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:
2026-02-17 00:23:17 +01:00
parent 0b781ccb0f
commit 8b0452b1ed
32 changed files with 4665 additions and 2685 deletions

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using System.Collections;
using UnityEngine;
public class FieScript : MonoBehaviour
{
[SerializeField] GameObject button;
[Header("Spawn Points")]
[SerializeField] GameObject SPBack;
[SerializeField] GameObject SPLeft;
[SerializeField] GameObject SPRight;
[SerializeField] GameObject SPDeath;
bool spawn1 = false;
bool spawn2 = false;
[Header("Character")]
[SerializeField] GameObject Fiefetti;
//[SerializeField] int damageDealt = 1; //hat aktuell keinen Zweck
[SerializeField] public float stateTime = 10f;
public bool fieKill;
[Header("Scripts")]
[SerializeField] GameObject scriptPile;
[SerializeField] GameObject door1; //1 is always Left
[SerializeField] GameObject door2;
ChangeHealth healthScript;
Door doorSwitch;
Door doorSwitch2;
private void Awake()
{
healthScript = scriptPile.GetComponent<ChangeHealth>();
doorSwitch = door1.GetComponent<Door>();
doorSwitch2 = door2.GetComponent<Door>();
}
void Start()
{
button.SetActive(false); //zum vorherigen Debuggen genutzt
spawn1 = false;
spawn2 = false;
//StateOne();
StartStuff();
}
void Update()
{
}
public void HitPlayer()
{
healthScript.GetHit();
}
public void StartStuff()
{
Debug.Log("I´m starting stuff.");
StartCoroutine(WanderAround());
}
IEnumerator WanderAround()
{
Debug.Log("Fiefetti: Wandering around");
button.SetActive(false);
Fiefetti.transform.position = SPBack.transform.position;
//Hauptposition
Debug.Log("Fiefetti: Bin hinten");
int random = Random.Range(1, 3);
if (random == 1) //1 bedeutet immer left
{
spawn1 = true;
}
else
{
spawn2 = true;
}
Debug.Log("random = " + random);
yield return new WaitForSeconds(stateTime);
StartCoroutine(WanderClose());
}
IEnumerator WanderClose()
{
if (spawn1 == true) //1 bedeutet immer left
{
Fiefetti.transform.position = SPLeft.transform.position;
}
else
{
Fiefetti.transform.position = SPRight.transform.position;
}
StartCoroutine(WanderAround());
//einen von zwei Punkten aussuchen
Debug.Log("Fiefetti: Komme näher");
yield return new WaitForSeconds(stateTime);
StartCoroutine(GetTooClose());
}
IEnumerator GetTooClose()
{
if (doorSwitch.isOpen == true)
{
Fiefetti.transform.position = SPDeath.transform.position;
Debug.Log("Fiefetti: Hab dich!");
//reingehen
HitPlayer();
//StateOne();
fieKill = true;
}
else if (doorSwitch2.isOpen == true)
{
Fiefetti.transform.position = SPDeath.transform.position;
Debug.Log("Fiefetti: Hab dich!");
//reingehen
HitPlayer();
//StateOne();
fieKill = true;
}
else
{
//AudioSpielen
fieKill = false;
Debug.Log("Fiefetti: Och menno");
}
spawn1 = false;
spawn2 = false;
//StateOne();
yield return new WaitForSeconds(stateTime);
StartCoroutine(WanderAround());
}
/*
public void StateOne()
{
button.SetActive(false);
Fiefetti.transform.position = SPBack.transform.position;
//Hauptposition
Debug.Log("Fiefetti: Bin hinten");
int random = Random.Range(1, 3);
if (random == 1) //1 bedeutet immer left
{
spawn1 = true;
}
else
{
spawn2 = true;
}
Debug.Log("random = " + random);
//StartCoroutine(WanderClose());
}*/
/*
public void StateTwo()
{
if (spawn1 == true) //1 bedeutet immer left
{
Fiefetti.transform.position = SPLeft.transform.position;
}
else
{
Fiefetti.transform.position = SPRight.transform.position;
}
StartCoroutine(WanderAround());
//einen von zwei Punkten aussuchen
Debug.Log("Fiefetti: Komme näher");
//StateThree();
}*/
/*
public void StateThree()
{
if (doorSwitch.isOpen == true)
{
Fiefetti.transform.position = SPDeath.transform.position;
Debug.Log("Fiefetti: Hab dich!");
//reingehen
HitPlayer();
//StateOne();
fieKill = true;
}
else if (doorSwitch2.isOpen == true)
{
Fiefetti.transform.position = SPDeath.transform.position;
Debug.Log("Fiefetti: Hab dich!");
//reingehen
HitPlayer();
//StateOne();
fieKill = true;
}
else
{
//AudioSpielen
fieKill = false;
Debug.Log("Fiefetti: Och menno");
}
StartCoroutine(WanderAround());
spawn1 = false;
spawn2 = false;
//StateOne();
}*/
}

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fileFormatVersion: 2
guid: ab49087e743bd3340abb63a63b18df51

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using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelBehavior : MonoBehaviour
{
[SerializeField] GameObject eFie;
[SerializeField] GameObject eSilv;
[SerializeField] GameObject eHai;
FieScript fie;
private void Awake()
{
fie = eFie.GetComponent<FieScript>();
}
void Start()
{
// Create a temporary reference to the current scene.
Scene currentScene = SceneManager.GetActiveScene();
// Retrieve the name of this scene.
string sceneName = currentScene.name;
if (sceneName == "Day2")
{
fie.stateTime = 5;
// Do something...
}
else if (sceneName == "Day6")
{
fie.stateTime = 3;
// Do something...
}
// Retrieve the index of the scene in the project's build settings.
int buildIndex = currentScene.buildIndex;
//// Check the scene name as a conditional.
//switch (buildIndex)
//{
// case 0:
// // Do something...
// break;
// case 1:
// // Do something...
// break;
//}
}
void Update()
{
}
}

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fileFormatVersion: 2
guid: 789c5e421b7b01c4daeb8d1c0c13a358