Animation tweaks and enemy tag

This commit is contained in:
kimrdd 2024-02-04 02:34:23 +01:00
parent e6ba08e34a
commit e0e2e1c6d7
75 changed files with 2533 additions and 511 deletions

View File

@ -1,5 +1,30 @@
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View File

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@ -254,7 +254,7 @@ MonoBehaviour:
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maxHealth: 1
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View File

@ -11,6 +11,7 @@ GameObject:
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m_Layer: 0
m_Name: Renderer
m_TagString: Untagged
@ -106,6 +107,18 @@ Animator:
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m_KeepAnimatorStateOnDisable: 0
m_WriteDefaultValuesOnDisable: 0
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@ -199,7 +212,6 @@ GameObject:
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@ -208,7 +220,7 @@ GameObject:
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@ -11,6 +11,7 @@ GameObject:
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View File

@ -6,39 +6,48 @@ using UnityEngine.AI;
public class EnemyAnimationHandler : MonoBehaviour
{
Animator animator;
bool isDying = false;
void Start()
{
animator = GetComponentInChildren<Animator>();
animator = GetComponent<Animator>();
if (animator != animator.enabled)
animator.enabled = true;
GetComponent<HealthComponent>().OnHealthZero.AddListener(EnemyDie);
GetComponentInParent<HealthComponent>().OnHealthZero.AddListener(EnemyDie);
}
void EnemyDie()
{
<<<<<<< Updated upstream
GetComponent<Collider2D>().enabled = false;
GetComponent<NavMeshAgent>().enabled = false;
StartCoroutine(AnimationDie());
=======
if (!isDying)
StartCoroutine(AnimationDie());
>>>>>>> Stashed changes
}
IEnumerator AnimationDie()
{
isDying = true;
Strangle();
yield return new WaitForSecondsRealtime(1f);
Debug.Log("Strangle");
yield return new WaitForSecondsRealtime(0.1f);
Die();
while (animator.GetCurrentAnimatorStateInfo(0).normalizedTime < 1f)
yield return new WaitForEndOfFrame();
Destroy(gameObject);
}
public void Strangle()
{
animator.SetTrigger("Die");
animator.SetTrigger("Strangle");
}
public void Die()
{
animator.SetTrigger("Die");
}
public void DestroyGameobject()
{
Destroy(transform.parent.gameObject);
}
}

View File

@ -3,7 +3,8 @@
--- !u!78 &1
TagManager:
serializedVersion: 2
tags: []
tags:
- Enemy
layers:
- Default
- TransparentFX