Player and enemy updates
Added player health Enemies can do damage to, and kill player Weapon hits provoke enemies Changed idle animation to a better looking one
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@ -85,6 +89,54 @@ NavMeshAgent:
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|
|
@ -13,6 +13,17 @@ public class EnemyAI : MonoBehaviour
|
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private NavMeshAgent navMeshAgent;
|
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private Animator _animator;
|
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|
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public bool IsProvoked
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{
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get => isProvoked;
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set => isProvoked = value;
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}
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private void Awake()
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{
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target = FindObjectOfType<PlayerHealth>().transform;
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}
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void Start()
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{
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navMeshAgent = GetComponent<NavMeshAgent>();
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|
@ -61,7 +72,7 @@ public class EnemyAI : MonoBehaviour
|
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private void AttackTarget()
|
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{
|
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_animator.SetBool("Attack", true);
|
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print("Die Human!");
|
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//print("Die Human!");
|
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}
|
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private void Idle()
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|
|
|
@ -0,0 +1,25 @@
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using System.Collections;
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using System.Collections.Generic;
|
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using UnityEngine;
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public class EnemyAttack : MonoBehaviour
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{
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[SerializeField] Transform target;
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[SerializeField] float damage = 40f;
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private void Awake()
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{
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target = FindObjectOfType<PlayerHealth>().transform;
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}
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private void AttackHitEvent()
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{
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if (target == null) return;
|
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if(target.GetComponent<IDamageable>() != null)
|
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{
|
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Debug.Log($"{transform.name} Hits {target.transform.name}");
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target.GetComponent<IDamageable>().ModifyHealth(-damage);
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}
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}
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@ -0,0 +1,54 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerHealth : MonoBehaviour, IDamageable
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{
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[SerializeField] float _maxHealth;
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[SerializeField] float _health;
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private void Awake()
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{
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SetHealth(_maxHealth);
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}
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private void Update()
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{
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if (_health <= 0)
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{
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Debug.Log($"{transform.name} Died");
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}
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}
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public float GetHealth()
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{
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return _health;
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}
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public float GetHealthFactor()
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{
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return _health / _maxHealth;
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}
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public float GetMaxHealth()
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{
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return _maxHealth;
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}
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public void ModifyHealth(float _healthChange)
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{
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_health += _healthChange;
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}
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public void SetHealth(float newHealth)
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{
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_health = newHealth;
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}
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public void SetMaxHealth(float newHealth)
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{
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_maxHealth = newHealth;
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}
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--- !u!1001 &4313866246714185760
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|
@ -20,7 +20,6 @@ public class Weapon : MonoBehaviour
|
|||
|
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public void OnFire()
|
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{
|
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print($"{gameObject.name} goes: Boom!");
|
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Shoot();
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}
|
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|
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|
@ -45,7 +44,7 @@ public class Weapon : MonoBehaviour
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{
|
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if (Physics.Raycast(_FpCamera.transform.position, _FpCamera.transform.forward, out RaycastHit hit, _range))
|
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{
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print($"{hit.transform.name} was hit!");
|
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//print($"{hit.transform.name} was hit!");
|
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ImpactAnimation(hit);
|
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}
|
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else
|
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|
@ -57,6 +56,11 @@ public class Weapon : MonoBehaviour
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{
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hit.transform.GetComponent<IDamageable>().ModifyHealth(-_weaponDamage);
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}
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if(hit.transform.GetComponent<EnemyAI>()!= null)
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{
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hit.transform.GetComponent<EnemyAI>().IsProvoked = true;
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}
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}
|
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|
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private void ImpactAnimation(RaycastHit hit)
|
||||
|
|
Loading…
Reference in New Issue