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GameDevWeek
Wintersemester 2018-2019
Unity
Suck It
Commits
f0dc1348
Commit
f0dc1348
authored
Mar 26, 2019
by
mthiele2
Browse files
Player-Attacken To-Do
parent
866cc9b0
Changes
12
Hide whitespace changes
Inline
Side-by-side
Assets/_Game/Data/Player Data.meta
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f0dc1348
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f0dc1348
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Assets/_Game/Scripts/Player/PlayerAttacks.meta
0 → 100644
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f0dc1348
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Assets/_Game/Scripts/Player/PlayerAttacks/Player_FireAttack.cs
0 → 100644
View file @
f0dc1348
using
UnityEngine
;
using
System.Collections.Generic
;
using
System.Collections
;
public
class
Player_FireAttack
:
WeightedAction
{
GameObject
nearestPlayer
;
AI_Core
myAI
;
private
float
restCooldown
;
public
float
Cooldown
;
public
float
attackRange
;
public
int
damage
;
public
GameObject
shot
;
List
<
GameObject
>
shots
;
public
float
fireSpeed
=
2f
;
public
int
volleySize
;
public
int
pooledAmount
=
10
;
public
float
launchPower
=
20
;
public
float
attackSpeed
;
public
Transform
shotspawn
;
public
bool
cluster
;
public
bool
ricochet
;
private
Rigidbody2D
body
;
// Use this for initialization
void
Start
()
{
myAI
=
GetComponent
<
AI_Core
>();
}
void
CheckConditions
()
{
nearestPlayer
=
myAI
.
findNearestPlayer
();
float
dist
=
Vector2
.
Distance
(
transform
.
position
,
nearestPlayer
.
transform
.
position
);
if
(
dist
>
attackRange
)
{
return
;
}
Vector2
dir
=
Vector2
.
zero
;
direction
=
dir
;
myAI
.
desiredAction
.
Add
(
this
);
}
public
override
void
performAction
()
{
if
(
restCooldown
<=
0
)
{
StartCoroutine
(
fireVolley
());
restCooldown
=
Cooldown
;
}
else
{
restCooldown
-=
Time
.
deltaTime
;
}
}
IEnumerator
fireVolley
()
{
launchPower
=
10
;
for
(
int
i
=
0
;
i
<
volleySize
;
i
++)
{
launchPower
+=
3
;
GameObject
projectile
=
Instantiate
(
shot
,
shotspawn
.
position
,
shotspawn
.
rotation
);
if
(
nearestPlayer
.
transform
.
position
.
x
>
this
.
transform
.
position
.
x
)
{
projectile
.
GetComponent
<
Rigidbody2D
>().
velocity
=
new
Vector2
(
launchPower
,
launchPower
);
}
else
{
projectile
.
GetComponent
<
Rigidbody2D
>().
velocity
=
new
Vector2
(-
launchPower
,
launchPower
);
}
yield
return
new
WaitForSeconds
(
attackSpeed
);
}
}
}
Assets/_Game/Scripts/Player/PlayerAttacks/Player_FireAttack.cs.meta
0 → 100644
View file @
f0dc1348
fileFormatVersion: 2
guid: 83eb4399ff535ee4cbc76de3b8a32e46
timeCreated: 1536939600
licenseType: Free
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defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/_Game/Scripts/Player/PlayerAttacks/Player_FireProjectile.cs
0 → 100644
View file @
f0dc1348
using
UnityEngine
;
public
class
Player_FireProjectile
:
MonoBehaviour
{
public
double
damage
;
public
GameObject
nearestPlayer
;
/// <summary>
/// Bisher werden die Shots nach einer Sekunde auf inactive gesetzt
/// hier muss noch was mit Collidern eingefügt werden um
/// auf Zusammenstöße reagieren zu können, damit der Shot dann
/// auf inactive gesetzt wird
/// </summary>
public
float
destroyTime
=
1f
;
/// <summary>
/// Wenn das Geschoss auf active gesetzt wird, wird nach 2 Sekunden
/// die Destroy Methode aufgerufen
/// </summary>
void
OnEnable
()
{
Invoke
(
"Destroy"
,
destroyTime
);