MOD: Zweite variante an Gegnern
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ProjektUnity/Assets/Enemy 2.meta
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ProjektUnity/Assets/Enemy 2.meta
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ProjektUnity/Assets/Enemy 2/BasicEnemy.meta
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74
ProjektUnity/Assets/Enemy 2/BasicEnemy/BasicEnemy.cs
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ProjektUnity/Assets/Enemy 2/BasicEnemy/BasicEnemy.cs
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using System.Collections;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEditor;
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using UnityEditor.Callbacks;
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using UnityEngine;
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using UnityEngine.Timeline;
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public class BasicEnemy : MonoBehaviour
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{
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[Header("References")]
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public Transform parentTransform;
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public Player playerData;
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public BasicEnemyStateController sc;
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[Header("Settings")]
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public float distance;
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public float moveSpeed;
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[Header("Internal")]
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public Vector2 targetPosition;
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public Vector2 currentTargetVector;
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public int randomNumber;
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public Vector2 currentVelocity;
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void Awake()
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{
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currentTargetVector = new Vector2(Random.Range(0,2)*2-1, Random.Range(0,2)*2-1);
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}
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void Start()
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{
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}
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void Update()
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{
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if(Input.GetKeyDown(KeyCode.Q))
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{
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RandomNeighborVector();
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CalculateTargetPosition();
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}
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MoveToPosition();
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}
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void CalculateTargetPosition()
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{
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targetPosition = playerData.playerPosition + currentTargetVector * distance;
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}
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void RandomNeighborVector()
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{
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if(Random.Range(0,2) == 0)
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{
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currentTargetVector.x = currentTargetVector.x - (currentTargetVector.x * 2);
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}
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else
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{
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currentTargetVector.y = currentTargetVector.y - (currentTargetVector.y * 2);
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}
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}
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void MoveToPosition()
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{
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parentTransform.position = Vector2.SmoothDamp(transform.position, targetPosition, ref currentVelocity, moveSpeed * Time.deltaTime);
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}
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}
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11
ProjektUnity/Assets/Enemy 2/BasicEnemy/BasicEnemy.cs.meta
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ProjektUnity/Assets/Enemy 2/BasicEnemy/BasicEnemy.prefab
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ProjektUnity/Assets/Enemy 2/BasicEnemy/BasicEnemy.prefab
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18
ProjektUnity/Assets/Enemy 2/BasicEnemy/BasicEnemyMover.cs
Normal file
18
ProjektUnity/Assets/Enemy 2/BasicEnemy/BasicEnemyMover.cs
Normal file
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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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8
ProjektUnity/Assets/Enemy 2/BasicEnemy/Interfaces.meta
Normal file
8
ProjektUnity/Assets/Enemy 2/BasicEnemy/Interfaces.meta
Normal file
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|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public abstract class BasicenemyBaseState
|
||||||
|
{
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
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|
}
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@ -0,0 +1,23 @@
|
|||||||
|
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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|
}
|
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@ -0,0 +1,24 @@
|
|||||||
|
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)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
@ -0,0 +1,11 @@
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@ -0,0 +1,24 @@
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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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|
}
|
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@ -0,0 +1,42 @@
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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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8
ProjektUnity/Assets/Enemy 2/CornerEnemy.meta
Normal file
8
ProjektUnity/Assets/Enemy 2/CornerEnemy.meta
Normal file
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131
ProjektUnity/Assets/Enemy 2/CornerEnemy/Bullet.prefab
Normal file
131
ProjektUnity/Assets/Enemy 2/CornerEnemy/Bullet.prefab
Normal file
@ -0,0 +1,131 @@
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|
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154
ProjektUnity/Assets/Enemy 2/CornerEnemy/CE.prefab
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154
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7
ProjektUnity/Assets/Enemy 2/CornerEnemy/CE.prefab.meta
Normal file
7
ProjektUnity/Assets/Enemy 2/CornerEnemy/CE.prefab.meta
Normal file
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37
ProjektUnity/Assets/Enemy 2/CornerEnemy/CEVariables.cs
Normal file
37
ProjektUnity/Assets/Enemy 2/CornerEnemy/CEVariables.cs
Normal file
@ -0,0 +1,37 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class CEVariables : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Data")]
|
||||||
|
public Player playerData;
|
||||||
|
|
||||||
|
[Header("Settings MovePhase")]
|
||||||
|
public float moveDistance;
|
||||||
|
public float moveSpeed;
|
||||||
|
public float moveDuration;
|
||||||
|
|
||||||
|
[Header("ShootPhase")]
|
||||||
|
public GameObject bullet;
|
||||||
|
public Transform bulletPos;
|
||||||
|
public float timeBetweenShots;
|
||||||
|
public float leaveShootsPhaseTime;
|
||||||
|
public float shootAmount;
|
||||||
|
|
||||||
|
[Header("Internal References")]
|
||||||
|
public CEData cEData;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
moveDistance = cEData.moveDistance;
|
||||||
|
moveSpeed = cEData.moveSpeed;
|
||||||
|
moveDuration = cEData.moveDuration;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void CreateBullet()
|
||||||
|
{
|
||||||
|
Instantiate(bullet, bulletPos.position, Quaternion.identity);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
11
ProjektUnity/Assets/Enemy 2/CornerEnemy/CEVariables.cs.meta
Normal file
11
ProjektUnity/Assets/Enemy 2/CornerEnemy/CEVariables.cs.meta
Normal file
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8
ProjektUnity/Assets/Enemy 2/CornerEnemy/Data.meta
Normal file
8
ProjektUnity/Assets/Enemy 2/CornerEnemy/Data.meta
Normal file
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17
ProjektUnity/Assets/Enemy 2/CornerEnemy/Data/CEData.asset
Normal file
17
ProjektUnity/Assets/Enemy 2/CornerEnemy/Data/CEData.asset
Normal file
@ -0,0 +1,17 @@
|
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|
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14
ProjektUnity/Assets/Enemy 2/CornerEnemy/Data/CEData.cs
Normal file
14
ProjektUnity/Assets/Enemy 2/CornerEnemy/Data/CEData.cs
Normal file
@ -0,0 +1,14 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[CreateAssetMenu]
|
||||||
|
public class CEData : ScriptableObject
|
||||||
|
{
|
||||||
|
[Header("Settings")]
|
||||||
|
|
||||||
|
public float moveDistance;
|
||||||
|
public float moveSpeed;
|
||||||
|
public float moveDuration;
|
||||||
|
|
||||||
|
}
|
11
ProjektUnity/Assets/Enemy 2/CornerEnemy/Data/CEData.cs.meta
Normal file
11
ProjektUnity/Assets/Enemy 2/CornerEnemy/Data/CEData.cs.meta
Normal file
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32
ProjektUnity/Assets/Enemy 2/CornerEnemy/EnemyBulletScript.cs
Normal file
32
ProjektUnity/Assets/Enemy 2/CornerEnemy/EnemyBulletScript.cs
Normal file
@ -0,0 +1,32 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class EnemyBulletScript : MonoBehaviour
|
||||||
|
{
|
||||||
|
public GameObject player;
|
||||||
|
public Rigidbody2D rb;
|
||||||
|
public float force;
|
||||||
|
public float rotation;
|
||||||
|
|
||||||
|
public GameObject[] bullets;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
rb = GetComponent<Rigidbody2D>();
|
||||||
|
player = GameObject.FindGameObjectWithTag("Player");
|
||||||
|
|
||||||
|
Vector3 direction = player.transform.position - transform.position;
|
||||||
|
rb.velocity = new Vector2(direction.x, direction.y).normalized * force;
|
||||||
|
|
||||||
|
float rot = Mathf.Atan2(-direction.y, -direction.x) * Mathf.Rad2Deg;
|
||||||
|
transform.rotation = Quaternion.Euler(0,0, rot + rotation);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
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@ -0,0 +1,11 @@
|
|||||||
|
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public abstract class CEBaseState
|
||||||
|
{
|
||||||
|
|
||||||
|
public abstract void EnterState(CEStateManager CornerEnemy);
|
||||||
|
|
||||||
|
public abstract void UpdateState(CEStateManager CornerEnemy);
|
||||||
|
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||||||
|
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|
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assetBundleVariant:
|
@ -0,0 +1,58 @@
|
|||||||
|
using Unity.VisualScripting;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class CEMoveState : CEBaseState
|
||||||
|
{
|
||||||
|
CEVariables cEVariables;
|
||||||
|
public Vector2 targetPosition;
|
||||||
|
public Vector2 currentTargetVector;
|
||||||
|
public int randomNumber;
|
||||||
|
public Vector2 currentVelocity;
|
||||||
|
public float timeUntilSwitch;
|
||||||
|
|
||||||
|
public override void EnterState(CEStateManager CornerEnemy) //passiert nur das erste mal wo er aufgerufen wird
|
||||||
|
{
|
||||||
|
cEVariables = CornerEnemy.GetComponent<CEVariables>();
|
||||||
|
currentTargetVector = new Vector2(Random.Range(0,2)*2-1, Random.Range(0,2)*2-1);
|
||||||
|
RandomNeighborVector();
|
||||||
|
timeUntilSwitch = cEVariables.moveDuration;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void UpdateState(CEStateManager CornerEnemy) //passiert jeden frame
|
||||||
|
{
|
||||||
|
CalculateTargetPosition();
|
||||||
|
timeUntilSwitch -= Time.smoothDeltaTime;
|
||||||
|
if(timeUntilSwitch >= 0)
|
||||||
|
{
|
||||||
|
MoveToPosition(CornerEnemy);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
CornerEnemy.SwitchState(CornerEnemy.ShootState);
|
||||||
|
Debug.Log("switch to shoot");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void CalculateTargetPosition()
|
||||||
|
{
|
||||||
|
targetPosition = cEVariables.playerData.playerPosition + currentTargetVector * cEVariables.moveDistance;
|
||||||
|
}
|
||||||
|
|
||||||
|
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(CEStateManager CornerEnemy)
|
||||||
|
{
|
||||||
|
CornerEnemy.transform.position = Vector2.SmoothDamp(CornerEnemy.transform.position, targetPosition, ref currentVelocity, cEVariables.moveSpeed * Time.deltaTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,11 @@
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|
fileFormatVersion: 2
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guid: 1c6a537fb83a4324aad655724f2f358d
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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userData:
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||||||
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assetBundleName:
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||||||
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assetBundleVariant:
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@ -0,0 +1,18 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class CEPatrolState : CEBaseState
|
||||||
|
{
|
||||||
|
CEVariables cEVariables;
|
||||||
|
|
||||||
|
public override void EnterState(CEStateManager CornerEnemy)
|
||||||
|
{
|
||||||
|
cEVariables = CornerEnemy.GetComponent<CEVariables>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void UpdateState(CEStateManager CornerEnemy)
|
||||||
|
{
|
||||||
|
|
||||||
|
CornerEnemy.SwitchState(CornerEnemy.MoveState);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,41 @@
|
|||||||
|
using Unity.Properties;
|
||||||
|
using UnityEditor.U2D.Aseprite;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.U2D;
|
||||||
|
|
||||||
|
public class CEShootState : CEBaseState
|
||||||
|
{
|
||||||
|
CEVariables cEVariables;
|
||||||
|
public float timer;
|
||||||
|
public float timesShoot;
|
||||||
|
|
||||||
|
public override void EnterState(CEStateManager CornerEnemy)
|
||||||
|
{
|
||||||
|
cEVariables = CornerEnemy.GetComponent<CEVariables>();
|
||||||
|
timer = 0;
|
||||||
|
timesShoot = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void UpdateState(CEStateManager CornerEnemy)
|
||||||
|
{
|
||||||
|
timer += Time.deltaTime;
|
||||||
|
if(timer > cEVariables.timeBetweenShots)
|
||||||
|
{
|
||||||
|
timer = 0;
|
||||||
|
Shoot();
|
||||||
|
timesShoot++;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(timesShoot > cEVariables.shootAmount)
|
||||||
|
{
|
||||||
|
CornerEnemy.SwitchState(CornerEnemy.MoveState);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
public void Shoot()
|
||||||
|
{
|
||||||
|
cEVariables.CreateBullet();
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
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|
fileFormatVersion: 2
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guid: 197736bf882dc2d42a124a72702b66f9
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|
MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
|
||||||
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assetBundleName:
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||||||
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assetBundleVariant:
|
@ -0,0 +1,30 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class CEStateManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
CEBaseState currentState;
|
||||||
|
public CEPatrolState PatrolState = new CEPatrolState();
|
||||||
|
public CEMoveState MoveState = new CEMoveState();
|
||||||
|
public CEShootState ShootState = new CEShootState();
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
currentState = PatrolState;
|
||||||
|
|
||||||
|
currentState.EnterState(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
currentState.UpdateState(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SwitchState(CEBaseState state)
|
||||||
|
{
|
||||||
|
currentState = state;
|
||||||
|
state.EnterState(this);
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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--- !u!1 &2082218125
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@ -16,6 +16,8 @@ public class PlayerMover : MonoBehaviour
|
|||||||
public PlayerStats playerStats;
|
public PlayerStats playerStats;
|
||||||
public float speed = 2f;
|
public float speed = 2f;
|
||||||
|
|
||||||
|
public Player player;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@ -28,6 +30,8 @@ public class PlayerMover : MonoBehaviour
|
|||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
Move();
|
Move();
|
||||||
|
|
||||||
|
player.playerPosition = transform.position;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Move(){
|
public void Move(){
|
||||||
|
@ -10,6 +10,8 @@ public class Player : ScriptableObject
|
|||||||
[SerializeField]
|
[SerializeField]
|
||||||
private float currentSpeed = 5f;
|
private float currentSpeed = 5f;
|
||||||
|
|
||||||
|
public Vector2 playerPosition;
|
||||||
|
|
||||||
public float getCurrentHealth(){
|
public float getCurrentHealth(){
|
||||||
return currentHealth;
|
return currentHealth;
|
||||||
}
|
}
|
||||||
|
Reference in New Issue
Block a user