implementing goblin death, need to find way deactivate it for time
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|
||||
protected bool isCanGoDown = false;
|
||||
protected bool isCanClimbUp=false;
|
||||
protected bool isAllowVertical = true;
|
||||
protected bool isAllowRight = true;
|
||||
@@ -38,6 +39,7 @@ public abstract class Character : MonoBehaviour
|
||||
_capsuleCollider = GetComponent<CapsuleCollider2D>();
|
||||
|
||||
_cellSize = new Vector2(0.6f, 1f);
|
||||
Spawn();
|
||||
}
|
||||
|
||||
protected void Spawn()
|
||||
@@ -74,7 +76,7 @@ public abstract class Character : MonoBehaviour
|
||||
if (_isOnLadder)
|
||||
{
|
||||
isCanClimbUp=CanClimbUp();
|
||||
|
||||
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<MapElement>().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;
|
||||
|
||||
+36
-17
@@ -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)
|
||||
{
|
||||
@@ -17,6 +21,18 @@ 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;
|
||||
|
||||
@@ -25,27 +41,30 @@ public class EnemyAI : Character
|
||||
|
||||
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))
|
||||
|
||||
@@ -15,7 +15,8 @@ public class BreakableWall : MapElement
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_boxCollider=GetComponent<BoxCollider2D>();
|
||||
_respawnElementTimer = _respawnTimeout;
|
||||
_boxCollider =GetComponent<BoxCollider2D>();
|
||||
_spriteRenderer= GetComponentInChildren<SpriteRenderer>();
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -47,7 +47,6 @@ public class Player : Character
|
||||
DontDestroyOnLoad(gameObject);
|
||||
|
||||
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
|
||||
Spawn();
|
||||
}
|
||||
|
||||
public void AddCoin()
|
||||
|
||||
Reference in New Issue
Block a user