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WIP Room enter detection

This commit is contained in:
Saibotk 2018-04-22 11:27:09 +02:00
parent 74033ef206
commit 05602258ff
8 changed files with 175 additions and 29 deletions

View file

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View file

@ -8,6 +8,9 @@ public class Door : MonoBehaviour {
[SerializeField]
GameObject graphics;
[SerializeField]
Room parent;
BoxCollider2D boundingBox;
BoxCollider2D triggerBox;
// Use this for initialization
@ -45,4 +48,13 @@ public class Door : MonoBehaviour {
{
return locked;
}
private void OnTriggerExit2D(Collider2D collision)
{
if (collision.tag == "Player")
{
Debug.Log("Leavin Trigger");
parent.OnPlayerEnter();
}
}
}

View file

@ -25,6 +25,11 @@ public class EnemyAI : MonoBehaviour {
// Update is called once per frame
void Update ()
{
if(victim == null)
{
victim = GameController.instance.GetPlayer().gameObject; // TODO testing purpose only!
return;
}
// movement
agressor.transform.Translate (Vector3.Scale ((victim.transform.position - agressor.transform.position).normalized, new Vector2 (speed, speed)));
@ -32,5 +37,8 @@ public class EnemyAI : MonoBehaviour {
agressor.transform.Rotate(agressor.transform.forward, Vector3.Angle(victim.transform.position - agressor.transform.position, agressor.transform.rotation * new Vector3(1, 1, 1)));
}
public void SetVictim(GameObject g)
{
victim = g;
}
}

View file

@ -28,7 +28,7 @@ public class Player : Mob {
private void OnTriggerEnter2D(Collider2D other)
{
if (other.tag == "door") {
Debug.Log("Open door");
//Debug.Log("Open door");
}
}

View file

@ -29,6 +29,11 @@ public class GameController : MonoBehaviour {
private GameState state = GameState.UNSET;
public Player GetPlayer() // TODO Remove just comfort
{
return player;
}
// Use this for initialization
void Start () {
@ -82,7 +87,7 @@ public class GameController : MonoBehaviour {
playerPrefab
};
start.SetObjective(new EntityObjective(start, tmp));
start.GetObjective().Activate();
start.OnPlayerEnter();
player = ((EntityObjective) start.GetObjective()).GetEntities()[0].GetComponent<Player>();
cam.GetComponent<CameraControl>().SetFollow(player.gameObject);
((EntityObjective)start.GetObjective()).Remove(player.gameObject);

View file

@ -4,8 +4,7 @@ using UnityEngine;
public class Room : MonoBehaviour {
[SerializeField]
int width, height; // Gridsize for Generation
private bool activated;
List<Door> doors;
List<Transform> spawnpoints;
@ -19,6 +18,12 @@ public class Room : MonoBehaviour {
[SerializeField]
private Objective objective;
enum ObjectiveType { EntityObjective }
// Params for testing
[SerializeField]
GameObject[] enemys;
// Use this for initialization
void Start () {
doors = new List<Door>();
@ -37,7 +42,8 @@ public class Room : MonoBehaviour {
}
Debug.Log("Spawnpoints in Room: " + spawnpoints.Count);
if (enemys.Length != 0)
objective = new EntityObjective(this, new List<GameObject> (enemys));
//Unlock();
}
@ -69,8 +75,11 @@ public class Room : MonoBehaviour {
public void OnPlayerEnter()
{
if (activated)
return;
if(objective != null)
objective.Activate();
activated = true;
}
public List<Transform> GetSpawnpoints()
@ -78,5 +87,9 @@ public class Room : MonoBehaviour {
return spawnpoints;
}
public bool GetActivated()
{
return activated;
}
}

View file

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