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float doubledSpeed = _playerMovement.speed * 2; - _playerMovement.speed = Mathf.Min(doubledSpeed, 12f); + /*float doubledSpeed = _playerMovement.speed * 2; + _playerMovement.speed = Mathf.Min(doubledSpeed, 12f);*/ } public static DoubleSpeed CreateCommand() diff --git a/Assets/Scripts/Enemy/EnemyHealth.cs b/Assets/Scripts/Enemy/EnemyHealth.cs index aced5321d98ffc0fb1cbdd823c6f2f7f63ebf07f..1fce0717a9b1b413f159cea22b213342023c0591 100644 --- a/Assets/Scripts/Enemy/EnemyHealth.cs +++ b/Assets/Scripts/Enemy/EnemyHealth.cs @@ -9,6 +9,8 @@ namespace Nightmare public int scoreValue = 10; public AudioClip deathClip; + public GameObject DropLootPrefab; + int currentHealth; Animator anim; AudioSource enemyAudio; @@ -25,6 +27,7 @@ namespace Nightmare enemyMovement = this.GetComponent<EnemyMovement>(); } + void OnEnable() { currentHealth = startingHealth; @@ -84,6 +87,9 @@ namespace Nightmare enemyAudio.Play (); QuestManager.AddEnemy(this.gameObject); + + //aktifin efek drop looting + Instantiate(DropLootPrefab, transform.position + new Vector3(0, Random.Range(0, 2)), Quaternion.identity); } public void StartSinking () @@ -91,7 +97,7 @@ namespace Nightmare GetComponent <UnityEngine.AI.NavMeshAgent> ().enabled = false; SetKinematics(true); - ScoreManager.score += scoreValue; + ScoreManager.score += scoreValue; } public int CurrentHealth() diff --git a/Assets/Scripts/Enemy/EnemyHealth.cs.meta b/Assets/Scripts/Enemy/EnemyHealth.cs.meta index ac3ed556b197bffcfbb00f1220c88ff3fc29fbb0..aef13e0b2cb56e74ed1ceb0b77ed4cc83c34fb23 100644 --- a/Assets/Scripts/Enemy/EnemyHealth.cs.meta +++ b/Assets/Scripts/Enemy/EnemyHealth.cs.meta @@ -1,8 +1,13 @@ fileFormatVersion: 2 guid: aa10cc87aff30c04dbe0aa648f5b6adc MonoImporter: + externalObjects: {} serializedVersion: 2 - defaultReferences: [] + defaultReferences: + - deathClip: {instanceID: 0} + - DropLootPrefab: {fileID: 2103577913801387051, guid: 47385d9b4519f5947a0e0284c6a91feb, type: 3} executionOrder: 0 icon: {instanceID: 0} userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Power Orb/DamageUp.cs b/Assets/Scripts/Power Orb/DamageUp.cs index 9a50cb8610c0569b25a5d2c7bfa9cfc3b85c9ee7..efe57056a0db759157d9c9d468e4390651e0c1b2 100644 --- a/Assets/Scripts/Power Orb/DamageUp.cs +++ b/Assets/Scripts/Power Orb/DamageUp.cs @@ -3,37 +3,40 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; -public class DamageUp : MonoBehaviour +namespace Nightmare { - public GameObject DamageEffect; - public int multiplier = 2; + public class DamageUp : MonoBehaviour + { + /* public GameObject DamageEffect;*/ + public int multiplier = 2; - private void OnTriggerEnter(Collider other) + private void OnTriggerEnter(Collider other) - { - if (other.CompareTag("Player")) { - //Debug.Log("Anda memasuki area"); - Pickup(other); - //Debug.Log("Damage shot anda :" + PlayerShooting.damagePerShot); - } - } + if (other.CompareTag("Player")) + { + //Debug.Log("Anda memasuki area"); + Pickup(other); + Destroy(transform.parent.gameObject); + Debug.Log("Damage shot anda :" + PlayerShooting.damagePerShot); - private void Pickup(Collider player) - { - GameObject effectInstance = Instantiate(DamageEffect, transform.position, transform.rotation); - if (PlayerShooting.damagePerShot < 50) - { - // Menambahkan kesehatan sesuai dengan jumlah multiplier - PlayerShooting.damagePerShot += multiplier; + + } } - else + + private void Pickup(Collider player) { - PlayerShooting.damagePerShot = 50; + /*GameObject effectInstance = Instantiate(DamageEffect, transform.position, transform.rotation);*/ + if (PlayerShooting.damagePerShot < 50) + { + // Menambahkan kesehatan sesuai dengan jumlah multiplier + PlayerShooting.damagePerShot+=2; + } + else + { + PlayerShooting.damagePerShot = 50; + } + /*Destroy(effectInstance, 2f);*/ } - 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public GameObject speedEffect; - private float multiplier = 1.2f; + //public GameObject speedEffect; private bool isPowerUpActive = false; private float remainingTime; - [SerializeField] TextMeshProUGUI timerText; - - private void Start() - { - // Initialize variables and log initial player speed - isPowerUpActive = false; - //Debug.Log("Player speed before pickup: " + PlayerMovement.speed); - } private void OnTriggerEnter(Collider other) { @@ -37,9 +27,8 @@ public class MovementUp : MonoBehaviour private void ActivatePowerUp() { - // Instantiate speed effect and apply multiplier to player speed - GameObject effectInstance = Instantiate(speedEffect, transform.position, Quaternion.identity); - PlayerMovement.speed *= multiplier; + //GameObject effectInstance = Instantiate(speedEffect, transform.position, Quaternion.identity); + PlayerMovement.speed = 7.2f; // Start the effect duration timer remainingTime = 15f; @@ -47,18 +36,16 @@ public class MovementUp : MonoBehaviour // Destroy the pickup object and its effect after a delay Destroy(gameObject); - 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