Randomized mob shooting
And other balancing
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parent
fdfc33e759
commit
69f013755e
4 changed files with 14 additions and 12 deletions
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@ -16,12 +16,12 @@ namespace Assets.Scripts.Entities {
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}
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}
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protected override void Start() {
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protected override void Start() {
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base.Start();
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SingleShot s = new SingleShot(this.gameObject, 8, 3, 8 );
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SingleShot s = new SingleShot(this.gameObject, 8, 3, 8 );
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s.SetRange(3);
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s.SetRange(3);
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s.SetPrefab(bullet);
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s.SetPrefab(bullet);
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s.SetSpawn(bulletSpawn);
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s.SetSpawn(bulletSpawn);
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SetAttack(s);
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SetAttack(s);
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base.Start();
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}
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}
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}
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}
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}
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}
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@ -32,12 +32,12 @@ namespace Assets.Scripts.Entities {
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if ( ply != null )
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if ( ply != null )
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victim = ply.gameObject;
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victim = ply.gameObject;
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}
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}
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if (attack != null)
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nextAttackTime = Time.timeSinceLevelLoad + attack.GetCooldownTime() * (UnityEngine.Random.value + 0.5f);
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}
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}
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void Update() {
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void Update() {
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if ( victim == null || attack == null ) {
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if ( victim == null || attack == null ) {
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if ( objective != null ) {
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if ( objective != null ) {
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Player ply = objective.GetPlayer();
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Player ply = objective.GetPlayer();
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@ -53,8 +53,8 @@ namespace Assets.Scripts.Entities {
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RaycastHit2D hit = rh.Find(x => x.fraction != 0);
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RaycastHit2D hit = rh.Find(x => x.fraction != 0);
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if ( hit.collider != null && hit.collider.gameObject == victim ) {
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if ( hit.collider != null && hit.collider.gameObject == victim ) {
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Debug.Log("Attacking Player!!!");
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Debug.Log("Attacking Player!!!");
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attack.Attack();
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attack.Attack();
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nextAttackTime = Time.timeSinceLevelLoad + attack.GetCooldownTime();
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nextAttackTime = Time.timeSinceLevelLoad + attack.GetCooldownTime() * (UnityEngine.Random.value + 0.25f);
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}
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}
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}
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}
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@ -16,12 +16,12 @@ namespace Assets.Scripts.Entities {
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}
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}
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protected override void Start() {
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protected override void Start() {
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base.Start();
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SingleShot s = new SingleShot(this.gameObject, 25, 4, 2);
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SingleShot s = new SingleShot(this.gameObject, 25, 4, 2);
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s.SetRange(10);
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s.SetRange(10);
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s.SetPrefab(bullet);
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s.SetPrefab(bullet);
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s.SetSpawn(bulletSpawn);
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s.SetSpawn(bulletSpawn);
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SetAttack(s);
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SetAttack(s);
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base.Start();
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}
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}
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}
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}
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}
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}
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@ -461,9 +461,11 @@ public class DungeonGenerator {
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Objective o = null;
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Objective o = null;
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int rand = UnityEngine.Random.Range(0, 7);
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int rand = UnityEngine.Random.Range(0, 8);
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switch (rand) {
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switch (rand) {
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case 0: {
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case 0:
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case 7:
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{
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// Scorpion Attack!!!!:
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// Scorpion Attack!!!!:
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List<GameObject> lg = new List<GameObject>();
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List<GameObject> lg = new List<GameObject>();
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int count = UnityEngine.Random.Range(1, ( int ) Math.Min(Mathf.Floor(r.GetSpawnpoints().Count), 4));
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int count = UnityEngine.Random.Range(1, ( int ) Math.Min(Mathf.Floor(r.GetSpawnpoints().Count), 4));
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@ -505,7 +507,7 @@ public class DungeonGenerator {
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{
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{
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// Siders!!!!:
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// Siders!!!!:
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List<GameObject> lg = new List<GameObject>();
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List<GameObject> lg = new List<GameObject>();
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int count = Math.Min(UnityEngine.Random.Range(1, (int)Mathf.Floor(r.GetSpawnpoints().Count)), 3);
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int count = Math.Min(UnityEngine.Random.Range(1, (int)Mathf.Floor(r.GetSpawnpoints().Count)), 5);
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for (int c = 0; c < count; c++)
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for (int c = 0; c < count; c++)
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{
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{
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lg.Add(enemyPrefabs[Entity.Entities.SPIDER]);
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lg.Add(enemyPrefabs[Entity.Entities.SPIDER]);
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