diff --git a/MrBigsock/Assets/Code/Core/Abilities/BasicArrow.cs b/MrBigsock/Assets/Code/Core/Abilities/BasicArrow.cs new file mode 100644 index 0000000000000000000000000000000000000000..2c58a3e7c77f3a7c897466d19831ff212cb434fd --- /dev/null +++ b/MrBigsock/Assets/Code/Core/Abilities/BasicArrow.cs @@ -0,0 +1,75 @@ +using System.Collections; +using System; +using System.Collections.Generic; + +using UnityEngine; +using UnityEngine.InputSystem; + +using BigSock.Service; + +namespace BigSock { + + /* + Basic projectile attack for the player.. + */ + public class BasicArrow : BaseAttack { + //protected static readonly GameObject PROJECTILE_BASE = new AttackMovement(); + public const string PROJECTILE_NAME = "bullets/enemy_arrow"; + + + public override ulong Id => 103; + public override string Name => "Basic Player Projectile Attack"; + public override string Description => "A basic projectile shooting attack the player has."; + + public BasicArrow() { + AttackStats = new AttackStats{ + Damage = 1f, + Knockback = 1f, + Range = 10f, + ProjectileSpeed = 10f, + AttackSpeed = 1f, + CritChance = 0.1f, + CritDamageModifier = 2f, + }; + } + + + + /* + Activates the ability. + Returns true if the ability was successfully activated. + - Even if nothing was hit, used to indicate that cooldowns should be updated. + This should be overridden in sub-classes for the actual abilities. + */ + protected override bool Activate(Character actor, Vector3? target) { + if(target == null) + return false; + + var attack = (AttackStats) AttackStats.Calculate(actor.Stats); + //var attack = (AttackStats) AttackStats.Apply(actor.Stats); + attack.Actor = actor; + + + var temp = (target.Value - actor.transform.position); + var temp1 = temp; + temp.z = 0; + temp1.z = 90; + + var bullet = PrefabService.SINGLETON.Instance(PROJECTILE_NAME, actor.transform.position); + + //bullet.transform.rotation = Quaternion.LookRotation(temp.normalized); + bullet.transform.rotation = Quaternion.LookRotation(temp1 ,Vector3.up); + + var bulletScript = bullet.GetComponent<AttackMovement>(); + //bulletScript.Actor = actor; + bulletScript.Stats = attack; + bulletScript.Direction = temp.normalized; + + + //MonoBehaviour.Instantiate(PROJECTILE_BASE, (Vector3) actor.transform.position, PROJECTILE_BASE.transform.rotation); + return true; + } + + } + +} \ No newline at end of file diff --git a/MrBigsock/Assets/Code/orc/EnemyController.cs b/MrBigsock/Assets/Code/orc/EnemyController.cs index 7f8dea4f8f1dda5d17b8b87806a2047e63edac65..9f1019e20b39cdc1b2af0df3f20cfe505ce89d0f 100644 --- a/MrBigsock/Assets/Code/orc/EnemyController.cs +++ b/MrBigsock/Assets/Code/orc/EnemyController.cs @@ -12,7 +12,6 @@ namespace BigSock { public ContactFilter2D movementFilter; protected List<RaycastHit2D> castCollisions = new List<RaycastHit2D>(); - protected Transform target; protected Animator m_Animator; protected float distance; diff --git a/MrBigsock/Assets/Code/orc/Enemy_orc_range.cs b/MrBigsock/Assets/Code/orc/Enemy_orc_range.cs new file mode 100644 index 0000000000000000000000000000000000000000..42d6936b413aad36b20838c3980bfdbdbbf2ecc1 --- /dev/null +++ b/MrBigsock/Assets/Code/orc/Enemy_orc_range.cs @@ -0,0 +1,154 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Linq; +using System; +using BigSock.Service; + + +namespace BigSock { + + public partial class Enemy_orc_range : EnemyController { + /* + The state + */ + public State State { get; protected set; } = State.Idle; + + public GameObject attack; + protected IAttack _testAttack; + /* + The location of the target when attack start. + */ + public Vector3 TargetLocation { get; protected set; } + + /* + The next time the state can change. + */ + public DateTime NextTimeStateCanChange { get; private set; } = DateTime.Now; + + /* + Minimum idle time. + */ + protected static readonly TimeSpan IDLE_WAIT_TIME = new TimeSpan(0, 0, 0, 1, 0); + /* + Minimum animation time. + */ + protected static readonly TimeSpan CHARGE_WAIT_TIME = new TimeSpan(0, 0, 0, 2, 0); + /* + Maximum time the slime should attack before it can idle. + */ + protected static readonly TimeSpan ATTACK_WAIT_TIME = new TimeSpan(0, 0, 0, 4, 0); + + protected Animator m_Animator_bow; + + protected override void Start(){ + base.Start(); + _testAttack = (IAttack) AbilityService.SINGLETON.Get(103); + m_Animator_bow = gameObject.transform.GetChild (2).GetComponent<Animator>(); + + } + + + protected override void Update() { + if(State == State.Idle) { + // If it has a target and has idled long enough. + if(target != null && DateTime.Now >= NextTimeStateCanChange && isInMelee) { + // Store target location. + TargetLocation = target.position; + + // Update the state. + State = State.Charging; + NextTimeStateCanChange = DateTime.Now + CHARGE_WAIT_TIME; + m_Animator.SetTrigger("walk"); + } + if(target != null && !isInMelee){ + TryMove((new Vector2(target.position.x, target.position.y) - rb.position).normalized); + } + } + + else if(State == State.Charging) { + // If it has charged long enough. + m_Animator_bow.SetTrigger("attack"); + if(DateTime.Now >= NextTimeStateCanChange && target != null) { + m_Animator_bow.SetTrigger("none"); + _testAttack.Use(this, target.position); + + State = State.Attacking; + NextTimeStateCanChange = DateTime.Now + ATTACK_WAIT_TIME; + } + } + + else if(State == State.Attacking) { + // If it has charged long enough. + if(DateTime.Now >= NextTimeStateCanChange || rb.velocity == Vector2.zero) { + // Update the state. + + State = State.Idle; + NextTimeStateCanChange = DateTime.Now + IDLE_WAIT_TIME; + m_Animator.SetTrigger("idle"); + + } + } + + } + + } + + + + + /* + Movement + */ + public partial class Enemy_orc_range { + + protected override void Move_OnColliderEnter2D(Collider2D other) { + if (other.gameObject.tag == "Player") { + //m_Animator.SetTrigger("walk"); + target = other.transform; + } + } + + + protected override void Move_OnColliderExit2D(Collider2D other) { + if (other.gameObject.tag == "Player") { + //m_Animator.SetTrigger("idle"); + target = null; + } + } + + } + /* + Attack + */ + public partial class Enemy_orc_range { + + protected override void Attack_OnColliderEnter2D(Collider2D other) { + if (other.gameObject.tag == "Player") { + //m_Animator.SetTrigger("walk"); + isInMelee = true; + target = other.transform; + } + } + + protected override void Attack_OnColliderStay2D(Collider2D other){ + + } + + + protected override void Attack_OnColliderExit2D(Collider2D other) { + if (other.gameObject.tag == "Player") { + //m_Animator.SetTrigger("idle"); + isInMelee = false; + } + } + + } + + /* + The different states the slime can be in. + */ + public enum State { + Idle, Charging, Attacking + } +} diff --git a/MrBigsock/Assets/Prefabs/Bullets/enemy_arrow.prefab b/MrBigsock/Assets/Prefabs/Bullets/enemy_arrow.prefab new file mode 100644 index 0000000000000000000000000000000000000000..03366c80798fdd5bd3243f6947b92bd7d1452798 --- /dev/null +++ b/MrBigsock/Assets/Prefabs/Bullets/enemy_arrow.prefab @@ -0,0 +1,162 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &7173793660907891926 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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