Enemy projectile shooting
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|
@ -1,5 +1,6 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Security.Cryptography;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
|
@ -28,6 +29,8 @@ public struct BulletPatternSequence
|
|||
|
||||
public class InstantiateOverTime : MonoBehaviour
|
||||
{
|
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public int rng = 1000;
|
||||
|
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private float CanShootTime;
|
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|
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public GameObject projectile;
|
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|
@ -41,6 +44,10 @@ public class InstantiateOverTime : MonoBehaviour
|
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|
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private void Update()
|
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{
|
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// i kknow very ismart!:)
|
||||
int radm = Random.Range(0, rng);
|
||||
if (radm != 500) return;
|
||||
|
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if (CanShootTime < Time.time) // We are allowed to shoot
|
||||
{
|
||||
BulletPattern currentPattern = _CurrentSequence.sequence[_CurrentSequence.currentPattern];
|
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|
@ -57,7 +64,8 @@ public class InstantiateOverTime : MonoBehaviour
|
|||
p.transform.LookAt((Vector2)p.transform.position + cArc, new Vector3(0, 0, 1));
|
||||
Vector3 r = p.transform.rotation.eulerAngles;
|
||||
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);
|
||||
}
|
||||
|
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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];
|
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}
|
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}
|
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return closestPlayer.transform.position;
|
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}
|
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|
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BulletPatternSequence getRandomPattern()
|
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{
|
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return Patterns[Random.Range(0, Patterns.Count)];
|
||||
|
|
|
@ -0,0 +1,33 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
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using UnityEngine;
|
||||
|
||||
public class Projectile : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private float damage;
|
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|
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private bool haveBeenReflected = false;
|
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public void Init(float speed)
|
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{
|
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GetComponent<Rigidbody2D>().velocity = transform.up * speed;
|
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}
|
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|
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private void OnCollisionEnter2D(Collision2D collision)
|
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{
|
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// Hvad fuck er det her kode <20>rligt. hj<68>lp
|
||||
{
|
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if (haveBeenReflected && collision.gameObject.CompareTag("Enemy"))
|
||||
{
|
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HealthComponent enemyHealth = collision.gameObject.GetComponent<HealthComponent>();
|
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enemyHealth.TakeDamage(damage);
|
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Destroy(gameObject);
|
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}
|
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else if (collision.gameObject.CompareTag("Player"))
|
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{
|
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HealthComponent playerHealth = collision.gameObject.GetComponent<HealthComponent>();
|
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playerHealth.TakeDamage(damage);
|
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Destroy(gameObject);
|
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}
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}
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}
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}
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@ -0,0 +1,11 @@
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@ -196,6 +196,7 @@ public class RopeSimulator : MonoBehaviour
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foreach (var point in rope.points)
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{
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GameObject ropeCollider = new GameObject("Rope Collider");
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ropeCollider.tag = "Rope";
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ropeCollider.transform.parent = ropeCollidersParent;
|
||||
ropeCollider.transform.position = point.position;
|
||||
ropeCollider.layer = LayerMask.NameToLayer("Rope");
|
||||
|
|
|
@ -18,7 +18,7 @@ PhysicsManager:
|
|||
m_ClothInterCollisionDistance: 0.1
|
||||
m_ClothInterCollisionStiffness: 0.2
|
||||
m_ContactsGeneration: 1
|
||||
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffff3fffffff3fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||
m_LayerCollisionMatrix: fffdfffffffdfffffffdfffffffffffffffdfffffffdffff3ffdffff3ffffffffffdffff88fcffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||
m_SimulationMode: 0
|
||||
m_AutoSyncTransforms: 0
|
||||
m_ReuseCollisionCallbacks: 1
|
||||
|
|
|
@ -5,6 +5,7 @@ TagManager:
|
|||
serializedVersion: 2
|
||||
tags:
|
||||
- Enemy
|
||||
- Rope
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
@ -15,7 +16,7 @@ TagManager:
|
|||
- Rope
|
||||
- Player
|
||||
- Post Processing
|
||||
-
|
||||
- Projectile
|
||||
-
|
||||
-
|
||||
-
|
||||
|
|
Loading…
Reference in New Issue