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@ -31,7 +31,6 @@ public class InstantiateOverTime : MonoBehaviour
|
|||
private float CanShootTime;
|
||||
|
||||
public GameObject projectile;
|
||||
public ShootingRange shootingRange;
|
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public List<BulletPatternSequence> Patterns;
|
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BulletPatternSequence _CurrentSequence;
|
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|
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|
@ -42,7 +41,7 @@ public class InstantiateOverTime : MonoBehaviour
|
|||
|
||||
private void Update()
|
||||
{
|
||||
if (CanShootTime < Time.time && shootingRange.inRange) // We are allowed to shoot
|
||||
if (CanShootTime < Time.time) // We are allowed to shoot
|
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{
|
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BulletPattern currentPattern = _CurrentSequence.sequence[_CurrentSequence.currentPattern];
|
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|
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|
|
|
@ -1,24 +0,0 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
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public class ShootingRange : MonoBehaviour
|
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{
|
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public float range = 5f;
|
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public LayerMask playerLayer;
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public bool inRange = false;
|
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void Update()
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{
|
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}
|
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private void OnTriggerEnter2D(Collider2D collision)
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{
|
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inRange = true;
|
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//Debug.Log("in range");
|
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|
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}
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private void OnTriggerExit2D(Collider2D collision)
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{
|
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inRange=false;
|
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}
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}
|
|
@ -11,10 +11,14 @@ public class PlayerCollideAttack : MonoBehaviour
|
|||
|
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public void OnCollisionEnter2D(Collision2D collision)
|
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{
|
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if (collision.collider.tag != "Enemy") return;
|
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|
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HealthComponent health = collision.collider.gameObject.GetComponent<HealthComponent>();
|
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if (health == null)
|
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health = collision.collider.transform.parent.GetComponent<HealthComponent>();
|
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if (health == null) return;
|
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health = collision.collider.gameObject.GetComponentInChildren<HealthComponent>();
|
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if (health == null) return;
|
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|
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float speed = body.velocity.magnitude;
|
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float damage = speedToDamage.Evaluate(speed);
|
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|
|
|
@ -83,11 +83,8 @@ public class PlayerMovement : MonoBehaviour
|
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|
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void OnCollisionStay2D(Collision2D collision)
|
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{
|
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Debug.Log("Hit other " + collision.otherCollider.gameObject.name);
|
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Debug.Log("Hit other " + collision.collider.gameObject.name);
|
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if (collision.collider.gameObject.CompareTag("Enemy"))
|
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{ // Other object is an enemy
|
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Debug.Log("Hit enememenemy");
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hp.TakeDamage(1f);
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}
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}
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|
|
|
@ -0,0 +1,47 @@
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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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using UnityEngine.UI;
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public class Wait2SecondsToShow : MonoBehaviour
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{
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// Reference to the Image component
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private Image canvas;
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private void Start()
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{
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canvas = GetComponent<Image>();
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Invoke(nameof(StartFade), 2.8f);
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}
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void StartFade()
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{
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StartCoroutine(FadeOut(2f));
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}
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// Coroutine to fade out the image
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public IEnumerator FadeOut(float duration)
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{
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// Make sure the canvas is not null
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if (canvas == null)
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{
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yield break; // Exit if canvas is not assigned
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}
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// Starting alpha value (1 is fully opaque)
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float startAlpha = 1.0f;
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// Elapsed time
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float time = 0;
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while (time < duration)
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{
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time += Time.deltaTime; // Update the time based on the time passed since last frame
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float alpha = Mathf.Lerp(startAlpha, 0, time / duration); // Calculate the new alpha value
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canvas.color = new Color(canvas.color.r, canvas.color.g, canvas.color.b, alpha); // Apply the new alpha value to the canvas color
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yield return null; // Wait for the next frame
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}
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Destroy(gameObject);
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}
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}
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Loading…
Reference in New Issue