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Debug.Log("MouseTarget: " + shootRay.origin + " " + shootRay.direction); - + if (Physics.Raycast(shootRay, out hit, 100, layerMask)) { transform.position = hit.point; diff --git a/Assets/Scripts/Enemy/EnemyHealth.cs b/Assets/Scripts/Enemy/EnemyHealth.cs index dd2c2c804ee6bf9858d90cdb4ed875eb0f353d6d..155d4298fde5fe2cc73a69b33e4440e027aa64e1 100644 --- a/Assets/Scripts/Enemy/EnemyHealth.cs +++ b/Assets/Scripts/Enemy/EnemyHealth.cs @@ -31,7 +31,6 @@ public class EnemyHealth : MonoBehaviour void Update () { - Debug.Log(currentHealth); if (isDead && !anim.IsInTransition(0)) { Destroy (gameObject, anim.GetCurrentAnimatorStateInfo(0).length + 1f); } diff --git a/Assets/Scripts/Enemy/EnemyMovement.cs b/Assets/Scripts/Enemy/EnemyMovement.cs index cc8eba1242cf4bb217d2740b90904233d984d80a..66f3681d1ebdeb3a7fb397b54077c1a14ade4953 100644 --- a/Assets/Scripts/Enemy/EnemyMovement.cs +++ b/Assets/Scripts/Enemy/EnemyMovement.cs @@ -4,9 +4,12 @@ using System.Collections; public class EnemyMovement : MonoBehaviour { Transform player; + Transform enemy; PlayerHealth playerHealth; EnemyHealth enemyHealth; UnityEngine.AI.NavMeshAgent nav; + Animator anim; + Vector3 navVelocity; private void Awake () @@ -16,6 +19,9 @@ public class EnemyMovement : MonoBehaviour playerHealth = player.GetComponent <PlayerHealth> (); enemyHealth = GetComponent <EnemyHealth> (); nav = GetComponent <UnityEngine.AI.NavMeshAgent> (); + anim = GetComponent <Animator> (); + enemy = GetComponent<Transform>(); + navVelocity = nav.velocity; } @@ -23,11 +29,15 @@ public class EnemyMovement : MonoBehaviour { if (enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0) { - nav.SetDestination (player.position); + if (anim.GetBool("Shooting") == true) { + nav.velocity = Vector3.zero; + enemy.rotation = Quaternion.LookRotation(player.position - enemy.position); + } + nav.SetDestination(player.position); } else { - nav.enabled = false; + nav.enabled = false; } } } diff --git a/Assets/Scripts/Enemy/EnemyShootingAttack.cs b/Assets/Scripts/Enemy/EnemyShootingAttack.cs new file mode 100644 index 0000000000000000000000000000000000000000..98c75b234f977693c0d1569989580d214ee347c9 --- /dev/null +++ b/Assets/Scripts/Enemy/EnemyShootingAttack.cs @@ -0,0 +1,121 @@ +using UnityEngine; +using System.Collections; + +public class EnemyShootingAttack : MonoBehaviour +{ + public float attackOffset = 0.5f; + public float attackEndOffset = 0.5f; + public int attackDamage = 10; + public float range = 100f; + + public Animator anim; + GameObject player; + PlayerHealth playerHealth; + public EnemyHealth enemyHealth; + float timer; + bool animating; + bool isShooting; + bool rest; + Ray shootRay = new Ray(); + RaycastHit shootHit; + ParticleSystem gunParticles; + LineRenderer gunLine; + AudioSource gunAudio; + Light gunLight; + public LayerMask shootableMask; + + + void Awake () + { + player = GameObject.FindGameObjectWithTag ("Player"); + playerHealth = player.GetComponent <PlayerHealth> (); + // enemyHealth = GetComponent<EnemyHealth>(); + // anim = GetComponent <Animator> (); + animating = false; + gunParticles = GetComponent<ParticleSystem>(); + gunLine = GetComponent<LineRenderer>(); + gunAudio = GetComponent<AudioSource>(); + gunLight = GetComponent<Light>(); + anim.SetBool("Shooting", true); + isShooting = false; + rest = false; + } + + void Update () + { + timer += Time.deltaTime; + // If the timer exceeds the time between attacks, the player is in range and this enemy is alive... + if(rest == false && animating == false && timer >= attackOffset && enemyHealth.currentHealth > 0) + { + // ... attack. + Attack (); + } + if (animating == true) { + gunLine.SetPosition(0, transform.position); + if (isShooting && timer >= attackEndOffset) { + isShooting = false; + gunLine.enabled = false; + } + if (timer >= anim.GetCurrentAnimatorStateInfo(0).length - 1f) { + animating = false; + anim.SetBool("Shooting", false); + rest = true; + timer = 0f; + } + } + + if (rest == true && timer >= 1f) { + rest = false; + anim.SetBool("Shooting", true); + timer = 0f; + } + + // If the player has zero or less health... + if (playerHealth.currentHealth <= 0) + { + // ... tell the animator the player is dead. + anim.SetBool("PlayerDead", true); + } + } + + + void Attack () + { + + timer = 0f; + + isShooting = true; + + gunAudio.Play(); + + gunLight.enabled = true; + + gunParticles.Stop(); + gunParticles.Play(); + + gunLine.enabled = true; + gunLine.SetPosition(0, transform.position); + + Vector3 target = player.transform.position + (Vector3.up * 0.5f) - transform.position; + target.Normalize(); + + shootRay.origin = transform.position; + + shootRay.direction = target; + + // Check if raycast hits something + if (Physics.Raycast(shootRay, out shootHit, range, shootableMask)) + { + // If the player has health to lose... + if (playerHealth.currentHealth > 0) + { + // ... damage the player. + playerHealth.TakeDamage(attackDamage); + } + } + // Set end point of line renderer to max range + animating = true; + timer = 0f; + gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range); + } +} diff --git a/Assets/Scripts/Enemy/EnemyShootingAttack.cs.meta b/Assets/Scripts/Enemy/EnemyShootingAttack.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..67a61c07090c194b1c13b5fd042a333e9f3157a0 --- /dev/null +++ b/Assets/Scripts/Enemy/EnemyShootingAttack.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1a4f51dfba7704dc6b1e7802de9fd6f4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 7790d28a550b767eac1abcb7327200bbfd73f467..b9aacef233eaa5af7a9897045eebc17bb001aba5 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -18,7 +18,7 @@ TagManager: - Shootable - Blocker - Environment - - + - Player - - -