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GameDevWeek
Wintersemester 2018-2019
Unity
Suck It
Commits
5eebc1cc
Commit
5eebc1cc
authored
Mar 29, 2019
by
Isa
Browse files
Merge branch 'master' of
https://gitlab.fsi.hochschule-trier.de/GameDevWeek/ws-18_19/unity/suck-it
parents
c932326c
62d87ec6
Changes
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5eebc1cc
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5eebc1cc
This diff is collapsed.
Click to expand it.
Assets/_Game/Scripts/Enemy AI/Air/AI_WindAttack.cs
View file @
5eebc1cc
...
...
@@ -4,7 +4,7 @@ using System.Collections;
public
class
AI_WindAttack
:
WeightedAction
{
GameObject
nearestPlayer
;
GameObject
target
;
AI_Core
myAI
;
private
float
restCooldown
;
...
...
@@ -26,12 +26,7 @@ public class AI_WindAttack : WeightedAction
void
CheckConditions
()
{
nearestPlayer
=
myAI
.
findNearestPlayer
();
float
dist
=
Vector2
.
Distance
(
transform
.
position
,
nearestPlayer
.
transform
.
position
);
if
(
dist
>
attackRange
)
if
(
myAI
.
rangeCheckFailed
(
transform
,
attackRange
))
{
return
;
}
...
...
@@ -41,7 +36,9 @@ public class AI_WindAttack : WeightedAction
public
override
void
performAction
()
{
Vector3
attackdir
=
nearestPlayer
.
transform
.
position
-
transform
.
position
;
target
=
GameObject
.
FindGameObjectWithTag
(
"Player"
);
Vector3
attackdir
=
target
.
transform
.
position
-
transform
.
position
;
attackdir
.
Normalize
();
if
(
restCooldown
<=
0
)
...
...
@@ -59,6 +56,7 @@ public class AI_WindAttack : WeightedAction
public
void
Fire
(
Vector3
attackdir
)
{
GameObject
projectile
=
Instantiate
(
windAttack
,
transform
.
position
+
attackdir
,
Quaternion
.
AngleAxis
(
Mathf
.
Atan2
(-
attackdir
.
y
,
-
attackdir
.
x
)
*
Mathf
.
Rad2Deg
+
180
,
Vector3
.
forward
));
projectile
.
GetComponent
<
AI_WindProjectile
>().
setValues
(
damage
,
destroyTime
,
thrust
);
body
=
projectile
.
GetComponent
<
Rigidbody2D
>();
Vector3
rotatedVector
=
Quaternion
.
AngleAxis
(
0
,
Vector3
.
forward
)
*
attackdir
;
...
...
Assets/_Game/Scripts/Enemy AI/Air/AI_WindProjectile.cs
View file @
5eebc1cc
...
...
@@ -7,20 +7,6 @@ public class AI_WindProjectile : MonoBehaviour
private
float
thrust
;
private
int
damage
;
private
void
Start
()
{
AI_WindAttack
windattack
=
GetComponentInParent
<
AI_WindAttack
>();
destroyTime
=
windattack
.
destroyTime
;
thrust
=
windattack
.
thrust
;
damage
=
windattack
.
damage
;
}
void
OnEnable
()
{
Invoke
(
"Destroy"
,
destroyTime
);
}
void
Destroy
()
{
Destroy
(
gameObject
);
...
...
@@ -37,7 +23,15 @@ public class AI_WindProjectile : MonoBehaviour
other
.
GetComponentInParent
<
Life
>().
Damage
(
damage
);
}
Destroy
();
}
}
public
void
setValues
(
int
damage
,
float
destroyTime
,
float
thrust
)
{
this
.
damage
=
damage
;
this
.
destroyTime
=
destroyTime
;
this
.
thrust
=
thrust
;
Invoke
(
"Destroy"
,
destroyTime
);
}
}
Assets/_Game/Scripts/Enemy AI/Fire/AI_FireAttack.cs
View file @
5eebc1cc
...
...
@@ -4,13 +4,14 @@ using System.Collections;
public
class
AI_FireAttack
:
WeightedAction
{
GameObject
nearestPlayer
;
GameObject
target
;
AI_Core
myAI
;
private
float
restCooldown
;
public
float
Cooldown
;
public
float
attackRange
;
public
int
damage
;
public
float
destroyTime
;
public
GameObject
fireBall
;
public
int
volleySize
;
public
float
launchPower
;
...
...
@@ -27,12 +28,7 @@ public class AI_FireAttack : WeightedAction
void
CheckConditions
()
{
nearestPlayer
=
myAI
.
findNearestPlayer
();
float
dist
=
Vector2
.
Distance
(
transform
.
position
,
nearestPlayer
.
transform
.
position
);
if
(
dist
>
attackRange
)
if
(
myAI
.
rangeCheckFailed
(
transform
,
attackRange
))
{
return
;
}
...
...
@@ -55,13 +51,14 @@ public class AI_FireAttack : WeightedAction
IEnumerator
fireVolley
()
{
target
=
GameObject
.
FindGameObjectWithTag
(
"Player"
);
launchPower
=
10
;
for
(
int
i
=
0
;
i
<
volleySize
;
i
++)
{
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
<
AI_FireProjectile
>().
setValues
(
damage
,
destroyTime
)
;
if
(
target
.
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 @
5eebc1cc
...
...
@@ -2,7 +2,13 @@ using UnityEngine;
public
class
AI_FireProjectile
:
MonoBehaviour
{
public
int
damage
;
private
int
damage
;
private
float
destroyTime
;
void
Destroy
()
{
Destroy
(
gameObject
);
}
private
void
OnTriggerEnter2D
(
Collider2D
other
)
{
...
...
@@ -16,5 +22,12 @@ public class AI_FireProjectile : MonoBehaviour
}
Destroy
(
gameObject
);
}
public
void
setValues
(
int
damage
,
float
destroyTime
)
{
this
.
damage
=
damage
;
this
.
destroyTime
=
destroyTime
;
Invoke
(
"Destroy"
,
destroyTime
);
}
}
Assets/_Game/Scripts/Enemy AI/Generell/AI_Core.cs
View file @
5eebc1cc
...
...
@@ -43,6 +43,10 @@ public class AI_Core : MonoBehaviour {
public
GameObject
findNearestPlayer
()
{
GameObject
player
=
GameObject
.
FindGameObjectWithTag
(
"Player"
);
if
(
player
==
null
)
{
return
null
;
}
if
(
player
.
transform
.
position
.
x
>
this
.
transform
.
position
.
x
)
{
transform
.
eulerAngles
=
new
Vector3
(
0
,
0
,
0
);
...
...
@@ -53,4 +57,19 @@ public class AI_Core : MonoBehaviour {
}
return
player
;
}
public
bool
rangeCheckFailed
(
Transform
pos
,
float
range
)
{
GameObject
nearestPlayer
=
findNearestPlayer
();
if
(
nearestPlayer
==
null
)
{
return
true
;
}
else
if
(
Vector2
.
Distance
(
pos
.
position
,
nearestPlayer
.
transform
.
position
)
>
range
)
{
return
true
;
}
return
false
;
}
}
Assets/_Game/Scripts/Enemy AI/Generell/AI_Follows.cs
View file @
5eebc1cc
...
...
@@ -4,7 +4,7 @@ using System.Collections;
public
class
AI_Follows
:
WeightedAction
{
GameObject
nearestPlayer
;
GameObject
target
;
AI_Core
myAI
;
...
...
@@ -31,18 +31,14 @@ public class AI_Follows : WeightedAction
void
CheckConditions
()
{
nearestPlayer
=
myAI
.
findNearestPlayer
();
float
dist
=
Vector3
.
Distance
(
transform
.
position
,
nearestPlayer
.
transform
.
position
);
if
(
dist
>
dropAggroRange
)
if
(
myAI
.
rangeCheckFailed
(
transform
,
dropAggroRange
))
{
isFollowing
=
false
;
}
if
(!
isFollowing
)
{
if
(
dist
>
aggroRange
)
if
(
myAI
.
rangeCheckFailed
(
transform
,
aggroRange
)
)
{
return
;
}
...
...
@@ -54,6 +50,8 @@ public class AI_Follows : WeightedAction
public
override
void
performAction
()
{
transform
.
position
=
Vector2
.
MoveTowards
(
transform
.
position
,
nearestPlayer
.
transform
.
position
,
movementSpeed
*
Time
.
deltaTime
);
target
=
GameObject
.
FindGameObjectWithTag
(
"Player"
);
transform
.
position
=
Vector2
.
MoveTowards
(
transform
.
position
,
target
.
transform
.
position
,
movementSpeed
*
Time
.
deltaTime
);
}
}
Assets/_Game/Scripts/Player/Life.cs
View file @
5eebc1cc
...
...
@@ -34,8 +34,8 @@ public class Life : MonoBehaviour {
}
public
void
Death
(){
//Reset
Destroy
(
gameObject
);
//Reset
gameObject
.
SetActive
(
false
);
Debug
.
Log
(
"Death"
);
}
...
...
Assets/_Game/Scripts/Player/PlayerAttacks/Air/PlayerAirAttack.cs
View file @
5eebc1cc
...
...
@@ -23,17 +23,6 @@ namespace _Game.Scripts.Player.PlayerAttacks.Air
void
CheckConditions
()
{
nearestPlayer
=
myAI
.
findNearestPlayer
();
float
dist
=
Vector2
.
Distance
(
transform
.
position
,
nearestPlayer
.
transform
.
position
);
if
(
dist
>
attackRange
)
{
return
;
}
myAI
.
desiredAction
.
Add
(
this
);
}
public
override
void
performAction
()
...
...
Assets/_Game/Scripts/UI/HealthBar.cs
View file @
5eebc1cc
using
System.Collections
;
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.Events
;
...
...
@@ -20,7 +20,8 @@ public class HealthBar : MonoBehaviour
// Update is called once per frame
void
Update
()
{
}
HealthUpdate
();
}
public
void
HealthUpdate
()
{
...
...
ProjectSettings/TagManager.asset
View file @
5eebc1cc
...
...
@@ -29,7 +29,7 @@ TagManager:
-
Elements
-
ElementalAttacks
-
BackgroundTileMap
-