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(); doorSwitch = door1.GetComponent(); doorSwitch2 = door2.GetComponent(); } 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(); }*/ }