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Merge branch 'SaibotkDev'

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Saibotk 2018-04-23 00:02:25 +02:00
commit 1b4f86ce57
29 changed files with 532 additions and 126 deletions

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45
Assets/Scripts/Bullet.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bullet : MonoBehaviour {
[SerializeField]
protected float speed = 1;
[SerializeField]
int damage = 0;
GameObject owner;
// Use this for initialization
void Start () {
}
public void SetDamage(int dmg) {
damage = dmg;
}
public void SetOwner(GameObject ow) {
owner = ow;
}
// Update is called once per frame
void Update () {
if ( owner == null )
return;
transform.position = transform.position + transform.localRotation * Vector3.up * speed * Time.deltaTime; // TODO do with physics (rigidbody)
}
void OnCollisionEnter2D(Collision2D collision) {
if ( owner == null )
return;
if ( collision.collider.gameObject.tag != owner.tag ) {
Mob m = collision.collider.gameObject.GetComponent(typeof(Mob)) as Mob;
if (m != null) {
m.InflictDamage(damage);
}
Destroy(this.gameObject);
}
}
}

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@ -18,7 +18,7 @@ public class CameraControl : MonoBehaviour {
void LateUpdate() {
if ( followThis == null )
return;
var target = followThis.transform.position + offset;
var target = followThis.transform.position; // + offset;
var targetVec = target - transform.position;
targetVec.Scale(new Vector3(0.05f, 0.05f, 0));

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@ -1,46 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyAI : MonoBehaviour {
private GameObject victim;
Rigidbody2D body;
[SerializeField]
private float speed = 1;
[SerializeField]
private float rotationSpeed = 1;
/*
* Die destructive dumme deutsche Dungeon Diktator Drifter DLC Debakel Distribution Dokumentations - Druck Datei
*/
// Use this for initialization
void Start () {
victim = null;
body = gameObject.GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update ()
{
if(victim == null) {
//victim = GameController.instance.GetPlayer().gameObject; // TODO testing purpose only!
return;
}
Vector3 distanceToEnemy = victim.transform.position - gameObject.transform.position;
// movement
body.velocity = new Vector2(distanceToEnemy.normalized.x, distanceToEnemy.normalized.y) * speed;
//rotation
Vector3 localRotation = gameObject.transform.localRotation * Vector3.up;
float angleToRotate = Mathf.Round(Vector3.SignedAngle(localRotation, distanceToEnemy.normalized, Vector3.forward));
gameObject.transform.Rotate(0, 0, angleToRotate * rotationSpeed);
}
public void SetVictim(GameObject g) {
victim = g;
}
}

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namespace Assets.Scripts.Entities.Attack {
public interface IAttack {
void Attack();
float GetRange();
float GetCooldownTime();
}
}

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using System;
using UnityEngine;
namespace Assets.Scripts.Entities.Attack {
[Serializable]
class MeleeAttack : IAttack {
int damage = 12;
float cooldown = 1;
float range = 1.5f;
GameObject owner;
public MeleeAttack(GameObject owner) {
this.owner = owner;
}
public void Attack() {
RaycastHit2D hit = Physics2D.Raycast(owner.transform.position, owner.transform.localRotation * Vector3.up, range);
Mob m = hit.collider.gameObject.GetComponent(typeof(Mob)) as Mob;
if ( m != null && m.tag != owner.tag) {
m.InflictDamage(damage);
}
// Todo animation?
}
public float GetCooldownTime() {
return cooldown;
}
public float GetRange() {
return range;
}
}
}

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@ -0,0 +1,48 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Assets.Scripts.Entities.Attack {
class SingleShot : IAttack {
int damage = 12;
float cooldown = 1;
int range = 4;
GameObject owner;
GameObject bulletPrefab;
Transform spawn;
public SingleShot(GameObject owner) {
this.owner = owner;
}
public void SetSpawn(Transform t) {
spawn = t;
}
public void SetPrefab(GameObject bullet) {
this.bulletPrefab = bullet;
}
public void Attack() {
if ( bulletPrefab == null )
return;
Debug.Log("Instantiate Bullet");
GameObject b = GameObject.Instantiate(bulletPrefab);
b.transform.rotation = spawn.rotation;
b.transform.position = spawn.position;
Bullet bu = b.GetComponent<Bullet>();
bu.SetDamage(damage);
bu.SetOwner(owner);
}
public float GetCooldownTime() {
return cooldown;
}
public float GetRange() {
return range;
}
}
}

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@ -0,0 +1,59 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using Assets.Scripts.Entities.Attack;
namespace Assets.Scripts.Entities {
class Enemy : Mob {
[SerializeField]
private float speed = 1;
[SerializeField]
private float rotationSpeed = 1;
protected GameObject victim;
private Rigidbody2D body;
public Enemy(int mHP) : base(mHP) {
}
private void Start() {
body = gameObject.GetComponent<Rigidbody2D>();
}
private float nextAttackTime;
void Update() {
if ( victim == null || attack == null ) {
return;
}
if ( Time.timeSinceLevelLoad >= nextAttackTime ) {
RaycastHit2D hit = Physics2D.Raycast(transform.position, transform.position - victim.transform.position, attack.GetRange());
if ( hit.collider.gameObject == victim ) {
attack.Attack();
nextAttackTime = Time.timeSinceLevelLoad + attack.GetCooldownTime();
}
}
Vector3 distanceToEnemy = victim.transform.position - gameObject.transform.position;
if(distanceToEnemy.magnitude < attack.GetRange()) {
return;
}
// movement
body.velocity = new Vector2(distanceToEnemy.normalized.x, distanceToEnemy.normalized.y) * speed;
//rotation
Vector3 localRotation = gameObject.transform.localRotation * Vector3.up;
float angleToRotate = Mathf.Round(Vector3.SignedAngle(localRotation, distanceToEnemy.normalized, Vector3.forward));
gameObject.transform.Rotate(0, 0, angleToRotate * rotationSpeed);
}
public void SetVictim(GameObject g) {
victim = g;
}
}
}

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@ -1,8 +1,10 @@
public abstract class Mob : Entity {
readonly int maxHP;
int currentHP;
bool isDead;
int damage;
using Assets.Scripts.Entities.Attack;
public abstract class Mob : Entity {
protected readonly int maxHP;
protected int currentHP;
protected bool isDead;
protected IAttack attack;
/// <summary>
/// Creates a new Mob instance with the given HP.
@ -14,6 +16,10 @@
isDead = false;
}
public void SetAttack(IAttack attack) {
this.attack = attack;
}
/// <summary>
/// Inflicts damage to this mob.
/// </summary>
@ -44,22 +50,6 @@
currentHP = ( currentHP + healAmount > currentHP ) ? maxHP : currentHP + healAmount;
}
/// <summary>
/// Sets the damage value of a mobs attack.
/// </summary>
/// <param name="dmg"></param>
public void SetDamage(int dmg) {
damage = dmg;
}
/// <summary>
/// Gets the damage value og a mobs attack.
/// </summary>
/// <returns></returns>
public int GetDamage() {
return damage;
}
/// <summary>
/// Gets the current HP.
/// </summary>

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@ -1,11 +1,37 @@
using System.Collections;
using System.Collections.Generic;
using Assets.Scripts.Entities.Attack;
using UnityEngine;
public class Player : Mob {
[SerializeField]
private GameObject bulletPrefab;
[SerializeField]
Transform bulletSpawn;
[SerializeField]
private int carDamage = 5;
private float nextAttackTime;
public Player() : base(100) { }
private void Start() {
SingleShot s = new SingleShot(this.gameObject);
s.SetPrefab(bulletPrefab);
s.SetSpawn(bulletSpawn);
SetAttack(s);
}
void Update() {
if ( Time.timeSinceLevelLoad >= nextAttackTime && attack != null) {
if ( Input.GetKey(KeyCode.Space) ) {
Debug.Log("Attack pressed!");
attack.Attack();
nextAttackTime = Time.timeSinceLevelLoad + attack.GetCooldownTime();
}
}
}
/// <summary>
/// Collision checking. Player is going to die on any collision with a wall.
/// </summary>
@ -17,9 +43,8 @@ public class Player : Mob {
} else if ( collision.collider.tag == "enemy" ) {
Mob m = collision.collider.GetComponent(typeof(Mob)) as Mob;
if ( m != null ) {
InflictDamage(m.GetDamage()); // TODO think about Mob attac mechanic
InflictDamage(carDamage);
}
}
}

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@ -0,0 +1,12 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using Assets.Scripts.Entities.Attack;
namespace Assets.Scripts.Entities {
class Scorpion : Enemy {
public Scorpion() : base(30) {
SetAttack(new MeleeAttack(this.gameObject));
}
}
}

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