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GameDevWeek
W
Wintersemester 2018-2019
Unity
Suck It
Commits
3885ea5f
Commit
3885ea5f
authored
Mar 28, 2019
by
mthiele2
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Die Adresse für Singles und Akademiker mit Niveau.
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20 changed files
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522 additions
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302 deletions
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...Game/Data/Player Data/Movement Data/Movement States.asset
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Assets/_Game/Prefabs/Enemy Attacks/EnemyFireAttack.prefab
Assets/_Game/Prefabs/Enemy Attacks/EnemyFireAttack.prefab
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Assets/_Game/Scenes/Max-Level.unity
Assets/_Game/Scenes/Max-Level.unity
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Assets/_Game/Scripts/Enemy AI/Earth/RockAttack.cs
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Assets/_Game/Scripts/Enemy AI/Fire/AI_FireAttack.cs
Assets/_Game/Scripts/Enemy AI/Fire/AI_FireAttack.cs
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Assets/_Game/Scripts/Enemy AI/Fire/AI_FireProjectile.cs
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Assets/_Game/Scripts/Enemy AI/Generell/AI_Core.cs
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Assets/_Game/Scripts/Enemy AI/Generell/AI_DashAttack.cs
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Assets/_Game/Scripts/Enemy AI/Generell/AI_Follows.cs
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Assets/_Game/Scripts/Enemy AI/Generell/AI_Staggers.cs
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,
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Cooldown
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0.5
attackRange
:
3
firePower
:
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damage
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destroyTime
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thrust
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20
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w
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m_LocalPosition
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{
x
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,
y
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,
z
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}
m_LocalScale
:
{
x
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,
y
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z
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m_Children
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m_Father
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fileID
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Assets/_Game/Prefabs/Enemy Attacks/EnemyFireAttack.prefab
View file @
3885ea5f
...
...
@@ -14,7 +14,7 @@ GameObject:
-
component
:
{
fileID
:
212152556601460820
}
-
component
:
{
fileID
:
1090173842203658878
}
m_Layer
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m_Name
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m_Name
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FireAttack
m_TagString
:
EnemyShot
m_Icon
:
{
fileID
:
0
}
m_NavMeshLayer
:
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...
...
@@ -46,7 +46,7 @@ Rigidbody2D:
m_Simulated
:
1
m_UseFullKinematicContacts
:
0
m_UseAutoMass
:
0
m_Mass
:
1
m_Mass
:
0.000
1
m_LinearDrag
:
0
m_AngularDrag
:
0.05
m_GravityScale
:
5
...
...
@@ -131,6 +131,5 @@ MonoBehaviour:
m_Script
:
{
fileID
:
11500000
,
guid
:
ee14ca5ce55a64141aba6d8091d3ecb7
,
type
:
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}
m_Name
:
m_EditorClassIdentifier
:
destroyTime
:
0
damage
:
0
nearestPlayer
:
{
fileID
:
0
}
destroyTime
:
1
Assets/_Game/Scenes/Max-Level.unity
View file @
3885ea5f
This diff is collapsed.
Click to expand it.
Assets/_Game/Scripts/Enemy AI/Earth/RockAttack.cs
View file @
3885ea5f
...
...
@@ -39,10 +39,6 @@ public class RockAttack : WeightedAction {
return
;
}
Vector2
dir
=
Vector2
.
zero
;
direction
=
dir
;
weight
=
10f
;
myAI
.
desiredAction
.
Add
(
this
);
...
...
Assets/_Game/Scripts/Enemy AI/Fire/AI_FireAttack.cs
View file @
3885ea5f
...
...
@@ -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
);
...
...
Assets/_Game/Scripts/Enemy AI/Fire/AI_FireProjectile.cs
View file @
3885ea5f
...
...
@@ -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
);
}
}
Assets/_Game/Scripts/Enemy AI/Generell/AI_Core.cs
View file @
3885ea5f
...
...
@@ -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
;
...
...
Assets/_Game/Scripts/Enemy AI/Generell/AI_DashAttack.cs
View file @
3885ea5f
...
...
@@ -40,10 +40,6 @@ public class AI_DashAttack : WeightedAction
}
}
Vector2
dir
=
Vector2
.
zero
;
direction
=
dir
;
myAI
.
desiredAction
.
Add
(
this
);
}
...
...
Assets/_Game/Scripts/Enemy AI/Generell/AI_Follows.cs
View file @
3885ea5f
...
...
@@ -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
.
detection
Range
)
if
(
dist
>
dropAggro
Range
)
{
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
);
}
...
...
Assets/_Game/Scripts/Enemy AI/Generell/AI_Staggers.cs
View file @
3885ea5f
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
;
...
...
Assets/_Game/Scripts/Enemy AI/Generell/AI_Wanders.cs
View file @
3885ea5f
...
...
@@ -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
)
...
...
Assets/_Game/Scripts/Enemy AI/Generell/WeightedAction.cs
View file @
3885ea5f
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
()
{
}
...
...
Assets/_Game/Scripts/Player/MovementController.cs
View file @
3885ea5f
...
...
@@ -109,8 +109,6 @@ public class MovementController : MonoBehaviour
public
void
Move
(
Vector2
move
,
bool
jump
)
{