Enemy projectile shooting

This commit is contained in:
Sveske Juice 2024-02-04 02:29:04 -08:00
parent 588fba9663
commit 7550cd6c19
33 changed files with 4465 additions and 567 deletions

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@ -1,5 +1,6 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Security.Cryptography;
using UnityEngine; using UnityEngine;
[System.Serializable] [System.Serializable]
@ -28,6 +29,8 @@ public struct BulletPatternSequence
public class InstantiateOverTime : MonoBehaviour public class InstantiateOverTime : MonoBehaviour
{ {
public int rng = 1000;
private float CanShootTime; private float CanShootTime;
public GameObject projectile; public GameObject projectile;
@ -41,6 +44,10 @@ public class InstantiateOverTime : MonoBehaviour
private void Update() private void Update()
{ {
// i kknow very ismart!:)
int radm = Random.Range(0, rng);
if (radm != 500) return;
if (CanShootTime < Time.time) // We are allowed to shoot if (CanShootTime < Time.time) // We are allowed to shoot
{ {
BulletPattern currentPattern = _CurrentSequence.sequence[_CurrentSequence.currentPattern]; BulletPattern currentPattern = _CurrentSequence.sequence[_CurrentSequence.currentPattern];
@ -57,7 +64,8 @@ public class InstantiateOverTime : MonoBehaviour
p.transform.LookAt((Vector2)p.transform.position + cArc, new Vector3(0, 0, 1)); p.transform.LookAt((Vector2)p.transform.position + cArc, new Vector3(0, 0, 1));
Vector3 r = p.transform.rotation.eulerAngles; Vector3 r = p.transform.rotation.eulerAngles;
p.transform.rotation = Quaternion.Euler(0, 0, r.z); p.transform.rotation = Quaternion.Euler(0, 0, r.z);
p.GetComponent<Rigidbody2D>().velocity = (GameObject.FindWithTag("Player").transform.position - transform.position).normalized * currentPattern.Speed; p.GetComponent<Rigidbody2D>().velocity = (GetShortestPlayer() - transform.position).normalized * currentPattern.Speed;
p.AddComponent<DestroyAfter>().Init(20f);
} }
CanShootTime = Time.time + currentPattern.Cooldown; CanShootTime = Time.time + currentPattern.Cooldown;
@ -71,6 +79,23 @@ public class InstantiateOverTime : MonoBehaviour
} }
} }
Vector3 GetShortestPlayer()
{
GameObject[] players = GameObject.FindGameObjectsWithTag("Player");
float dist = Mathf.Infinity;
GameObject closestPlayer = players[0];
for (int i = 0; i < players.Length; i++)
{
float distance = Vector2.Distance(transform.position, players[i].transform.position);
if (distance < dist)
{
dist = distance;
closestPlayer = players[i];
}
}
return closestPlayer.transform.position;
}
BulletPatternSequence getRandomPattern() BulletPatternSequence getRandomPattern()
{ {
return Patterns[Random.Range(0, Patterns.Count)]; return Patterns[Random.Range(0, Patterns.Count)];

View File

@ -0,0 +1,33 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Projectile : MonoBehaviour
{
[SerializeField] private float damage;
private bool haveBeenReflected = false;
public void Init(float speed)
{
GetComponent<Rigidbody2D>().velocity = transform.up * speed;
}
private void OnCollisionEnter2D(Collision2D collision)
{
// Hvad fuck er det her kode <20>rligt. hj<68>lp
{
if (haveBeenReflected && collision.gameObject.CompareTag("Enemy"))
{
HealthComponent enemyHealth = collision.gameObject.GetComponent<HealthComponent>();
enemyHealth.TakeDamage(damage);
Destroy(gameObject);
}
else if (collision.gameObject.CompareTag("Player"))
{
HealthComponent playerHealth = collision.gameObject.GetComponent<HealthComponent>();
playerHealth.TakeDamage(damage);
Destroy(gameObject);
}
}
}
}

View File

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View File

@ -196,6 +196,7 @@ public class RopeSimulator : MonoBehaviour
foreach (var point in rope.points) foreach (var point in rope.points)
{ {
GameObject ropeCollider = new GameObject("Rope Collider"); GameObject ropeCollider = new GameObject("Rope Collider");
ropeCollider.tag = "Rope";
ropeCollider.transform.parent = ropeCollidersParent; ropeCollider.transform.parent = ropeCollidersParent;
ropeCollider.transform.position = point.position; ropeCollider.transform.position = point.position;
ropeCollider.layer = LayerMask.NameToLayer("Rope"); ropeCollider.layer = LayerMask.NameToLayer("Rope");

View File

@ -18,7 +18,7 @@ PhysicsManager:
m_ClothInterCollisionDistance: 0.1 m_ClothInterCollisionDistance: 0.1
m_ClothInterCollisionStiffness: 0.2 m_ClothInterCollisionStiffness: 0.2
m_ContactsGeneration: 1 m_ContactsGeneration: 1
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffff3fffffff3fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff m_LayerCollisionMatrix: fffdfffffffdfffffffdfffffffffffffffdfffffffdffff3ffdffff3ffffffffffdffff88fcffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
m_SimulationMode: 0 m_SimulationMode: 0
m_AutoSyncTransforms: 0 m_AutoSyncTransforms: 0
m_ReuseCollisionCallbacks: 1 m_ReuseCollisionCallbacks: 1

View File

@ -5,6 +5,7 @@ TagManager:
serializedVersion: 2 serializedVersion: 2
tags: tags:
- Enemy - Enemy
- Rope
layers: layers:
- Default - Default
- TransparentFX - TransparentFX
@ -15,7 +16,7 @@ TagManager:
- Rope - Rope
- Player - Player
- Post Processing - Post Processing
- - Projectile
- -
- -
- -