projectile attack

This commit is contained in:
kimrdd 2024-02-03 03:28:29 +01:00
parent aff0d01fc6
commit 936efbc2eb
61 changed files with 3414 additions and 22 deletions

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@ -4,7 +4,7 @@ using UnityEngine;
public class EnemyProjectile : MonoBehaviour
{
private GameObject target;
private Transform target;
public float speed = 5f;
public float projectileLifetime = 3f;
Rigidbody2D rb;
@ -14,9 +14,7 @@ public class EnemyProjectile : MonoBehaviour
}
private void Update()
{
target = GetComponent<ShootingRange>().target;
if (target != null)
FireProjectile();
}
void FireProjectile()
{

View File

@ -31,6 +31,7 @@ public class InstantiateOverTime : MonoBehaviour
private float CanShootTime;
public GameObject projectile;
public ShootingRange shootingRange;
public List<BulletPatternSequence> Patterns;
BulletPatternSequence _CurrentSequence;
@ -41,7 +42,7 @@ public class InstantiateOverTime : MonoBehaviour
private void Update()
{
if (CanShootTime < Time.time) // We are allowed to shoot
if (CanShootTime < Time.time && shootingRange.inRange) // We are allowed to shoot
{
BulletPattern currentPattern = _CurrentSequence.sequence[_CurrentSequence.currentPattern];
@ -57,7 +58,7 @@ 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<EnemyProjectile>().speed = currentPattern.Speed;
p.GetComponent<Rigidbody2D>().velocity = (GameObject.FindWithTag("Player").transform.position - transform.position).normalized * currentPattern.Speed;
}
CanShootTime = Time.time + currentPattern.Cooldown;

View File

@ -7,19 +7,18 @@ public class ShootingRange : MonoBehaviour
public float range = 5f;
public LayerMask playerLayer;
public bool inRange = false;
public GameObject target;
void Update()
{
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Player"))
{
inRange = true;
target = collision.GetComponent<GameObject>();
Debug.Log("in range");
}
else
inRange = false;
private void OnTriggerExit2D(Collider2D collision)
{
inRange=false;
}
}