From a873272e9e5bc317f6a5f81313dd1b9d9bb30880 Mon Sep 17 00:00:00 2001 From: Gard <gardaf@stud.ntnu.no> Date: Thu, 27 Oct 2022 21:00:32 +0200 Subject: [PATCH] fixed skeleton archer --- .../Code/skeleton/Enemy_skeleton_range.cs | 154 +++++++++ .../skeleton/Enemy_skeleton_range.cs.meta | 11 + MrBigsock/Assets/Prefabs/skleton-range.prefab | 319 ++++++++++++++++++ .../Animations/skeleton/skeleton.controller | 180 ++++++++++ .../skeleton/skeleton.controller.meta | 8 + .../Animations/skeleton/skeleton_attack.anim | 83 +++++ .../skeleton/skeleton_attack.anim.meta | 8 + .../Animations/skeleton/skeleton_walk.anim | 83 +++++ .../skeleton/skeleton_walk.anim.meta | 8 + 9 files changed, 854 insertions(+) create mode 100644 MrBigsock/Assets/Code/skeleton/Enemy_skeleton_range.cs create mode 100644 MrBigsock/Assets/Code/skeleton/Enemy_skeleton_range.cs.meta create mode 100644 MrBigsock/Assets/Prefabs/skleton-range.prefab create mode 100644 MrBigsock/Assets/Sprites/Enemy/Animations/skeleton/skeleton.controller create mode 100644 MrBigsock/Assets/Sprites/Enemy/Animations/skeleton/skeleton.controller.meta create mode 100644 MrBigsock/Assets/Sprites/Enemy/Animations/skeleton/skeleton_attack.anim create mode 100644 MrBigsock/Assets/Sprites/Enemy/Animations/skeleton/skeleton_attack.anim.meta create mode 100644 MrBigsock/Assets/Sprites/Enemy/Animations/skeleton/skeleton_walk.anim create mode 100644 MrBigsock/Assets/Sprites/Enemy/Animations/skeleton/skeleton_walk.anim.meta diff --git a/MrBigsock/Assets/Code/skeleton/Enemy_skeleton_range.cs b/MrBigsock/Assets/Code/skeleton/Enemy_skeleton_range.cs new file mode 100644 index 00000000..91a18ee9 --- /dev/null +++ b/MrBigsock/Assets/Code/skeleton/Enemy_skeleton_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_skeleton_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); + + } + + + 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; + m_Animator.SetTrigger("attack"); + 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. + + if(DateTime.Now >= NextTimeStateCanChange && target != null) { + + _testAttack.Use(this, target.position); + + State = State.Attacking; + NextTimeStateCanChange = DateTime.Now + ATTACK_WAIT_TIME; + } + if(target != null && !isInMelee){ + m_Animator.SetTrigger("walk"); + TryMove((new Vector2(target.position.x, target.position.y) - rb.position).normalized); + } + } + + 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_skeleton_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_skeleton_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 skeleton can be in. + */ + + +} diff --git a/MrBigsock/Assets/Code/skeleton/Enemy_skeleton_range.cs.meta b/MrBigsock/Assets/Code/skeleton/Enemy_skeleton_range.cs.meta new file mode 100644 index 00000000..b7e3d91e --- /dev/null +++ b/MrBigsock/Assets/Code/skeleton/Enemy_skeleton_range.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9623aa535cf080142bec69eb76b4aecb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/MrBigsock/Assets/Prefabs/skleton-range.prefab b/MrBigsock/Assets/Prefabs/skleton-range.prefab new file mode 100644 index 00000000..cc83d8c7 --- /dev/null +++ b/MrBigsock/Assets/Prefabs/skleton-range.prefab @@ -0,0 +1,319 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &2996495149472241661 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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