Commit 333dc944 authored by Isa's avatar Isa

Versuch 2

parents f2576c7d f7f57ba8
...@@ -13,8 +13,8 @@ GameObject: ...@@ -13,8 +13,8 @@ GameObject:
- component: {fileID: 70840632841850180} - component: {fileID: 70840632841850180}
- component: {fileID: 212152556601460820} - component: {fileID: 212152556601460820}
- component: {fileID: 5567333940966867164} - component: {fileID: 5567333940966867164}
m_Layer: 0 m_Layer: 12
m_Name: Pre_PlayerFireAttack m_Name: FireAttack
m_TagString: Fire m_TagString: Fire
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
......
...@@ -142,3 +142,4 @@ MonoBehaviour: ...@@ -142,3 +142,4 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
destroyTime: 3 destroyTime: 3
pushFactor: 5
...@@ -258,7 +258,7 @@ MonoBehaviour: ...@@ -258,7 +258,7 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
cooldown: 1 cooldown: 1
massIncrease: 30 massIncrease: 5
isStomping: 0 isStomping: 0
--- !u!114 &352228605 --- !u!114 &352228605
MonoBehaviour: MonoBehaviour:
......
...@@ -778,7 +778,7 @@ BoxCollider2D: ...@@ -778,7 +778,7 @@ BoxCollider2D:
m_SpriteTilingProperty: m_SpriteTilingProperty:
border: {x: 0, y: 0, z: 0, w: 0} border: {x: 0, y: 0, z: 0, w: 0}
pivot: {x: 0.5, y: 0.5} pivot: {x: 0.5, y: 0.5}
oldSize: {x: 2, y: 2} oldSize: {x: 8, y: 8}
newSize: {x: 2, y: 2} newSize: {x: 2, y: 2}
adaptiveTilingThreshold: 0.5 adaptiveTilingThreshold: 0.5
drawMode: 0 drawMode: 0
...@@ -10561,7 +10561,7 @@ GameObject: ...@@ -10561,7 +10561,7 @@ GameObject:
type: 3} type: 3}
m_PrefabInstance: {fileID: 1738372363} m_PrefabInstance: {fileID: 1738372363}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
--- !u!114 &847607783 --- !u!114 &847607772
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0} m_CorrespondingSourceObject: {fileID: 0}
...@@ -23755,7 +23755,7 @@ BoxCollider2D: ...@@ -23755,7 +23755,7 @@ BoxCollider2D:
m_SpriteTilingProperty: m_SpriteTilingProperty:
border: {x: 0, y: 0, z: 0, w: 0} border: {x: 0, y: 0, z: 0, w: 0}
pivot: {x: 0.5, y: 0.5} pivot: {x: 0.5, y: 0.5}
oldSize: {x: 2, y: 2} oldSize: {x: 8, y: 8}
newSize: {x: 2, y: 2} newSize: {x: 2, y: 2}
adaptiveTilingThreshold: 0.5 adaptiveTilingThreshold: 0.5
drawMode: 0 drawMode: 0
......
...@@ -55,7 +55,7 @@ public class AI_WindAttack : WeightedAction ...@@ -55,7 +55,7 @@ public class AI_WindAttack : WeightedAction
public void Fire(Vector3 attackdir) public void Fire(Vector3 attackdir)
{ {
GameObject projectile = Instantiate(windAttack, transform.position + attackdir*2, Quaternion.AngleAxis(Mathf.Atan2(-attackdir.y, -attackdir.x) * Mathf.Rad2Deg + 180, Vector3.forward)); GameObject projectile = Instantiate(windAttack, transform.position + attackdir*2, Quaternion.AngleAxis(0, Vector3.forward));
projectile.GetComponent<AI_WindProjectile>().setValues(damage, destroyTime, thrust); projectile.GetComponent<AI_WindProjectile>().setValues(damage, destroyTime, thrust);
body = projectile.GetComponent<Rigidbody2D>(); body = projectile.GetComponent<Rigidbody2D>();
......
...@@ -14,6 +14,10 @@ public class AI_WindProjectile : MonoBehaviour ...@@ -14,6 +14,10 @@ public class AI_WindProjectile : MonoBehaviour
private void OnTriggerEnter2D(Collider2D other) private void OnTriggerEnter2D(Collider2D other)
{ {
if (other.CompareTag("EnemyShot"))
{
return;
}
if (other.CompareTag("Player")) if (other.CompareTag("Player"))
{ {
Vector2 dir = other.GetComponentInParent<Transform>().position - transform.position; Vector2 dir = other.GetComponentInParent<Transform>().position - transform.position;
......
...@@ -12,7 +12,7 @@ public class AI_FireProjectile : MonoBehaviour ...@@ -12,7 +12,7 @@ public class AI_FireProjectile : MonoBehaviour
private void OnTriggerEnter2D(Collider2D other) private void OnTriggerEnter2D(Collider2D other)
{ {
if (other.CompareTag("Fire")) if (other.CompareTag("Fire") || other.CompareTag("EnemyShot"))
{ {
return; return;
} }
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class SliderObject : MonoBehaviour namespace _Game.Scripts.Level_Hazards
{ {
private Rigidbody2D rb; public class SliderObject : MonoBehaviour
public float force;
/*private void OnTriggerEnter2D(Collider2D collision)
{ {
if (!GetComponent<Rigidbody2D>()) private Vector2 _position;
{ private Rigidbody2D _rigidbody2D;
rb = GetComponent<Rigidbody2D>();
} private void Start()
else
{ {
Debug.Log("Kein Rigidbody"); _rigidbody2D = this.GetComponentInParent<Rigidbody2D>();
} }
if (collision.gameObject.CompareTag("Water"))
private void OnCollisionEnter2D(Collision2D other)
{ {
if(collision.transform.position.x > GetComponent<Transform>().position.x) if (other.gameObject.layer == LayerMask.NameToLayer("Player") || other.gameObject.layer == LayerMask.NameToLayer("Enemy") ||
{ other.gameObject.CompareTag("Fire"))
rb.AddForce(new Vector2(-force, 0));
}else if (collision.transform.position.x < GetComponent<Transform>().position.x)
{ {
rb.AddForce(new Vector2(force, 0)); _rigidbody2D.velocity = Vector2.zero;
_rigidbody2D.bodyType = RigidbodyType2D.Static;
} }
} }
}*/
private void OnCollisionEnter2D(Collision2D other)
{
if (other.transform.gameObject.tag.Equals("Water"))
{
gameObject.GetComponent<Rigidbody2D>().velocity = other.gameObject.GetComponent<Rigidbody2D>().velocity;
}
}
private void OnCollisionExit2D(Collision2D other) private void OnCollisionExit2D(Collision2D other)
{
if (other.transform.gameObject.tag.Equals("Water"))
{ {
gameObject.GetComponent<Rigidbody2D>().velocity = Vector2.zero; if (other.gameObject.layer == LayerMask.NameToLayer("Player") || other.gameObject.layer == LayerMask.NameToLayer("Enemy") ||
other.gameObject.CompareTag("Fire"))
{
_rigidbody2D.velocity = Vector2.zero;
_rigidbody2D.bodyType = RigidbodyType2D.Dynamic;
}
} }
} }
} }
...@@ -34,9 +34,13 @@ public class Life : MonoBehaviour { ...@@ -34,9 +34,13 @@ public class Life : MonoBehaviour {
} }
public void Death(){ public void Death(){
//Reset if (gameObject.CompareTag("Player"))
gameObject.SetActive(false); {
Debug.Log("Death"); gameObject.SetActive(false);
Debug.Log("Death");
return;
}
Destroy(gameObject);
} }
public int getCurrentLife() public int getCurrentLife()
......
...@@ -5,6 +5,7 @@ namespace _Game.Scripts.Player.PlayerAttacks.Water ...@@ -5,6 +5,7 @@ namespace _Game.Scripts.Player.PlayerAttacks.Water
public class PlayerWaterProjectile : MonoBehaviour public class PlayerWaterProjectile : MonoBehaviour
{ {
public float destroyTime = 2.0f; public float destroyTime = 2.0f;
public float pushFactor = 1.0f;
private float _startTime; private float _startTime;
private float _deltaTime; private float _deltaTime;
private float _newScaleFactor; private float _newScaleFactor;
...@@ -18,7 +19,6 @@ namespace _Game.Scripts.Player.PlayerAttacks.Water ...@@ -18,7 +19,6 @@ namespace _Game.Scripts.Player.PlayerAttacks.Water
_startTime = Time.time; _startTime = Time.time;
_startingScale = this.gameObject.transform.localScale; _startingScale = this.gameObject.transform.localScale;
_rigidbody2D = GetComponent<Rigidbody2D>(); _rigidbody2D = GetComponent<Rigidbody2D>();
_startingVelocity = _rigidbody2D.velocity;
} }
private void Update() private void Update()
...@@ -38,6 +38,24 @@ namespace _Game.Scripts.Player.PlayerAttacks.Water ...@@ -38,6 +38,24 @@ namespace _Game.Scripts.Player.PlayerAttacks.Water
this.gameObject.transform.localScale = _newScaleVector; this.gameObject.transform.localScale = _newScaleVector;
} }
public void OnCollisionEnter2D(Collision2D other)
{
if (other.gameObject.layer != LayerMask.NameToLayer("Ground"))
{
if (other.gameObject.layer == LayerMask.NameToLayer("MovableObject"))
{
if (Mathf.Abs(_rigidbody2D.velocity.x) > 0.0001f)
{
var projectileVelocityX = _rigidbody2D.velocity.x / Mathf.Abs(_rigidbody2D.velocity.x);
print(projectileVelocityX);
other.gameObject.GetComponent<Rigidbody2D>().velocity = new Vector3(projectileVelocityX * pushFactor, 0.0f, 0.0f);
}
}
Destroy();
}
}
private void OnEnable() private void OnEnable()
{ {
Invoke(nameof(Destroy), destroyTime); Invoke(nameof(Destroy), destroyTime);
......
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