MOD: Enemy AI

MOD: Player Shooting
MOD: Damage Player and Enemy
This commit is contained in:
Marvin Schneider 2024-09-05 20:40:50 +02:00
parent 4d0e81695d
commit 1eeafca3f2
36 changed files with 1072 additions and 508 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyMovement : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

@ -0,0 +1,44 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyMovementMelee : MonoBehaviour
{
public GameObject player;
public EnemyStats enemyStats;
public float targetDistance;
private float distance;
// Start is called before the first frame update
void Start()
{
enemyStats = GetComponent<EnemyStats>();
}
// Update is called once per frame
void Update()
{
if(player != null){
// Calculate the distance between the enemy and the player
distance = Vector2.Distance(transform.position, player.transform.position);
// Get the direction to the player by subtracting the enemy's position from the player's position
Vector2 direction = player.transform.position - transform.position;
direction.Normalize(); // Normalize the direction vector
// Calculate the angle to rotate the enemy to face the player
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
// If the player is within a certain range, move towards them
if (distance < targetDistance)
{
// Move the enemy towards the player's position
transform.position = Vector2.MoveTowards(transform.position, player.transform.position, enemyStats.speed * Time.deltaTime);
// Rotate the enemy to face the player
transform.rotation = Quaternion.Euler(Vector3.forward * angle);
}
}
}
}

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@ -8,16 +8,31 @@ public class EnemyStats : MonoBehaviour
public Enemy enemy; public Enemy enemy;
public float health = 0; public float health = 0;
public float speed = 0; public float speed = 0;
public float damage = 0;
private void Start() { private void Start() {
health = enemy.currentHealth; health = enemy.getCurrentHealth();
speed = enemy.currentSpeed; speed = enemy.getCurrentSpeed();
damage = enemy.getDamage();
} }
//Für Später //Für Später
/* private void OnCollisionEnter2D(Collision2D other) { private void OnTriggerEnter2D(Collider2D other) {
if (other.gameObject.CompareTag("Sword") || other.gameObject.CompareTag("Bullet")){ if (other.gameObject.CompareTag("Bullet")){
BulletScript bulletScript = other.gameObject.GetComponent<BulletScript>();
health -= bulletScript.weapon.getDamage();
if (health <= 0)
{
Destroy(this.gameObject);
}
} else if(other.gameObject.CompareTag("Player")){
speed = 0f;
} }
} */ }
private void OnTriggerExit2D(Collider2D other) {
speed = enemy.getCurrentSpeed();
}
} }

View File

@ -12,12 +12,16 @@ public class PlayerMover : MonoBehaviour
public Rigidbody2D rb; public Rigidbody2D rb;
public PlayerStats playerStats;
public float speed = 2f; public float speed = 2f;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
rb = GetComponent<Rigidbody2D>(); rb = GetComponent<Rigidbody2D>();
playerStats = GetComponent<PlayerStats>();
speed = playerStats.speed;
} }
// Update is called once per frame // Update is called once per frame
@ -26,27 +30,26 @@ public class PlayerMover : MonoBehaviour
Move(); Move();
} }
public void Move(){ public void Move(){
Vector2 moveDirection = Vector2.zero; Vector2 moveDirection = Vector2.zero;
if(Input.GetKey(up)){
moveDirection += Vector2.up;
}
if(Input.GetKey(down)){
moveDirection += Vector2.down;
}
if(Input.GetKey(left)){
moveDirection += Vector2.left;
}
if(Input.GetKey(right)){
moveDirection += Vector2.right;
}
if(moveDirection.magnitude > 1){ if(Input.GetKey(up)){
moveDirection.Normalize(); moveDirection += Vector2.up;
} }
if(Input.GetKey(down)){
rb.velocity = moveDirection * speed * Time.deltaTime * 1000; moveDirection += Vector2.down;
}
if(Input.GetKey(left)){
moveDirection += Vector2.left;
}
if(Input.GetKey(right)){
moveDirection += Vector2.right;
} }
if(moveDirection.magnitude > 1){
moveDirection.Normalize(); // Normalize if diagonal to avoid faster movement
}
rb.velocity = moveDirection * speed;
}
} }

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@ -0,0 +1,71 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerStats : MonoBehaviour
{
public Player player;
public Weapon weapon;
public float health = 0;
public float speed = 0;
public float damage = 0;
public float fireRate = 0;
private bool isTakingDamage = false;
// Start is called before the first frame update
void Start()
{
health = player.getCurrentHealth();
speed = player.getCurrentSpeed();
damage = weapon.getDamage();
fireRate = weapon.getFireRate();
}
private void OnCollisionEnter2D(Collision2D other)
{
if (other.gameObject.CompareTag("Melee"))
{
if (!isTakingDamage)
{
StartCoroutine(TakeDamageOverTime(other.gameObject.GetComponent<EnemyStats>()));
}
if (health <= 0)
{
Destroy(this.gameObject);
}
}
}
private void OnTriggerEnter2D(Collider2D other) {
if (other.gameObject.CompareTag("Bullet") && !isTakingDamage){
BulletScript bulletScript = other.gameObject.GetComponent<BulletScript>();
health -= bulletScript.weapon.getDamage();
if (health <= 0)
{
Destroy(this.gameObject);
}
}
}
private void OnCollisionExit2D(Collision2D other)
{
if (other.gameObject.CompareTag("Melee"))
{
isTakingDamage = false;
}
}
private IEnumerator TakeDamageOverTime(EnemyStats enemyStats)
{
isTakingDamage = true;
while (isTakingDamage && enemyStats != null)
{
health -= enemyStats.damage;
yield return new WaitForSeconds(1f);
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,48 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Shooting : MonoBehaviour
{
private Camera mainCam;
private Vector3 mousePos;
public GameObject bulletPref;
public Transform bulletTransform;
public bool canFire;
private float timer;
public PlayerStats playerStats;
// Start is called before the first frame update
void Start()
{
mainCam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>();
playerStats = gameObject.GetComponentInParent<PlayerStats>();
}
// Update is called once per frame
void Update()
{
mousePos = mainCam.ScreenToWorldPoint(Input.mousePosition);
Vector3 rotation = mousePos - transform.position;
float rotZ = Mathf.Atan2(rotation.y, rotation.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler(0, 0, rotZ);
if(!canFire){
timer += Time.deltaTime;
if(timer > playerStats.fireRate){
canFire = true;
timer = 0;
}
}
if(Input.GetMouseButton(0) && canFire){
canFire = false;
Instantiate(bulletPref, bulletTransform.position, Quaternion.identity);
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
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@ -5,14 +5,22 @@ using UnityEngine;
[CreateAssetMenu(fileName = "Enemy", menuName = "Enemy/Enemy", order = 0)] [CreateAssetMenu(fileName = "Enemy", menuName = "Enemy/Enemy", order = 0)]
public class Enemy : ScriptableObject public class Enemy : ScriptableObject
{ {
[HideInInspector]
public float currentHealth = 0;
[SerializeField] [SerializeField]
private float health = 100; private float currentHealth = 100f;
public float currentSpeed = 0; [SerializeField]
private float currentSpeed = 2f;
[SerializeField]
private float damage = 20f;
private void Start() { public float getCurrentHealth(){
currentHealth = health; return currentHealth;
}
public float getCurrentSpeed(){
return currentSpeed;
}
public float getDamage(){
return damage;
} }
} }

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@ -0,0 +1,8 @@
fileFormatVersion: 2
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@ -0,0 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "Player", menuName = "Player/Player", order = 0)]
public class Player : ScriptableObject
{
[SerializeField]
private float currentHealth = 100f;
[SerializeField]
private float currentSpeed = 5f;
public float getCurrentHealth(){
return currentHealth;
}
public float getCurrentSpeed(){
return currentSpeed;
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,8 @@
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@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "Weapon", menuName = "Weapon/Weapon", order = 0)]
public class Weapon : ScriptableObject
{
[SerializeField]
private float damage = 20f;
[SerializeField]
private float fireRate = 0;
public float getDamage(){
return damage;
}
public float getFireRate(){
return fireRate;
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletScript : MonoBehaviour
{
private Vector3 mousePos;
private Camera mainCamera;
private Rigidbody2D rb;
public float force;
public Weapon weapon;
// Start is called before the first frame update
void Start()
{
mainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>();
rb = GetComponent<Rigidbody2D>();
mousePos = mainCamera.ScreenToWorldPoint(Input.mousePosition);
Vector3 direction = mousePos - transform.position;
Vector3 rotation = transform.position - mousePos;
rb.velocity = new Vector2(direction.x, direction.y).normalized * force;
float rot = Mathf.Atan2(rotation.y, rotation.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler(0, 0, rot + 90);
}
private void OnTriggerEnter2D(Collider2D other) {
Destroy(this.gameObject);
}
}

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@ -0,0 +1,11 @@
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@ -3,7 +3,9 @@
--- !u!78 &1 --- !u!78 &1
TagManager: TagManager:
serializedVersion: 2 serializedVersion: 2
tags: [] tags:
- Melee
- Bullet
layers: layers:
- Default - Default
- TransparentFX - TransparentFX