Zombie drop body parts
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@@ -6,12 +6,15 @@ using UnityEngine.AI;
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public class EnemyManager : MonoBehaviour
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{
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public float health = 100;
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public float actualHealth;
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private NavMeshAgent navMeshAgent;
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private PlayerManager player;
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public List<GameObject> bodyParts = new List<GameObject>();
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// Start is called before the first frame update
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void Start()
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{
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actualHealth = health;
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player = FindObjectOfType<PlayerManager>();
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navMeshAgent = GetComponent<NavMeshAgent>();
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}
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@@ -20,9 +23,32 @@ public class EnemyManager : MonoBehaviour
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void Update()
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{
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navMeshAgent.SetDestination(player.transform.position);
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if (health <= 0)
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DropBodyPart();
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if (actualHealth <= 0)
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{
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Destroy(this.gameObject);
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if (bodyParts.Count > 0) {
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foreach (GameObject bodyPart in bodyParts)
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{
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Destroy(bodyPart, 3);
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}
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}
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navMeshAgent.isStopped = true;
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navMeshAgent.enabled = false;
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gameObject.AddComponent<Rigidbody>();
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Rigidbody rigidBodyEnemy = gameObject.GetComponent<Rigidbody>() as Rigidbody;
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rigidBodyEnemy.velocity = -gameObject.transform.forward;
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rigidBodyEnemy.mass = 50;
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Destroy(this.gameObject, 3);
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}
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}
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void FixedUpdate()
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{
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if (actualHealth > 0)
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{
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Vector3 _dir = player.transform.position - transform.position;
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_dir.Normalize();
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transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(_dir), 5 * Time.deltaTime);
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}
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}
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@@ -30,7 +56,26 @@ public class EnemyManager : MonoBehaviour
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{
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WeaponManager weaponManager = player.weaponList[player.selectedWeapon].GetComponent<WeaponManager>();
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if (weaponManager != null) {
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health -= weaponManager.damage;
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actualHealth -= weaponManager.damage;
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}
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}
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void DropBodyPart()
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{
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if (bodyParts.Count > 0)
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{
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float number = health / (bodyParts.Count + 1);
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for (int i = 0; i < bodyParts.Count; i++)
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{
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if ((health - actualHealth) / number > i)
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{
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bodyParts[i].transform.parent = null;
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bodyParts[i].AddComponent<Rigidbody>();
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Rigidbody rigidBodyEnemy = bodyParts[i].GetComponent<Rigidbody>() as Rigidbody;
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bodyParts[i].AddComponent<BoxCollider>();
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rigidBodyEnemy.mass = 10;
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}
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}
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}
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}
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