enemy animations almost done

This commit is contained in:
kimrdd 2024-02-04 04:04:25 +01:00
parent 34238a6630
commit f23fd47b18
24 changed files with 133 additions and 800 deletions

View File

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View File

@ -7,6 +7,8 @@ public class EnemyAnimationHandler : MonoBehaviour
{
Animator animator;
bool isDying = false;
public GameObject healthBar;
void Start()
{
animator = GetComponent<Animator>();
@ -17,8 +19,9 @@ public class EnemyAnimationHandler : MonoBehaviour
}
void EnemyDie()
{
//GetComponent<Collider2D>().enabled = false;
//GetComponent<NavMeshAgent>().enabled = false;
GetComponentInParent<Collider2D>().enabled = false;
GetComponentInParent<NavMeshAgent>().enabled = false;
if (!isDying)
StartCoroutine(AnimationDie());
isDying = true;

View File

@ -14,11 +14,13 @@ public class HealthBar : MonoBehaviour
private void OnEnable()
{
if (healthBarImg != null)
attachedHealth.OnHealthChange.AddListener(UpdateHealthBar);
}
private void OnDisable()
{
if (healthBarImg != null)
attachedHealth.OnHealthChange.RemoveListener(UpdateHealthBar);
}
@ -26,5 +28,13 @@ public class HealthBar : MonoBehaviour
{
float percent = newHealth / attachedHealth.getMaxHealth();
healthBarImg.fillAmount = percent;
if (percent <= 0)
{
for (int i = 0; i < transform.childCount; i++)
{
transform.GetChild(i).gameObject.SetActive(false);
}
}
}
}

View File

@ -74,12 +74,15 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
OnHealthZero?.Invoke();
if (BloodComputeShader.Instance != null)
{
int blood = (int)(maxHealth * 100.0f * BloodComputeShader.Instance.scoreMult);
BloodComputeShader.Instance.createBlood(transform.position, blood / 2, maxHealth / 8.0f);
BloodComputeShader.Instance.createBlood(transform.position, blood / 2, maxHealth / 8.0f);
}
}
}
public void TakeSquezeDamage(float squezeDamage)
{