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Author SHA1 Message Date
85bca5ff3e Merge branch 'main' of https://git.bib.de/PBG2H23ASC/PMC_Projekt 2024-09-06 11:38:47 +02:00
e8db16506d MOD: Sprites hinzugefügt
MOD: Gegner platziert
2024-09-06 11:38:44 +02:00
618 changed files with 184184 additions and 26173 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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}

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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);
}
}
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currentState = newState;
currentState.OnEnter(this);
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public interface IState
{
public void OnEnter(BasicEnemyStateController controller);
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public void OnExit(BasicEnemyStateController controller);
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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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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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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()
{
}
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using UnityEngine;
public abstract class CEBaseState
{
public abstract void EnterState(CEStateManager CornerEnemy);
public abstract void UpdateState(CEStateManager CornerEnemy);
}

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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);
}
}

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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);
}
}

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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();
}
}

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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);
}
}

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