Merge branch 'master' of https://git.steelants.cz/PragueGameJam/GlobalGameJame
This commit is contained in:
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b31cfd1c3b
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propertyPath: bodyParts.Array.data[2]
|
||||||
|
value:
|
||||||
|
objectReference: {fileID: 0}
|
||||||
m_RemovedComponents: []
|
m_RemovedComponents: []
|
||||||
m_SourcePrefab: {fileID: 100100000, guid: b4e392e2cdb417b4c8bdf8e683bceb9b, type: 3}
|
m_SourcePrefab: {fileID: 100100000, guid: b4e392e2cdb417b4c8bdf8e683bceb9b, type: 3}
|
||||||
--- !u!1001 &6179705720582673448
|
--- !u!1001 &6179705720582673448
|
||||||
@ -1094,7 +963,7 @@ PrefabInstance:
|
|||||||
- target: {fileID: 7425287328957043289, guid: 5322794fa1699704b8e50a14cef106b1,
|
- target: {fileID: 7425287328957043289, guid: 5322794fa1699704b8e50a14cef106b1,
|
||||||
type: 3}
|
type: 3}
|
||||||
propertyPath: m_RootOrder
|
propertyPath: m_RootOrder
|
||||||
value: 5
|
value: 3
|
||||||
objectReference: {fileID: 0}
|
objectReference: {fileID: 0}
|
||||||
- target: {fileID: 7425287328957043289, guid: 5322794fa1699704b8e50a14cef106b1,
|
- target: {fileID: 7425287328957043289, guid: 5322794fa1699704b8e50a14cef106b1,
|
||||||
type: 3}
|
type: 3}
|
||||||
@ -1198,7 +1067,7 @@ PrefabInstance:
|
|||||||
- target: {fileID: 7985979212931499549, guid: 204c7411afdd01a478b1a1e25607d50c,
|
- target: {fileID: 7985979212931499549, guid: 204c7411afdd01a478b1a1e25607d50c,
|
||||||
type: 3}
|
type: 3}
|
||||||
propertyPath: m_RootOrder
|
propertyPath: m_RootOrder
|
||||||
value: 6
|
value: 4
|
||||||
objectReference: {fileID: 0}
|
objectReference: {fileID: 0}
|
||||||
- target: {fileID: 7985979212931499549, guid: 204c7411afdd01a478b1a1e25607d50c,
|
- target: {fileID: 7985979212931499549, guid: 204c7411afdd01a478b1a1e25607d50c,
|
||||||
type: 3}
|
type: 3}
|
||||||
|
@ -6,12 +6,15 @@ using UnityEngine.AI;
|
|||||||
public class EnemyManager : MonoBehaviour
|
public class EnemyManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
public float health = 100;
|
public float health = 100;
|
||||||
|
public float actualHealth;
|
||||||
private NavMeshAgent navMeshAgent;
|
private NavMeshAgent navMeshAgent;
|
||||||
private PlayerManager player;
|
private PlayerManager player;
|
||||||
|
public List<GameObject> bodyParts = new List<GameObject>();
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
actualHealth = health;
|
||||||
player = FindObjectOfType<PlayerManager>();
|
player = FindObjectOfType<PlayerManager>();
|
||||||
navMeshAgent = GetComponent<NavMeshAgent>();
|
navMeshAgent = GetComponent<NavMeshAgent>();
|
||||||
}
|
}
|
||||||
@ -20,9 +23,32 @@ public class EnemyManager : MonoBehaviour
|
|||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
navMeshAgent.SetDestination(player.transform.position);
|
navMeshAgent.SetDestination(player.transform.position);
|
||||||
if (health <= 0)
|
DropBodyPart();
|
||||||
|
if (actualHealth <= 0)
|
||||||
{
|
{
|
||||||
Destroy(this.gameObject);
|
if (bodyParts.Count > 0) {
|
||||||
|
foreach (GameObject bodyPart in bodyParts)
|
||||||
|
{
|
||||||
|
Destroy(bodyPart, 3);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
navMeshAgent.isStopped = true;
|
||||||
|
navMeshAgent.enabled = false;
|
||||||
|
gameObject.AddComponent<Rigidbody>();
|
||||||
|
Rigidbody rigidBodyEnemy = gameObject.GetComponent<Rigidbody>() as Rigidbody;
|
||||||
|
rigidBodyEnemy.velocity = -gameObject.transform.forward;
|
||||||
|
rigidBodyEnemy.mass = 50;
|
||||||
|
Destroy(this.gameObject, 3);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void FixedUpdate()
|
||||||
|
{
|
||||||
|
if (actualHealth > 0)
|
||||||
|
{
|
||||||
|
Vector3 _dir = player.transform.position - transform.position;
|
||||||
|
_dir.Normalize();
|
||||||
|
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(_dir), 5 * Time.deltaTime);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -30,7 +56,26 @@ public class EnemyManager : MonoBehaviour
|
|||||||
{
|
{
|
||||||
WeaponManager weaponManager = player.weaponList[player.selectedWeapon].GetComponent<WeaponManager>();
|
WeaponManager weaponManager = player.weaponList[player.selectedWeapon].GetComponent<WeaponManager>();
|
||||||
if (weaponManager != null) {
|
if (weaponManager != null) {
|
||||||
health -= weaponManager.damage;
|
actualHealth -= weaponManager.damage;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void DropBodyPart()
|
||||||
|
{
|
||||||
|
if (bodyParts.Count > 0)
|
||||||
|
{
|
||||||
|
float number = health / (bodyParts.Count + 1);
|
||||||
|
for (int i = 0; i < bodyParts.Count; i++)
|
||||||
|
{
|
||||||
|
if ((health - actualHealth) / number > i)
|
||||||
|
{
|
||||||
|
bodyParts[i].transform.parent = null;
|
||||||
|
bodyParts[i].AddComponent<Rigidbody>();
|
||||||
|
Rigidbody rigidBodyEnemy = bodyParts[i].GetComponent<Rigidbody>() as Rigidbody;
|
||||||
|
bodyParts[i].AddComponent<BoxCollider>();
|
||||||
|
rigidBodyEnemy.mass = 10;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user