MOD: Zweite variante an Gegnern

This commit is contained in:
2024-09-05 21:10:50 +02:00
parent 1eeafca3f2
commit 5a92744ee1
47 changed files with 1344 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;
using UnityEngine.Timeline;
public class BasicEnemy : MonoBehaviour
{
[Header("References")]
public Transform parentTransform;
public Player playerData;
public BasicEnemyStateController sc;
[Header("Settings")]
public float distance;
public float moveSpeed;
[Header("Internal")]
public Vector2 targetPosition;
public Vector2 currentTargetVector;
public int randomNumber;
public Vector2 currentVelocity;
void Awake()
{
currentTargetVector = new Vector2(Random.Range(0,2)*2-1, Random.Range(0,2)*2-1);
}
void Start()
{
}
void Update()
{
if(Input.GetKeyDown(KeyCode.Q))
{
RandomNeighborVector();
CalculateTargetPosition();
}
MoveToPosition();
}
void CalculateTargetPosition()
{
targetPosition = playerData.playerPosition + currentTargetVector * distance;
}
void RandomNeighborVector()
{
if(Random.Range(0,2) == 0)
{
currentTargetVector.x = currentTargetVector.x - (currentTargetVector.x * 2);
}
else
{
currentTargetVector.y = currentTargetVector.y - (currentTargetVector.y * 2);
}
}
void MoveToPosition()
{
parentTransform.position = Vector2.SmoothDamp(transform.position, targetPosition, ref currentVelocity, moveSpeed * Time.deltaTime);
}
}

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

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using UnityEngine;
public abstract class BasicenemyBaseState
{
}

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using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class BasicEnemyMovingState: IState
{
public void OnEnter(BasicEnemyStateController sc)
{
}
public void UpdateState(BasicEnemyStateController sc)
{
}
public void OnExit(BasicEnemyStateController sc)
{
}
}

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using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class BasicEnemyPatrolState : IState
{
public void OnEnter(BasicEnemyStateController sc)
{
}
public void UpdateState(BasicEnemyStateController sc)
{
}
public void OnExit(BasicEnemyStateController sc)
{
}
}

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using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class BasicEnemyShootingState : IState
{
public void OnEnter(BasicEnemyStateController sc)
{
}
public void UpdateState(BasicEnemyStateController sc)
{
}
public void OnExit(BasicEnemyStateController sc)
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BasicEnemyStateController : MonoBehaviour
{
IState currentState;
BasicenemyBaseState currentStatee;
public BasicEnemyPatrolState patrolState = new BasicEnemyPatrolState();
public BasicEnemyMovingState movingState = new BasicEnemyMovingState();
public BasicEnemyShootingState ShootingState = new BasicEnemyShootingState();
private void Start()
{
ChangeState(patrolState);
}
void Update()
{
if(currentState != null)
{
currentState.UpdateState(this);
}
}
public void ChangeState(IState newState)
{
if(currentState != null)
{
currentState.OnExit(this);
}
currentState = newState;
currentState.OnEnter(this);
}
}
public interface IState
{
public void OnEnter(BasicEnemyStateController controller);
public void UpdateState(BasicEnemyStateController controller);
public void OnExit(BasicEnemyStateController controller);
}

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