gegner berabietet

This commit is contained in:
NBTEMP\bib
2026-08-20 11:31:38 +02:00
parent 2e3688fa38
commit 0597756f41
6 changed files with 254 additions and 1 deletions
+34
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+46
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@@ -0,0 +1,46 @@
using UnityEngine;
public class EnemyShooter : MonoBehaviour
{
public float shootRange = 25f;
public float shootDelay = 1f;
public int damage = 10;
private PlayerHealth player;
private float nextShotTime;
void Start()
{
player = FindFirstObjectByType<PlayerHealth>();
}
void Update()
{
if (PauseMenu.GameIsPaused || player == null) return;
Vector3 direction = player.transform.position - transform.position;
if (direction.magnitude > shootRange) return;
direction.y = 0f;
if (direction != Vector3.zero)
transform.rotation = Quaternion.LookRotation(direction);
if (Time.time >= nextShotTime && CanSeePlayer())
{
player.TakeDamage(damage);
nextShotTime = Time.time + shootDelay;
}
}
bool CanSeePlayer()
{
Vector3 start = transform.position + Vector3.up;
Vector3 target = player.transform.position + Vector3.up;
Vector3 direction = target - start;
if (Physics.Raycast(start, direction.normalized, out RaycastHit hit, shootRange))
return hit.collider.GetComponentInParent<PlayerHealth>() != null;
return false;
}
}
+2
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+49
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using UnityEngine;
public class HostageRescue : MonoBehaviour
{
public float rescueDistance = 3f;
public float escapeDistance = 15f;
public float runSpeed = 5f;
private Transform player;
private bool rescued;
private Vector3 escapeDirection;
private Vector3 startPosition;
void Start()
{
PlayerHealth playerHealth = FindFirstObjectByType<PlayerHealth>();
if (playerHealth != null) player = playerHealth.transform;
startPosition = transform.position;
}
void Update()
{
if (PauseMenu.GameIsPaused || player == null) return;
if (rescued)
{
transform.position += escapeDirection * runSpeed * Time.deltaTime;
if (Vector3.Distance(startPosition, transform.position) >= escapeDistance)
enabled = false;
return;
}
if (Vector3.Distance(transform.position, player.position) <= rescueDistance &&
Input.GetKeyDown(KeyCode.E))
{
RunAway();
}
}
void RunAway()
{
rescued = true;
startPosition = transform.position;
escapeDirection = (transform.position - player.position).normalized;
escapeDirection.y = 0f;
transform.rotation = Quaternion.LookRotation(escapeDirection);
}
}
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