Added Enemy death animation
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42ae6cbdee
commit
8008d0755e
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@ -14,7 +14,77 @@ AnimationClip:
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@ -29,78 +99,6 @@ AnimationClip:
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@ -113,15 +111,6 @@ AnimationClip:
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|
@ -1,3 +1,4 @@
|
|||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
|
||||
|
@ -10,12 +11,15 @@ public class EnemyAI : MonoBehaviour, IAggroable
|
|||
[Header("State")]
|
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[SerializeField] private Transform _target;
|
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[SerializeField] private bool _isProvoked;
|
||||
[SerializeField] private bool _isDead;
|
||||
|
||||
private NavMeshAgent _navMeshAgent;
|
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private Animator _animator;
|
||||
private EnemyHealth _enemyHealth;
|
||||
private static readonly int MoveAnimation = Animator.StringToHash("Move");
|
||||
private static readonly int AttackAnimation = Animator.StringToHash("Attack");
|
||||
private static readonly int IdleAnimation = Animator.StringToHash("Idle");
|
||||
private static readonly int DeathAnimation = Animator.StringToHash("Die");
|
||||
|
||||
public bool IsProvoked
|
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{
|
||||
|
@ -32,12 +36,14 @@ public class EnemyAI : MonoBehaviour, IAggroable
|
|||
{
|
||||
_navMeshAgent = GetComponent<NavMeshAgent>();
|
||||
_animator = GetComponent<Animator>();
|
||||
_enemyHealth = GetComponent<EnemyHealth>();
|
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SetStopDistance(_attackRange * 0.9f);
|
||||
}
|
||||
|
||||
private void Update()
|
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{
|
||||
SetStopDistance(_attackRange * 0.9f);
|
||||
|
||||
if (!_isDead)
|
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{
|
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if (DistanceToTarget(_target.position) < _detectRange)
|
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{
|
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_isProvoked = true;
|
||||
|
@ -47,6 +53,14 @@ public class EnemyAI : MonoBehaviour, IAggroable
|
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{
|
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EngageTarget();
|
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}
|
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|
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if (_enemyHealth.IsDead)
|
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{
|
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_animator.SetTrigger(DeathAnimation);
|
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_navMeshAgent.isStopped = true;
|
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_isDead = true;
|
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}
|
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}
|
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}
|
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|
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private void EngageTarget()
|
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|
|
|
@ -6,9 +6,11 @@ public class EnemyHealth : MonoBehaviour, IDamageable
|
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[SerializeField] private float _maxHealth = 100f;
|
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[Header("State")]
|
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[SerializeField] private float _health;
|
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[field: SerializeField] public bool IsDead { get; private set; }
|
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|
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private void OnEnable()
|
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{
|
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IsDead = false;
|
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_health = _maxHealth;
|
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}
|
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|
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|
@ -16,8 +18,14 @@ public class EnemyHealth : MonoBehaviour, IDamageable
|
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{
|
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_health += healthChange;
|
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if (!(_health <= 0)) return;
|
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HandleDeath();
|
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}
|
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|
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private void HandleDeath()
|
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{
|
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IsDead = true;
|
||||
print("Ded");
|
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Destroy(gameObject);
|
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//Destroy(gameObject);
|
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}
|
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|
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public void SetHealth(float newHealth)
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|
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|
@ -5106,7 +5106,7 @@ PrefabInstance:
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propertyPath: m_RootOrder
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|
|
Loading…
Reference in New Issue