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@ -61,7 +61,7 @@ AnimatorState:
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@ -1,16 +1,17 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.AI;
|
||||||
|
|
||||||
public class BarricadeManager : MonoBehaviour
|
public class BarricadeManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
public float health = 0;
|
public float health = 0;
|
||||||
public List<GameObject> barricadePlanks = new List<GameObject>();
|
public List<GameObject> barricadePlanks = new List<GameObject>();
|
||||||
|
public OffMeshLink offMeshLink;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
@ -21,12 +22,22 @@ public class BarricadeManager : MonoBehaviour
|
|||||||
{
|
{
|
||||||
health = 0;
|
health = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (health <= 0)
|
||||||
|
{
|
||||||
|
offMeshLink.enabled = true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
offMeshLink.enabled = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void addPlank()
|
public void addPlank()
|
||||||
{
|
{
|
||||||
if (health < (barricadePlanks.Count * 10)) {
|
if (health < (barricadePlanks.Count * 10)) {
|
||||||
health += 10;
|
health += 10;
|
||||||
|
offMeshLink.enabled = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@ public class BlockManager : MonoBehaviour
|
|||||||
public enum BlockType {None, Barricade, Door, Wood, Ammo};
|
public enum BlockType {None, Barricade, Door, Wood, Ammo};
|
||||||
public BlockType blockType = BlockType.None;
|
public BlockType blockType = BlockType.None;
|
||||||
public float health = 100;
|
public float health = 100;
|
||||||
private Animator animator;
|
private Animation animation;
|
||||||
private bool action = false;
|
private bool action = false;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
@ -15,7 +15,7 @@ public class BlockManager : MonoBehaviour
|
|||||||
{
|
{
|
||||||
if (blockType == BlockType.Door)
|
if (blockType == BlockType.Door)
|
||||||
{
|
{
|
||||||
animator = this.GetComponent<Animator>();
|
animation = this.GetComponent<Animation>();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -28,18 +28,21 @@ public class BlockManager : MonoBehaviour
|
|||||||
{
|
{
|
||||||
if (blockType == BlockType.Door)
|
if (blockType == BlockType.Door)
|
||||||
{
|
{
|
||||||
if (!action)
|
if (!animation.isPlaying) {
|
||||||
{
|
if (!action)
|
||||||
this.GetComponent<BoxCollider>().isTrigger = true;
|
{
|
||||||
action = true;
|
animation["Door"].speed = 1;
|
||||||
}
|
animation["Door"].time = 0;
|
||||||
else
|
action = true;
|
||||||
{
|
}
|
||||||
this.GetComponent<BoxCollider>().isTrigger = false;
|
else
|
||||||
action = false;
|
{
|
||||||
}
|
animation["Door"].speed = -1;
|
||||||
animator.ResetTrigger("Door");
|
animation["Door"].time = animation["Door"].length;
|
||||||
animator.SetTrigger("Door");
|
action = false;
|
||||||
|
}
|
||||||
|
animation.Play("Door");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -9,7 +9,7 @@ public class EnemyManager : MonoBehaviour
|
|||||||
public float damage = 10;
|
public float damage = 10;
|
||||||
public float attackRate = 2;
|
public float attackRate = 2;
|
||||||
private float attackTime = 2;
|
private float attackTime = 2;
|
||||||
private float actualHealth;
|
public float actualHealth;
|
||||||
private NavMeshAgent navMeshAgent;
|
private NavMeshAgent navMeshAgent;
|
||||||
private PlayerManager player;
|
private PlayerManager player;
|
||||||
private BarricadeManager barricadeManager;
|
private BarricadeManager barricadeManager;
|
||||||
@ -30,10 +30,10 @@ public class EnemyManager : MonoBehaviour
|
|||||||
DropBodyPart();
|
DropBodyPart();
|
||||||
if (actualHealth <= 0)
|
if (actualHealth <= 0)
|
||||||
{
|
{
|
||||||
Destroy(this.gameObject);
|
Destroy(transform.gameObject, 0.1f);
|
||||||
}
|
}
|
||||||
DestroyBarricades();
|
DestroyBarricades();
|
||||||
|
Attack();
|
||||||
if (navMeshAgent != null && barricadeManager == null)
|
if (navMeshAgent != null && barricadeManager == null)
|
||||||
{
|
{
|
||||||
navMeshAgent.SetDestination(player.transform.position);
|
navMeshAgent.SetDestination(player.transform.position);
|
||||||
@ -70,8 +70,9 @@ public class EnemyManager : MonoBehaviour
|
|||||||
|
|
||||||
void DestroyBarricades()
|
void DestroyBarricades()
|
||||||
{
|
{
|
||||||
Debug.Log(navMeshAgent.pathPending);
|
NavMeshPath path = new NavMeshPath();
|
||||||
if (navMeshAgent.pathStatus == NavMeshPathStatus.PathInvalid)
|
navMeshAgent.CalculatePath(player.transform.position, path);
|
||||||
|
if (path.status == NavMeshPathStatus.PathPartial)
|
||||||
{
|
{
|
||||||
BarricadeManager[] barricadeManagers = FindObjectsOfType<BarricadeManager>();
|
BarricadeManager[] barricadeManagers = FindObjectsOfType<BarricadeManager>();
|
||||||
foreach(BarricadeManager localBarricadeManager in barricadeManagers)
|
foreach(BarricadeManager localBarricadeManager in barricadeManagers)
|
||||||
@ -82,38 +83,61 @@ public class EnemyManager : MonoBehaviour
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (Vector3.Distance(barricadeManager.transform.position, transform.position) > Vector3.Distance(localBarricadeManager.transform.position, transform.position)) {
|
if (localBarricadeManager.health <= 0 || Vector3.Distance(barricadeManager.transform.position, transform.position) > Vector3.Distance(localBarricadeManager.transform.position, transform.position)) {
|
||||||
barricadeManager = localBarricadeManager;
|
barricadeManager = localBarricadeManager;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
barricadeManager = null;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void DropBodyPart()
|
void DropBodyPart()
|
||||||
{
|
{
|
||||||
if (bodyParts.Count > 0)
|
if (bodyParts.Count > 0)
|
||||||
{
|
{
|
||||||
float number = health / (bodyParts.Count + 1);
|
float number = health / bodyParts.Count;
|
||||||
for (int i = 0; i < bodyParts.Count; i++)
|
for (int i = 0; i < bodyParts.Count; i++)
|
||||||
{
|
{
|
||||||
if ((health - actualHealth) / number > i)
|
if (bodyParts.Count - 1 != i)
|
||||||
{
|
{
|
||||||
if (bodyParts[i] != null && bodyParts[i].transform.parent != null) {
|
if ((health - actualHealth) / number > i)
|
||||||
bodyParts[i].transform.parent = null;
|
{
|
||||||
bodyParts[i].AddComponent<Rigidbody>();
|
if (bodyParts[i] != null && bodyParts[i].transform.parent != null)
|
||||||
Rigidbody rigidBodyEnemy = bodyParts[i].GetComponent<Rigidbody>() as Rigidbody;
|
{
|
||||||
bodyParts[i].AddComponent<MeshCollider>();
|
bodyParts[i].transform.parent = null;
|
||||||
MeshCollider meshCollider = bodyParts[i].GetComponent<MeshCollider>() as MeshCollider;
|
bodyParts[i].AddComponent<Rigidbody>();
|
||||||
meshCollider.convex = true;
|
Rigidbody rigidBodyEnemy = bodyParts[i].GetComponent<Rigidbody>() as Rigidbody;
|
||||||
if (i == bodyParts.Count - 1) {
|
bodyParts[i].AddComponent<MeshCollider>();
|
||||||
|
MeshCollider meshCollider = bodyParts[i].GetComponent<MeshCollider>() as MeshCollider;
|
||||||
|
meshCollider.convex = true;
|
||||||
|
rigidBodyEnemy.mass = 10 * bodyParts.Count;
|
||||||
|
Destroy(bodyParts[i], 4);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (actualHealth == 0)
|
||||||
|
{
|
||||||
|
if (bodyParts[i] != null && bodyParts[i].transform.parent != null)
|
||||||
|
{
|
||||||
|
bodyParts[i].transform.parent = null;
|
||||||
|
bodyParts[i].AddComponent<Rigidbody>();
|
||||||
|
Rigidbody rigidBodyEnemy = bodyParts[i].GetComponent<Rigidbody>() as Rigidbody;
|
||||||
|
bodyParts[i].AddComponent<MeshCollider>();
|
||||||
|
MeshCollider meshCollider = bodyParts[i].GetComponent<MeshCollider>() as MeshCollider;
|
||||||
|
meshCollider.convex = true;
|
||||||
navMeshAgent.isStopped = true;
|
navMeshAgent.isStopped = true;
|
||||||
navMeshAgent.enabled = false;
|
navMeshAgent.enabled = false;
|
||||||
navMeshAgent = null;
|
navMeshAgent = null;
|
||||||
rigidBodyEnemy.velocity = bodyParts[i].transform.forward;
|
rigidBodyEnemy.velocity = bodyParts[i].transform.forward;
|
||||||
|
rigidBodyEnemy.mass = 10 * bodyParts.Count;
|
||||||
|
Destroy(bodyParts[i], 4);
|
||||||
}
|
}
|
||||||
rigidBodyEnemy.mass = 10 * bodyParts.Count;
|
|
||||||
Destroy(bodyParts[i], 4);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -123,7 +147,7 @@ public class EnemyManager : MonoBehaviour
|
|||||||
void Attack()
|
void Attack()
|
||||||
{
|
{
|
||||||
RaycastHit hit;
|
RaycastHit hit;
|
||||||
if (Physics.Raycast(transform.position + new Vector3(0,1,0),transform.forward,out hit,2) && attackTime <= Time.time)
|
if (Physics.Raycast(transform.position + new Vector3(0,1f,0),transform.forward,out hit,2) && attackTime <= Time.time)
|
||||||
{
|
{
|
||||||
if (hit.transform.CompareTag("Player"))
|
if (hit.transform.CompareTag("Player"))
|
||||||
{
|
{
|
||||||
@ -137,6 +161,7 @@ public class EnemyManager : MonoBehaviour
|
|||||||
barricadeManager.Damage(damage);
|
barricadeManager.Damage(damage);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
attackTime = attackRate + Time.time;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -180,7 +180,7 @@ public class PlayerManager : MonoBehaviour
|
|||||||
{
|
{
|
||||||
Ray ray = playerCamera.ScreenPointToRay(Input.mousePosition);
|
Ray ray = playerCamera.ScreenPointToRay(Input.mousePosition);
|
||||||
RaycastHit hit;
|
RaycastHit hit;
|
||||||
if (Physics.Raycast(ray, out hit, 1))
|
if (Physics.Raycast(ray, out hit, 2))
|
||||||
{
|
{
|
||||||
if (Input.GetAxisRaw("Build") > 0 && buildTime < Time.time && barricadeMaterials > 0 && hit.transform.tag == "BarricadeField")
|
if (Input.GetAxisRaw("Build") > 0 && buildTime < Time.time && barricadeMaterials > 0 && hit.transform.tag == "BarricadeField")
|
||||||
{
|
{
|
||||||
|
Loading…
Reference in New Issue
Block a user