Enemy Logik erstellt Weitere Kommentare: Ich werde herausfinden, wer Coroutinen erfunden hat und diese Person auf dieselbe Art knechten, wie ich es in den letzten 5 Stunden wurde. WaitForSeconds(5) aber alles 4000 Mal in 3 Sekunden durchlaufen, mein Arsch.
This commit is contained in:
@@ -19,7 +19,7 @@ public class DevScript : MonoBehaviour
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//private KeyCode secretCode = KeyCode.G;
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Vector3 ort = new Vector3();
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//Vector3 ort = new Vector3();
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private void Update()
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{
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@@ -26,17 +26,20 @@ public class GameOver : MonoBehaviour
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[Header("ScriptPile")]
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[SerializeField] GameObject scriptPile;
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[SerializeField] GameObject eFie;
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InventoryScript inventory;
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ChangeHealth healthScript;
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HandleEnergy battery;
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FieScript fie;
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private void Awake()
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{
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inventory = scriptPile.GetComponent<InventoryScript>();
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healthScript = scriptPile.GetComponent<ChangeHealth>();
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battery = scriptPile.GetComponent<HandleEnergy>();
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fie = eFie.GetComponent<FieScript>();
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}
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void Start()
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@@ -62,10 +65,12 @@ public class GameOver : MonoBehaviour
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public void ShowDeathScreen()
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{
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fie.StopAllCoroutines();
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//Time.timeScale = 0;
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timerOn = true;
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timer = 10f;
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deathPanel.SetActive(true);
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LeanTween.scale(deathPanel, transform.localScale * 0.5f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
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SpeakEnemy();
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costText.text = cost.ToString(); //ZUM DEBUGGEN
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CheckDeathTime();
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@@ -107,11 +112,13 @@ public class GameOver : MonoBehaviour
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inventory.Energy += battery.addEnergyValue;
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}
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LeanTween.scale(deathPanel, transform.localScale * 0f, duration * Time.deltaTime).setDelay(.1f).setEase(LeanTweenType.easeOutBounce);
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deathPanel.SetActive(false);
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//Time.timeScale = 1;
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//Logik: bei Retry, soll der Player nochmal neue Energie bekommen
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fie.StartStuff();
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}
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public void CheckDeathTime()
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@@ -136,17 +143,25 @@ public class GameOver : MonoBehaviour
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public void CalculateCost()
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{
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cost = healthScript.deathCounter * 100;
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if (cost == 300)
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{
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infoText.text = "You must really like being here.";
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}
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if (cost >= 1000)
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{
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cost = 900;
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infoText.text = "But you refused.";
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}
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}
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public bool fieKill;
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public bool silvKill;
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public bool haiKill;
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public void SpeakEnemy()
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{
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if (fieKill)
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if (fie.fieKill)
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{
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infoText.text = "HAAHAHAHAHAAHAHAHAHAHAHAHAHA";
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}
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@@ -21,9 +21,9 @@ public class ShopScript : MonoBehaviour
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[Header("Scripte")]
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InventoryScript inventory;
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ChangeHealth healthScript;
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HandleEnergy battery;
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[SerializeField] InventoryScript inventory;
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[SerializeField] ChangeHealth healthScript;
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[SerializeField] HandleEnergy battery;
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[Header("BuyValues")]
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9
Assets/Scripts/Button Functions/Tester.cs
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9
Assets/Scripts/Button Functions/Tester.cs
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@@ -0,0 +1,9 @@
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using UnityEngine;
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public class Tester : MonoBehaviour
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{
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void Start()
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{
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Vibrator.Vibrate();
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}
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}
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2
Assets/Scripts/Button Functions/Tester.cs.meta
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2
Assets/Scripts/Button Functions/Tester.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 8a33b90cbb5eaa341a2a0a790cc41e77
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@@ -10,7 +10,7 @@ public class TweenScript : MonoBehaviour
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//private KeyCode secretCode = KeyCode.G;
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Vector3 ort = new Vector3();
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//Vector3 ort = new Vector3();
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public void Start()
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{
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48
Assets/Scripts/Button Functions/Vibrator.cs
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48
Assets/Scripts/Button Functions/Vibrator.cs
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@@ -0,0 +1,48 @@
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using UnityEditor;
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using UnityEngine;
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public static class Vibrator
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{
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#if UNITY_ANDROID && !UNITY_EDITOR
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public static AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
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public static AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
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public static AndroidJavaObject vibrator = currentActivity.Call<AndroidJavaObject>("getSystemService", "vibrator");
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#else
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public static AndroidJavaClass unityPlayer;
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public static AndroidJavaObject currentActivity;
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public static AndroidJavaObject vibrator;
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#endif
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public static void Vibrate(long milliseconds = 250)
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{
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if (IsAndroid())
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{
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vibrator.Call("vibrate", milliseconds);
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}
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else
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{
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{
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Handheld.Vibrate();
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}
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}
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}
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public static void Cancel()
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{
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if (IsAndroid())
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{
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vibrator.Call("cancel");
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}
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}
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public static bool IsAndroid()
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{
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#if UNITY_ANDROID
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return true;
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#else
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return false;
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#endif
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}
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}
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2
Assets/Scripts/Button Functions/Vibrator.cs.meta
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2
Assets/Scripts/Button Functions/Vibrator.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 4b80c76f630d82047a40f8febee4add3
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@@ -18,7 +18,7 @@ public class CameraSystem : MonoBehaviour
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for (int i = 0; i < cams.Length; i++) {
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cams[i].SetActive(false);
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}
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mainCam.SetActive(true);
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mainCam.SetActive(true); //enabled
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}
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// Update is called once per frame
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@@ -4,7 +4,20 @@ public class DoorController : MonoBehaviour
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{
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[SerializeField] private Door door;
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private void OnMouseDown() {
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door.isOpen = !door.isOpen;
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private void OnMouseDown()
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{
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if (door.isOpen == true)
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{
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door.isOpen = false;
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Debug.Log("Hier kommt niemand rein");
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}
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else
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{
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door.isOpen = true;
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Debug.Log("Es zieht uUunheimlich");
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}
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//door.isOpen = !door.isOpen;
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}
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}
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237
Assets/Scripts/Enemy/FieScript.cs
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237
Assets/Scripts/Enemy/FieScript.cs
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@@ -0,0 +1,237 @@
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using System.Collections;
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using UnityEngine;
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public class FieScript : MonoBehaviour
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{
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[SerializeField] GameObject button;
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[Header("Spawn Points")]
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[SerializeField] GameObject SPBack;
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[SerializeField] GameObject SPLeft;
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[SerializeField] GameObject SPRight;
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[SerializeField] GameObject SPDeath;
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bool spawn1 = false;
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bool spawn2 = false;
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[Header("Character")]
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[SerializeField] GameObject Fiefetti;
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//[SerializeField] int damageDealt = 1; //hat aktuell keinen Zweck
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[SerializeField] public float stateTime = 10f;
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public bool fieKill;
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[Header("Scripts")]
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[SerializeField] GameObject scriptPile;
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[SerializeField] GameObject door1; //1 is always Left
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[SerializeField] GameObject door2;
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ChangeHealth healthScript;
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Door doorSwitch;
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Door doorSwitch2;
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private void Awake()
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{
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healthScript = scriptPile.GetComponent<ChangeHealth>();
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doorSwitch = door1.GetComponent<Door>();
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doorSwitch2 = door2.GetComponent<Door>();
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}
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void Start()
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{
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button.SetActive(false); //zum vorherigen Debuggen genutzt
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spawn1 = false;
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spawn2 = false;
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//StateOne();
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StartStuff();
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}
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void Update()
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{
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}
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public void HitPlayer()
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{
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healthScript.GetHit();
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}
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public void StartStuff()
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{
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Debug.Log("I´m starting stuff.");
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StartCoroutine(WanderAround());
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}
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IEnumerator WanderAround()
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{
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Debug.Log("Fiefetti: Wandering around");
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button.SetActive(false);
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Fiefetti.transform.position = SPBack.transform.position;
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//Hauptposition
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Debug.Log("Fiefetti: Bin hinten");
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int random = Random.Range(1, 3);
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if (random == 1) //1 bedeutet immer left
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{
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spawn1 = true;
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}
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else
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{
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spawn2 = true;
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}
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Debug.Log("random = " + random);
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yield return new WaitForSeconds(stateTime);
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StartCoroutine(WanderClose());
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}
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IEnumerator WanderClose()
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{
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if (spawn1 == true) //1 bedeutet immer left
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{
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Fiefetti.transform.position = SPLeft.transform.position;
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}
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else
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{
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Fiefetti.transform.position = SPRight.transform.position;
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}
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StartCoroutine(WanderAround());
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//einen von zwei Punkten aussuchen
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Debug.Log("Fiefetti: Komme näher");
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yield return new WaitForSeconds(stateTime);
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StartCoroutine(GetTooClose());
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}
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IEnumerator GetTooClose()
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{
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if (doorSwitch.isOpen == true)
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{
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Fiefetti.transform.position = SPDeath.transform.position;
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Debug.Log("Fiefetti: Hab dich!");
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//reingehen
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HitPlayer();
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//StateOne();
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fieKill = true;
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}
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else if (doorSwitch2.isOpen == true)
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{
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Fiefetti.transform.position = SPDeath.transform.position;
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Debug.Log("Fiefetti: Hab dich!");
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//reingehen
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HitPlayer();
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//StateOne();
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fieKill = true;
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}
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else
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{
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//AudioSpielen
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fieKill = false;
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Debug.Log("Fiefetti: Och menno");
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}
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spawn1 = false;
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spawn2 = false;
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//StateOne();
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yield return new WaitForSeconds(stateTime);
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StartCoroutine(WanderAround());
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}
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/*
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public void StateOne()
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{
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button.SetActive(false);
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Fiefetti.transform.position = SPBack.transform.position;
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//Hauptposition
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Debug.Log("Fiefetti: Bin hinten");
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int random = Random.Range(1, 3);
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if (random == 1) //1 bedeutet immer left
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{
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spawn1 = true;
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}
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else
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{
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spawn2 = true;
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}
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Debug.Log("random = " + random);
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//StartCoroutine(WanderClose());
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}*/
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/*
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public void StateTwo()
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{
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if (spawn1 == true) //1 bedeutet immer left
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{
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Fiefetti.transform.position = SPLeft.transform.position;
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}
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else
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{
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Fiefetti.transform.position = SPRight.transform.position;
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}
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StartCoroutine(WanderAround());
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//einen von zwei Punkten aussuchen
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Debug.Log("Fiefetti: Komme näher");
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//StateThree();
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}*/
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/*
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public void StateThree()
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{
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if (doorSwitch.isOpen == true)
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{
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Fiefetti.transform.position = SPDeath.transform.position;
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Debug.Log("Fiefetti: Hab dich!");
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//reingehen
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HitPlayer();
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//StateOne();
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fieKill = true;
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}
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else if (doorSwitch2.isOpen == true)
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{
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Fiefetti.transform.position = SPDeath.transform.position;
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Debug.Log("Fiefetti: Hab dich!");
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//reingehen
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HitPlayer();
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//StateOne();
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fieKill = true;
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}
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else
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{
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//AudioSpielen
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fieKill = false;
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Debug.Log("Fiefetti: Och menno");
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}
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StartCoroutine(WanderAround());
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spawn1 = false;
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spawn2 = false;
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//StateOne();
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}*/
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}
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2
Assets/Scripts/Enemy/FieScript.cs.meta
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2
Assets/Scripts/Enemy/FieScript.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: ab49087e743bd3340abb63a63b18df51
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58
Assets/Scripts/Enemy/LevelBehavior.cs
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58
Assets/Scripts/Enemy/LevelBehavior.cs
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@@ -0,0 +1,58 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class LevelBehavior : MonoBehaviour
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{
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[SerializeField] GameObject eFie;
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[SerializeField] GameObject eSilv;
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[SerializeField] GameObject eHai;
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FieScript fie;
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private void Awake()
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{
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fie = eFie.GetComponent<FieScript>();
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}
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void Start()
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{
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// Create a temporary reference to the current scene.
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Scene currentScene = SceneManager.GetActiveScene();
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// Retrieve the name of this scene.
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string sceneName = currentScene.name;
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if (sceneName == "Day2")
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{
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fie.stateTime = 5;
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// Do something...
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}
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else if (sceneName == "Day6")
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{
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fie.stateTime = 3;
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// Do something...
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}
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// Retrieve the index of the scene in the project's build settings.
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int buildIndex = currentScene.buildIndex;
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//// Check the scene name as a conditional.
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//switch (buildIndex)
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//{
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// case 0:
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// // Do something...
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// break;
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// case 1:
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// // Do something...
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// break;
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//}
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}
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void Update()
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{
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}
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}
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2
Assets/Scripts/Enemy/LevelBehavior.cs.meta
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2
Assets/Scripts/Enemy/LevelBehavior.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 789c5e421b7b01c4daeb8d1c0c13a358
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@@ -53,6 +53,20 @@ public class ChangeHealth : MonoBehaviour
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}
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}
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public void GetHitHard() //MUSS NOCH MIT ENEMIES VERKNÜPFT WERDEN
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{
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if (inventory.Health > 0)
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{
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inventory.Health -= 2; //MAGIC NUMBER BITTE BEACHTEN
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}
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Debug.Log("Ouch, you bastardo.");
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if (inventory.Health <= 0)
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{
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Die();
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}
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}
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public void Die()
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{
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@@ -62,7 +76,6 @@ public class ChangeHealth : MonoBehaviour
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//Time.timeScale = 0; //Wieder umlegen
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end.ShowDeathScreen();
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Debug.Log("rest in pizza");
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}
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Reference in New Issue
Block a user