diff --git a/MrBigsock/Assets/Code/Character.cs b/MrBigsock/Assets/Code/Character.cs index 8e7d07feebaedb76d85656fdc82e8220b43fe80b..4c2f2f98baebd08132ef90de1bb303309b1ad112 100644 --- a/MrBigsock/Assets/Code/Character.cs +++ b/MrBigsock/Assets/Code/Character.cs @@ -54,5 +54,80 @@ namespace BigSock { public double MaxHP => baseMaxHP; public double baseMaxHP = 10; + + + /* + Indicates whether or not the characer is a live. + */ + public bool Alive { get; private set; } = true; + + /* + Stores the next time the character can recieve damage. + */ + public DateTime NextTimeCanTakeDamage { get; private set; } = DateTime.Now; + + /* + How long between each time the character can take damage. + */ + public TimeSpan IFrameDuration { + get => _iFrameDuration; + private set => _iFrameDuration = value; + } + public TimeSpan _iFrameDuration = new TimeSpan(0, 0, 0, 0, 333); + + + /* + Adds damage to the player if they don't have IFrames. + */ + public bool TakeDamage(double amount) { + // Check if player has IFrames + if(NextTimeCanTakeDamage > DateTime.Now) + return false; + + // Start new IFrames + NextTimeCanTakeDamage = DateTime.Now + IFrameDuration; + + + // Add damage + HP -= amount; + OnDamage(amount); + + TryKill(); + + return true; + } + + + /* + Try to kill the player. + */ + public bool TryKill() { + if(Alive && HP <= 0) { + Alive = false; + + OnDeath(); + + return true; + } + return false; + } + + + /* + Method for what to do when the character takes damage. + */ + protected void OnDamage(double amount) { + print($"[Character.TakeDamage()] start. | {HP} - {amount}"); + + } + + /* + Method for what to do when the character dies. + */ + protected void OnDeath() { + print($"[Character.TryKill()] start. | {HP}, {Alive}"); + Destroy(this); + } + } } diff --git a/MrBigsock/Assets/Code/EmptyCollider.cs b/MrBigsock/Assets/Code/EmptyCollider.cs index c30a174629353474d63972b598b4cfe8210d7981..0198f138d494d08a94670026810e8f44d00dbba0 100644 --- a/MrBigsock/Assets/Code/EmptyCollider.cs +++ b/MrBigsock/Assets/Code/EmptyCollider.cs @@ -12,7 +12,7 @@ namespace BigSock { private void OnTriggerEnter2D(Collider2D other) { - Debug.Log("enter"); + //Debug.Log("enter"); OnColliderEnter2D_Action?.Invoke(other); } @@ -23,7 +23,7 @@ namespace BigSock { private void OnTriggerExit2D(Collider2D other) { - Debug.Log("exit"); + //Debug.Log("exit"); OnColliderExit2D_Action?.Invoke(other); } } diff --git a/MrBigsock/Assets/Code/PlayerController.cs b/MrBigsock/Assets/Code/PlayerController.cs index eddaf59030c7f7b5e1989e5c41643baf049935bb..1fc9aad0913c9142bba4333a780f48928fe73689 100644 --- a/MrBigsock/Assets/Code/PlayerController.cs +++ b/MrBigsock/Assets/Code/PlayerController.cs @@ -25,10 +25,7 @@ namespace BigSock { - public bool Alive { get; private set; } = true; - //public double Hp { get; private set; } = 100; - public DateTime NextTimeCanTakeDamage { get; private set; } = DateTime.Now; - public TimeSpan IFrameDuration { get; private set; } = new TimeSpan(0, 0, 2); + public DateTime NextTimeCanAttack { get; private set; } = DateTime.Now; @@ -44,26 +41,6 @@ namespace BigSock { } - /* - Adds damage to the player if they don't have IFrames. - */ - public bool TakeDamage(double amount) { - // Check if player has IFrames - if(NextTimeCanTakeDamage > DateTime.Now) - return false; - // Start new IFrames - NextTimeCanTakeDamage = DateTime.Now + IFrameDuration; - - print($"[PlayerController.TakeDamage()] start. | {HP} - {amount}"); - - // Add damage - HP -= amount; - - TryKill(); - - return true; - } - /* Add Kcockback. */ @@ -71,22 +48,7 @@ namespace BigSock { rb.AddForce(difference * force); } - - /* - Try to kill the player. - */ - public bool TryKill() { - if(Alive && HP <= 0) { - print($"[PlayerController.TryKill()] start. | {HP}, {Alive}"); - Alive = false; - - LockMovement(); - - return true; - } - return false; - } - + private void FixedUpdate() { if(canMove) { // If movement input is not 0, try to move diff --git a/MrBigsock/Assets/Code/Slime.meta b/MrBigsock/Assets/Code/Slime.meta new file mode 100644 index 0000000000000000000000000000000000000000..73b4fb95597ed1b95b51082395d2f04a6d5ab181 --- /dev/null +++ b/MrBigsock/Assets/Code/Slime.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9eccdf20947a9554da1465097eadf921 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/MrBigsock/Assets/Code/Slime/SlimeController.cs b/MrBigsock/Assets/Code/Slime/SlimeController.cs new file mode 100644 index 0000000000000000000000000000000000000000..24a65bbad9f5fc1cf2becfe33b50ce74fd17047c --- /dev/null +++ b/MrBigsock/Assets/Code/Slime/SlimeController.cs @@ -0,0 +1,235 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Linq; +using System; + + +namespace BigSock { + + public partial class SlimeController : Character { + public float collisionOffset = 0.05f; + public ContactFilter2D movementFilter; + List<RaycastHit2D> castCollisions = new List<RaycastHit2D>(); + + private Transform target; + Animator m_Animator; + private float distance; + + private float canAttack; + + private EmptyCollider followCollider; + private EmptyCollider attackCollider; + + private bool isInMelee = false; + + + Rigidbody2D rb; + + // private Collider2D_Proxy secondCollider; + + /* + The state the slime is in. + */ + public SlimeState State { get; protected set; } = SlimeState.Idle; + + + /* + The location of the target when charging started. + */ + public Vector3 TargetLocation { get; protected set; } + + /* + The next time the slime can change its state. + */ + public DateTime NextTimeStateCanChange { get; private set; } = DateTime.Now; + + /* + Minimum time the slime should idle before it can charge. + */ + protected static readonly TimeSpan IDLE_WAIT_TIME = new TimeSpan(0, 0, 0, 1, 0); + /* + Minimum time the slime should charge before it can leap. + */ + protected static readonly TimeSpan CHARGE_WAIT_TIME = new TimeSpan(0, 0, 0, 2, 0); + /* + Maximum time the slime should leap before it can idle. + */ + protected static readonly TimeSpan LEAP_WAIT_TIME = new TimeSpan(0, 0, 0, 4, 0); + + /* + The force the slime leaps at. + */ + public double LeapForce => MovementSpeed * 4; + + + void Start() { + rb = GetComponent<Rigidbody2D>(); + + m_Animator = gameObject.GetComponent<Animator>(); + + followCollider = transform.Find("followCollider").GetComponent<EmptyCollider>(); + followCollider.OnColliderEnter2D_Action += Move_OnColliderEnter2D; + followCollider.OnColliderStay2D_Action += Move_OnColliderStay2D; + followCollider.OnColliderExit2D_Action += Move_OnColliderExit2D; + + attackCollider = transform.Find("MeleeCollider").GetComponent<EmptyCollider>(); + attackCollider.OnColliderEnter2D_Action += Attack_OnColliderEnter2D; + attackCollider.OnColliderStay2D_Action += Attack_OnColliderStay2D; + attackCollider.OnColliderExit2D_Action += Attack_OnColliderExit2D; + } + + + + + + + + private void RotateAnimation(Vector2 direction) + { + if (direction.x > 0.01f){ + gameObject.GetComponent<SpriteRenderer>().flipX = false; + } + else if (direction.x < -0.01f){ + gameObject.GetComponent<SpriteRenderer>().flipX = true; + } + + } + + private void Update() { + if(State == SlimeState.Idle) { + // If it has a target and has idled long enough. + if(target != null && DateTime.Now >= NextTimeStateCanChange) { + // Store target location. + TargetLocation = target.position; + + // Update the state. + State = SlimeState.Charging; + NextTimeStateCanChange = DateTime.Now + CHARGE_WAIT_TIME; + m_Animator.SetTrigger("walk"); + } + } + + else if(State == SlimeState.Charging) { + // If it has charged long enough. + if(DateTime.Now >= NextTimeStateCanChange) { + // Set momentum + var pos = TargetLocation;//target.position; + var temp = (pos - rb.transform.position); + temp.z = 0; + var direction = temp.normalized; + rb.AddForce((float) LeapForce * direction, ForceMode2D.Impulse); + + // Update the state. + State = SlimeState.Leaping; + NextTimeStateCanChange = DateTime.Now + LEAP_WAIT_TIME; + } + } + + else if(State == SlimeState.Leaping) { + // If it has charged long enough. + if(DateTime.Now >= NextTimeStateCanChange || rb.velocity == Vector2.zero) { + // Update the state. + State = SlimeState.Idle; + NextTimeStateCanChange = DateTime.Now + IDLE_WAIT_TIME; + m_Animator.SetTrigger("idle"); + + } + } + + } + + private bool TryMove(Vector2 direction) { + + if(direction != Vector2.zero) { + + // Check for potential collisions + int count = rb.Cast( + direction, // X and Y values between -1 and 1 that represent the direction from the body to look for collisions + movementFilter, // The settings that determine where a collision can occur on such as layers to collide with + castCollisions, // List of collisions to store the found collisions into after the Cast is finished + (float) MovementSpeed * Time.fixedDeltaTime + collisionOffset); // The amount to cast equal to the movement plus an offset + //Debug.Log($"cast {string.Join(", ", castCollisions.Select(x => $"{x.collider.isTrigger}"))}"); + //Debug.Log($"rb.position : {rb.position}"); + //Debug.Log($"target.position : {target.position}"); + //Debug.Log($"direction : {direction}"); + if(count == 0){ + rb.MovePosition(rb.position + direction * (float) MovementSpeed * Time.fixedDeltaTime); + //print($"rb.position {rb.position}"); + //print($"direction {direction}"); + RotateAnimation(direction); + + return true; + } else { + return false; + } + } else { + // Can't move if there's no direction to move in + return false; + } + + } + } + + + /* + Attack + */ + public partial class SlimeController { + + private void Attack_OnColliderEnter2D(Collider2D other){ + if (other.gameObject.tag == "Player") + isInMelee = true; + } + + + private void Attack_OnColliderStay2D(Collider2D other){ + var player = other.gameObject.GetComponent<PlayerController>(); + if (player != null){ + if(player.TakeDamage(Damage)) { + //knockback ? + //animer nå ? + + } + } + } + + private void Attack_OnColliderExit2D(Collider2D other){ + if (other.gameObject.tag == "Player") + isInMelee = false; + } + + } + + /* + Movement + */ + public partial class SlimeController { + + private void Move_OnColliderEnter2D(Collider2D other) { + if (other.gameObject.tag == "Player") { + //m_Animator.SetTrigger("walk"); + target = other.transform; + } + } + + private void Move_OnColliderStay2D(Collider2D other) { + if (other.gameObject.tag == "Player") { } + } + + private void Move_OnColliderExit2D(Collider2D other) { + if (other.gameObject.tag == "Player") { + //m_Animator.SetTrigger("idle"); + target = null; + } + } + + } + + /* + The different states the slime can be in. + */ + public enum SlimeState { + Idle, Charging, Leaping + } +} diff --git a/MrBigsock/Assets/Code/Slime/SlimeController.cs.meta b/MrBigsock/Assets/Code/Slime/SlimeController.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..ee538aacbb0dfd7b074211879be133d19683c617 --- /dev/null +++ b/MrBigsock/Assets/Code/Slime/SlimeController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ab60f8264e1adb04f9c19814ddca9ccc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/MrBigsock/Assets/Code/attack/AttackMovement.cs b/MrBigsock/Assets/Code/attack/AttackMovement.cs index c6daed42bfcd9959bf04764eb90446fe8ee480b0..5855e8818f52c2aa69b9e8fe08c792aba34167f3 100644 --- a/MrBigsock/Assets/Code/attack/AttackMovement.cs +++ b/MrBigsock/Assets/Code/attack/AttackMovement.cs @@ -12,6 +12,12 @@ namespace BigSock { bool moved = false; Vector3 direction; + /* + Damage of the character. + */ + public double Damage => baseDamage; + public double baseDamage = 1; + // Start is called before the first frame update void Start() { @@ -35,5 +41,21 @@ namespace BigSock { transform.Translate(direction * speed * Time.deltaTime); } + + + void OnCollisionEnter2D(Collision2D collision) + { + print($"[AttackMovement.OnCollisionEnter2D()] {collision.transform.position}"); + var target = collision.gameObject.GetComponent<EnemyController>(); + + if(target != null){ + if(target.TakeDamage(Damage)){ + + } + } + } + + + } } \ No newline at end of file diff --git a/MrBigsock/Assets/Code/orc/EnemyController.cs b/MrBigsock/Assets/Code/orc/EnemyController.cs index c0edf5dfa172b67d3d243600e2f909e11426df99..2de0b3984594d1055e9dbb045aff31bd86d7731b 100644 --- a/MrBigsock/Assets/Code/orc/EnemyController.cs +++ b/MrBigsock/Assets/Code/orc/EnemyController.cs @@ -2,6 +2,7 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; +using System; namespace BigSock { @@ -43,6 +44,12 @@ namespace BigSock { attackCollider.OnColliderExit2D_Action += Attack_OnColliderExit2D; } + + + + + + private void 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