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2 Commits
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85bca5ff3e
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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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@ -1,18 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BasicEnemyMover : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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@ -1,9 +0,0 @@
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using UnityEngine;
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public abstract class BasicenemyBaseState
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{
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@ -1,23 +0,0 @@
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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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}
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@ -1,24 +0,0 @@
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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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}
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@ -1,24 +0,0 @@
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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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}
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@ -1,42 +0,0 @@
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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()
|
|
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{
|
|
||||||
if(currentState != null)
|
|
||||||
{
|
|
||||||
currentState.UpdateState(this);
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}
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}
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public void ChangeState(IState newState)
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if(currentState != null)
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{
|
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currentState.OnExit(this);
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}
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currentState = newState;
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currentState.OnEnter(this);
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}
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}
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public interface IState
|
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{
|
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||||||
public void OnEnter(BasicEnemyStateController controller);
|
|
||||||
public void UpdateState(BasicEnemyStateController controller);
|
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public void OnExit(BasicEnemyStateController controller);
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@ -1,37 +0,0 @@
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|||||||
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);
|
|
||||||
}
|
|
||||||
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||||||
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@ -1,14 +0,0 @@
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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;
|
|
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|
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|
@ -1,32 +0,0 @@
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|||||||
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()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
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|
@ -1,11 +0,0 @@
|
|||||||
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public abstract class CEBaseState
|
|
||||||
{
|
|
||||||
|
|
||||||
public abstract void EnterState(CEStateManager CornerEnemy);
|
|
||||||
|
|
||||||
public abstract void UpdateState(CEStateManager CornerEnemy);
|
|
||||||
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
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|
@ -1,58 +0,0 @@
|
|||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,11 +0,0 @@
|
|||||||
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|
|
||||||
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|
|
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|
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|
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|
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|
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|
|
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|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,18 +0,0 @@
|
|||||||
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);
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
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fileFormatVersion: 2
|
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guid: 15346aeec83ab4a419994afa358cef2e
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|
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|
|
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|
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|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,41 +0,0 @@
|
|||||||
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();
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
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|
|
||||||
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|
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|
|
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|
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|
|
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|
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icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
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|
||||||
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CEStateManager : MonoBehaviour
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{
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CEBaseState currentState;
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public CEPatrolState PatrolState = new CEPatrolState();
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public CEMoveState MoveState = new CEMoveState();
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public CEShootState ShootState = new CEShootState();
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void Start()
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{
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currentState = PatrolState;
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currentState.EnterState(this);
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// Update is called once per frame
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void Update()
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{
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currentState.UpdateState(this);
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}
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public void SwitchState(CEBaseState state)
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{
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currentState = state;
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state.EnterState(this);
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