Commit 226522c1 authored by Isa's avatar Isa
parents 8d940f74 e56c3e80
...@@ -22,13 +22,13 @@ MonoBehaviour: ...@@ -22,13 +22,13 @@ MonoBehaviour:
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gravity: 0.5 gravity: 0.5
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smoothing: 0.03 smoothing: 0.03
airControl: 1 airControl: 1
canSwim: 0 canSwim: 0
moveSpeed: 15 moveSpeed: 15
maxJumpCount: 1 maxJumpCount: 1
mass: 20 mass: 60
gravity: 3 gravity: 3
fireMoveState: fireMoveState:
jumpForce: 15 jumpForce: 15
......
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......
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m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
weight: 0 weight: 3
isPerformingAction: 0 isPerformingAction: 0
Cooldown: 2 Cooldown: 2
attackRange: 8 attackRange: 8
damage: 0 destroyTime: 1
shot: {fileID: 1870586037468468, guid: 61411254df3161c4e81f6c0a4f2cd33c, type: 3} damage: 1
fireSpeed: 2 fireBall: {fileID: 1870586037468468, guid: 61411254df3161c4e81f6c0a4f2cd33c, type: 3}
volleySize: 3 volleySize: 3
pooledAmount: 10
launchPower: 10 launchPower: 10
attackSpeed: 0.5 attackSpeed: 0.5
shotspawn: {fileID: 2944414297440889058} shotspawn: {fileID: 2944414297440889058}
cluster: 0
ricochet: 0
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...@@ -183,7 +176,7 @@ GameObject: ...@@ -183,7 +176,7 @@ GameObject:
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m_Component: m_Component:
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m_Name: ShotSpawn m_Name: ShotSpawn
m_TagString: Untagged m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
......
...@@ -10,13 +10,13 @@ GameObject: ...@@ -10,13 +10,13 @@ GameObject:
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...@@ -59,32 +59,6 @@ Rigidbody2D: ...@@ -59,32 +59,6 @@ Rigidbody2D:
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...@@ -33,7 +33,8 @@ Transform: ...@@ -33,7 +33,8 @@ Transform:
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...@@ -39,10 +39,6 @@ public class RockAttack : WeightedAction { ...@@ -39,10 +39,6 @@ public class RockAttack : WeightedAction {
return; return;
} }
Vector2 dir = Vector2.zero;
direction = dir;
weight = 10f; weight = 10f;
myAI.desiredAction.Add(this); myAI.desiredAction.Add(this);
......
...@@ -10,20 +10,13 @@ public class AI_FireAttack : WeightedAction ...@@ -10,20 +10,13 @@ public class AI_FireAttack : WeightedAction
public float Cooldown; public float Cooldown;
public float attackRange; public float attackRange;
public float destroyTime;
public int damage; public int damage;
public GameObject fireBall; public GameObject fireBall;
public float fireSpeed = 2f;
public int volleySize; public int volleySize;
public int pooledAmount = 10; public float launchPower;
public float launchPower = 20;
public float attackSpeed; public float attackSpeed;
public Transform shotspawn; public Transform shotspawn;
public bool cluster;
public bool ricochet;
private Rigidbody2D body; private Rigidbody2D body;
// Use this for initialization // Use this for initialization
...@@ -44,10 +37,6 @@ public class AI_FireAttack : WeightedAction ...@@ -44,10 +37,6 @@ public class AI_FireAttack : WeightedAction
return; return;
} }
Vector2 dir = Vector2.zero;
direction = dir;
myAI.desiredAction.Add(this); myAI.desiredAction.Add(this);
} }
...@@ -71,6 +60,7 @@ public class AI_FireAttack : WeightedAction ...@@ -71,6 +60,7 @@ public class AI_FireAttack : WeightedAction
{ {
launchPower += 3; launchPower += 3;
GameObject projectile = Instantiate(fireBall, shotspawn.position, shotspawn.rotation); GameObject projectile = Instantiate(fireBall, shotspawn.position, shotspawn.rotation);
projectile.GetComponent<AI_FireProjectile>().damage = damage;
if (nearestPlayer.transform.position.x > this.transform.position.x) if (nearestPlayer.transform.position.x > this.transform.position.x)
{ {
projectile.GetComponent<Rigidbody2D>().velocity = new Vector2(launchPower, launchPower); projectile.GetComponent<Rigidbody2D>().velocity = new Vector2(launchPower, launchPower);
......
...@@ -2,33 +2,19 @@ using UnityEngine; ...@@ -2,33 +2,19 @@ using UnityEngine;
public class AI_FireProjectile : MonoBehaviour public class AI_FireProjectile : MonoBehaviour
{ {
private float destroyTime; public int damage;
private float thrust;
private int damage;
private void Start()