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+ isCanGoDown = CanGoDown(); float ladderXCenterDistance = Mathf.Abs(transform.position.x - block.transform.position.x); float v_movement = inputVertical; @@ -143,10 +145,16 @@ public abstract class Character : MonoBehaviour return false; } + private bool CanGoDown() + { + var rayCastHit = Physics2D.RaycastAll(_capsuleCollider.bounds.center, Vector2.down, _capsuleCollider.size.y+0.5f, _mapLayer); + if (rayCastHit.Any(x=>x.collider.transform.GetComponent().ElementSO.ElementType != MapElementType.Ladder)) + return false; + return true; + } + private MapElement GetMapElement() { - - var collider = BoxCast(_capsuleCollider.bounds.center, _cellSize, 0f, Vector3.forward, .01f, _mapLayer); Color color = Color.red; MapElement mapElement = null; diff --git a/Assets/Scripts/EnemyAI.cs b/Assets/Scripts/EnemyAI.cs index a50a14c..a818486 100644 --- a/Assets/Scripts/EnemyAI.cs +++ b/Assets/Scripts/EnemyAI.cs @@ -1,11 +1,15 @@ -using UnityEditor.Experimental.GraphView; -using UnityEngine; +using UnityEngine; public class EnemyAI : Character { + private bool _needRespawn = false; + private int _respawnTimeout = 4; + private float _respawnElementTimer; + protected override void OnDeath() { - } + _needRespawn = true; +} protected override void SetClimbingAnimation(bool isClimbing) { @@ -17,35 +21,50 @@ public class EnemyAI : Character private void Update() { + if(_needRespawn) + { + _respawnElementTimer -= Time.deltaTime; + if (_respawnElementTimer <= 0) + { + _respawnElementTimer = _respawnTimeout; + _needRespawn = false; + Spawn(); + } + return; + } + float horizontal = 0; float vertical = 0; - Vector2 directionToPlayer = Player.Instance.transform.position - transform.position; + Vector2 directionToPlayer = Player.Instance.transform.position - transform.position; directionToPlayer.Normalize(); float verticalDistance = Player.Instance.transform.position.y - transform.position.y; - if (Mathf.Abs(Player.Instance.transform.position.y - transform.position.y) < 0.1f) + + if (verticalDistance > 0 && isCanClimbUp && isAllowVertical) { - horizontal = directionToPlayer.x; + vertical = VerticalMove(verticalDistance); } - else if (verticalDistance>0 && isCanClimbUp && isAllowVertical) + else if (verticalDistance < 0 && isAllowVertical && isCanGoDown) { - vertical =VerticalMove(verticalDistance); - } - else if (verticalDistance<0 && isAllowVertical) - { - vertical =VerticalMove(verticalDistance); + vertical = VerticalMove(verticalDistance); } else { - horizontal = directionToPlayer.x; - } + if (Mathf.Abs(Player.Instance.transform.position.x - transform.position.x) < 0.1f) + { + print($"horizontal block"); + horizontal = 0; + } + else if (directionToPlayer.x < 0) + { horizontal = -1; } + else if (directionToPlayer.x > 0) + { horizontal = 1; } + + } + print($"horizontal {horizontal}"); - if (Input.GetKey(KeyCode.F)) - { horizontal = -1; } - if (Input.GetKey(KeyCode.H)) - { horizontal = 1; } if (Input.GetKey(KeyCode.T)) { vertical = 1; } if (Input.GetKey(KeyCode.G)) diff --git a/Assets/Scripts/MapElements/BreakableWall.cs b/Assets/Scripts/MapElements/BreakableWall.cs index e6f5f4f..1043aa5 100644 --- a/Assets/Scripts/MapElements/BreakableWall.cs +++ b/Assets/Scripts/MapElements/BreakableWall.cs @@ -15,7 +15,8 @@ public class BreakableWall : MapElement private void Start() { - _boxCollider=GetComponent(); + _respawnElementTimer = _respawnTimeout; + _boxCollider =GetComponent(); _spriteRenderer= GetComponentInChildren(); } @@ -23,7 +24,7 @@ public class BreakableWall : MapElement { IsEnabled = false; _boxCollider.isTrigger=true; - _spriteRenderer.enabled = false; + _spriteRenderer.enabled = IsEnabled; Instantiate(_hitParticles, transform.position, Quaternion.identity); @@ -46,7 +47,7 @@ public class BreakableWall : MapElement } IsEnabled = true; _boxCollider.isTrigger = false; - _spriteRenderer.enabled = true; + _spriteRenderer.enabled = IsEnabled; _needRespawn = false; } } diff --git a/Assets/Scripts/Player.cs b/Assets/Scripts/Player.cs index 9508125..1a08b5c 100644 --- a/Assets/Scripts/Player.cs +++ b/Assets/Scripts/Player.cs @@ -47,7 +47,6 @@ public class Player : Character DontDestroyOnLoad(gameObject); _spriteRenderer = GetComponentInChildren(); - Spawn(); } public void AddCoin()