Enemies have blood. ANd also health bars ig
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||||||
m_Name: Enemy1V3
|
m_Name: Enemy1V3
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
|
@ -239,3 +240,39 @@ MonoBehaviour:
|
||||||
m_Script: {fileID: 11500000, guid: c66441ada081b6c4c841000e83cc2b7a, type: 3}
|
m_Script: {fileID: 11500000, guid: c66441ada081b6c4c841000e83cc2b7a, type: 3}
|
||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
|
invert: 0
|
||||||
|
--- !u!70 &1757117162005437690
|
||||||
|
CapsuleCollider2D:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 6905705041633878913}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_Density: 1
|
||||||
|
m_Material: {fileID: 0}
|
||||||
|
m_IncludeLayers:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Bits: 0
|
||||||
|
m_ExcludeLayers:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Bits: 0
|
||||||
|
m_LayerOverridePriority: 0
|
||||||
|
m_ForceSendLayers:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Bits: 4294967295
|
||||||
|
m_ForceReceiveLayers:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Bits: 4294967295
|
||||||
|
m_ContactCaptureLayers:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Bits: 4294967295
|
||||||
|
m_CallbackLayers:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Bits: 4294967295
|
||||||
|
m_IsTrigger: 0
|
||||||
|
m_UsedByEffector: 0
|
||||||
|
m_UsedByComposite: 0
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
m_Size: {x: 1, y: 2}
|
||||||
|
m_Direction: 0
|
||||||
|
|
|
@ -14,6 +14,7 @@ public struct Droplet
|
||||||
|
|
||||||
public class BloodComputeShader : MonoBehaviour
|
public class BloodComputeShader : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
public static BloodComputeShader Instance { get; private set; }
|
||||||
public int numParticles = 1000;
|
public int numParticles = 1000;
|
||||||
|
|
||||||
public ComputeShader bloodCompute;
|
public ComputeShader bloodCompute;
|
||||||
|
@ -53,7 +54,15 @@ public class BloodComputeShader : MonoBehaviour
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
uint bufferLookPointer = 0;
|
uint bufferLookPointer = 0;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
private void Awake()
|
||||||
|
{
|
||||||
|
if (Instance != null)
|
||||||
|
{
|
||||||
|
Destroy(gameObject);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
Instance = this;
|
||||||
|
}
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
var mops = FindObjectsByType<Mop>(FindObjectsSortMode.None);
|
var mops = FindObjectsByType<Mop>(FindObjectsSortMode.None);
|
||||||
|
|
|
@ -87,7 +87,7 @@ void InitDust (uint3 id : SV_DispatchThreadID)
|
||||||
particles[i].velocity = nvel;
|
particles[i].velocity = nvel;
|
||||||
|
|
||||||
particles[i].position = particleInitPos;
|
particles[i].position = particleInitPos;
|
||||||
particles[i].position.z = 1;
|
particles[i].position.z = 0.01;
|
||||||
particles[i].enabled = 1;
|
particles[i].enabled = 1;
|
||||||
particles[i].airborne = 1;
|
particles[i].airborne = 1;
|
||||||
positions[i] = float4(particles[i].position, 1 * size);
|
positions[i] = float4(particles[i].position, 1 * size);
|
||||||
|
|
|
@ -0,0 +1,31 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class HealthBar : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private HealthComponent attachedHealth;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private Image healthBarImg;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private Color healthLeftColor, unusedHealth;
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
attachedHealth.OnHealthChange.AddListener(UpdateHealthBar);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
attachedHealth.OnHealthChange.RemoveListener(UpdateHealthBar);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateHealthBar(int prevHealth, int newHealth)
|
||||||
|
{
|
||||||
|
float percent = ((float) newHealth) / ((float)attachedHealth.getMaxHealth());
|
||||||
|
Debug.Log(percent);
|
||||||
|
healthBarImg.fillAmount = percent;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5265f2859819fd84a9a27a3301dd3cb7
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -38,8 +38,10 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
|
||||||
currentHealth -= damage;
|
currentHealth -= damage;
|
||||||
OnHealthChange?.Invoke(currentHealth + damage, currentHealth);
|
OnHealthChange?.Invoke(currentHealth + damage, currentHealth);
|
||||||
|
|
||||||
if (currentHealth <= 0)
|
if (currentHealth <= 0) {
|
||||||
OnHealthZero?.Invoke();
|
OnHealthZero?.Invoke();
|
||||||
|
BloodComputeShader.Instance.createBlood(transform.position, maxHealth*10, maxHealth / 25.0f);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void TakeSquezeDamage(float squezeDamage)
|
public void TakeSquezeDamage(float squezeDamage)
|
||||||
|
|
Loading…
Reference in New Issue