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Entity uses Attack

Player shoots bullets
This commit is contained in:
Saibotk 2018-04-22 23:50:39 +02:00
parent f03c0f4469
commit 83e54fb772
14 changed files with 374 additions and 75 deletions

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46
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;
}
void OnCollisionEnter2D(Collision2D collision) {
if ( owner == null )
return;
Debug.Log("Collided");
if ( collision.collider.gameObject.tag != owner.tag ) {
Debug.Log("calc");
Mob m = collision.collider.gameObject.GetComponent(typeof(Mob)) as Mob;
if (m != null) {
m.InflictDamage(damage);
}
Destroy(this.gameObject);
}
}
}

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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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@ -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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