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Commit 56ee4dd2 authored by Gard Aleksander Furre's avatar Gard Aleksander Furre
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Merge branch 'gardaf' into 'main'

Gardaf

See merge request !39
parents d4ed2cdd 2cc9dd00
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2 merge requests!41Pushing new changes in main into master,!39Gardaf
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with 1276 additions and 6 deletions
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
......@@ -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;
......
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
}
}
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