumpForce: 10
jumpForce: 100
smoothing: 0.03
airControl: 1
canSwim: 0
moveSpeed: 15
maxJumpCount: 1
mass: 20
mass: 60
gravity: 3
fireMoveState:
jumpForce: 15
......
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m_TagString: Enemy
m_Icon: {fileID: 0}
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MonoBehaviour:
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m_Name:
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......
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m_TagString: Enemy
m_TagString: Fire
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......@@ -28,7 +28,7 @@ Transform:
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m_LocalPosition: {x: -823.3, y: -198.56, z: 0}
m_LocalScale: {x: 4, y: 4, z: 4}
m_Children:
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m_Name:
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detectionRange: 50
isInCombat: 0
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......@@ -160,20 +156,17 @@ MonoBehaviour:
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m_Name:
m_EditorClassIdentifier:
weight: 0
weight: 3
isPerformingAction: 0
Cooldown: 2
attackRange: 8
damage: 0
shot: {fileID: 1870586037468468, guid: 61411254df3161c4e81f6c0a4f2cd33c, type: 3}
fireSpeed: 2
destroyTime: 1
damage: 1
fireBall: {fileID: 1870586037468468, guid: 61411254df3161c4e81f6c0a4f2cd33c, type: 3}
volleySize: 3
pooledAmount: 10
launchPower: 10
attackSpeed: 0.5
shotspawn: {fileID: 2944414297440889058}
cluster: 0
ricochet: 0
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......@@ -183,7 +176,7 @@ GameObject:
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m_Layer: 0
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m_Name: ShotSpawn
m_TagString: Untagged
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......
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m_Layer: 13
m_Name: Wasser-Gegner
m_TagString: Water
m_Icon: {fileID: 0}
......@@ -59,32 +59,6 @@ Rigidbody2D:
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......@@ -145,9 +119,6 @@ MonoBehaviour:
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m_Name:
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aggroDist: 15
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isInCombat: 0
desiredAction: []
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Animator:
......@@ -198,6 +169,27 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_MaxLife: 1
LostLife:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.Events.UnityEvent, UnityEngine.CoreModule, Version=0.0.0.0,
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......
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m_Layer: 0
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m_Name: Wind-Gegner
m_TagString: Enemy
m_Icon: {fileID: 0}
......@@ -33,7 +33,8 @@ Transform:
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......@@ -144,9 +145,6 @@ MonoBehaviour:
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......@@ -163,6 +161,8 @@ MonoBehaviour:
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......@@ -193,9 +193,42 @@ MonoBehaviour:
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......@@ -46,7 +46,7 @@ Rigidbody2D:
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......@@ -39,10 +39,6 @@ public class RockAttack : WeightedAction {
return;
}
Vector2 dir = Vector2.zero;
direction = dir;
weight = 10f;
myAI.desiredAction.Add(this);
......
......@@ -10,20 +10,13 @@ public class AI_FireAttack : WeightedAction
public float Cooldown;
public float attackRange;
public float destroyTime;
public int damage;
public GameObject fireBall;
public float fireSpeed = 2f;
public int volleySize;
public int pooledAmount = 10;
public float launchPower = 20;
public float launchPower;
public float attackSpeed;
public Transform shotspawn;
public bool cluster;
public bool ricochet;
private Rigidbody2D body;
// Use this for initialization
......@@ -44,10 +37,6 @@ public class AI_FireAttack : WeightedAction
return;
}
Vector2 dir = Vector2.zero;
direction = dir;
myAI.desiredAction.Add(this);
}
......@@ -71,6 +60,7 @@ public class AI_FireAttack : WeightedAction
{
launchPower += 3;
GameObject projectile = Instantiate(fireBall, shotspawn.position, shotspawn.rotation);
projectile.GetComponent<AI_FireProjectile>().damage = damage;
if (nearestPlayer.transform.position.x > this.transform.position.x)
{
projectile.GetComponent<Rigidbody2D>().velocity = new Vector2(launchPower, launchPower);
......
......@@ -2,33 +2,19 @@ using UnityEngine;
public class AI_FireProjectile : MonoBehaviour
{
private float destroyTime;
private float thrust;
private int damage;
private void Start()
{
AI_FireAttack fireAttack = GetComponentInParent<AI_FireAttack>();
destroyTime = fireAttack.destroyTime;
damage = fireAttack.damage;
}
void OnEnable()
{
Invoke("Destroy", destroyTime);
}
void Destroy()
{
Destroy(gameObject);
}
public int damage;
private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
if (other.CompareTag("Fire"))
{
return;
}
if (other.CompareTag("Player"))
{
other.GetComponentInParent<Life>().Damage(damage);
}
Destroy();
Destroy(gameObject);
}
}
......@@ -3,11 +3,6 @@ using System;
using System.Collections.Generic;
public class AI_Core : MonoBehaviour {
public float aggroDist = 15;
public float detectionRange = 50;
public bool isInCombat;
public List<WeightedAction> desiredAction;
......
......@@ -40,10 +40,6 @@ public class AI_DashAttack : WeightedAction
}
}
Vector2 dir = Vector2.zero;
direction = dir;
myAI.desiredAction.Add(this);
}
......
......@@ -12,6 +12,12 @@ public class AI_Follows : WeightedAction
private Animator animator;
private bool isFollowing;
public float aggroRange;
public float dropAggroRange;
private void Awake()
{
animator = gameObject.GetComponent<Animator>();
......@@ -21,38 +27,28 @@ public class AI_Follows : WeightedAction
void Start()
{
myAI = GetComponent<AI_Core>();
myAI.isInCombat = false;
}
void CheckConditions()
{
// print("Name: " + gameObject.name + " is in Combat: " + myAI.isInCombat);
{
nearestPlayer = myAI.findNearestPlayer();
float dist = Vector3.Distance(transform.position, nearestPlayer.transform.position);
if (dist > myAI.detectionRange)
if (dist > dropAggroRange)
{
myAI.isInCombat = false;
isFollowing = false;
}
if (!myAI.isInCombat)
if (!isFollowing)
{
if (dist > myAI.aggroDist)
if (dist > aggroRange)
{
return;
}
myAI.isInCombat = true;
return;
}
isFollowing = true;
}
Vector2 dir = nearestPlayer.transform.position - this.transform.position;
dir.Normalize();
direction = dir;
myAI.desiredAction.Add(this);
}
......
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
......@@ -36,7 +36,6 @@ public class AI_Staggers : WeightedAction {
public override void performAction()
{
Debug.Log("test");
if (remainingStaggerTime > 0f)
{
remainingStaggerTime -= Time.deltaTime;
......
......@@ -51,18 +51,6 @@ public class AI_Wanders : WeightedAction
{
transform.position = Vector2.MoveTowards(transform.position, patrolSpot, speed * Time.deltaTime);
Vector2 dir = patrolSpot - this.transform.position;
dir.Normalize();
direction = dir;
// Fraction of journey completed = current distance divided by total distance.
//float fracJourney = ((Time.time - startTime) * speed) / journeyLength;
// Set our position as a fraction of the distance between the markers.
//transform.position = Vector3.Lerp(transform.position, patrolSpot, fracJourney);
if (Vector2.Distance(transform.position, patrolSpot) < 0.2f)
{
if (waitTime <= 0)
......
using UnityEngine;
using UnityEngine;
using System.Collections;
public class WeightedAction : MonoBehaviour{
protected Vector2 direction;
public float weight;
public bool isPerformingAction;
public bool isPerformingAction;
public virtual void performAction()
public virtual void performAction()
{
}
......
......@@ -109,8 +109,6 @@ public class MovementController : MonoBehaviour
public void Move(Vector2 move, bool jump)
{