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mainObjectFileID: 23800000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Enemy/EnemyAttack.cs b/Assets/Scripts/Enemy/EnemyAttack.cs index 7cc84e5b4da983add8c7442bb99d55a479b28c06..13c2da53047dcf5a2647d62ebd6577bcfea57410 100644 --- a/Assets/Scripts/Enemy/EnemyAttack.cs +++ b/Assets/Scripts/Enemy/EnemyAttack.cs @@ -1,33 +1,27 @@ -using UnityEngine; +using UnityEngine; using System.Collections; public class EnemyAttack : MonoBehaviour { - public float timeBetweenAttacks = 0.5f; + public float attackOffset = 0.5f; public int attackDamage = 10; - Animator anim; - GameObject player, pet; + GameObject player; PlayerHealth playerHealth; - PetHealth petHealth; EnemyHealth enemyHealth; - EnemyMovement enemyMovement; - bool playerInRange, petInRange; + bool playerInRange; float timer; + bool animating; void Awake () { player = GameObject.FindGameObjectWithTag ("Player"); playerHealth = player.GetComponent <PlayerHealth> (); - - pet = GameObject.FindGameObjectWithTag ("Pet"); - petHealth = pet.GetComponent <PetHealth> (); - enemyHealth = GetComponent<EnemyHealth>(); - enemyMovement = GetComponent<EnemyMovement>(); anim = GetComponent <Animator> (); + animating = false; } void OnTriggerEnter (Collider other) @@ -37,11 +31,7 @@ public class EnemyAttack : MonoBehaviour { // ... the player is in range. playerInRange = true; - } - if(enemyMovement.isPetExist() && other.gameObject == pet && other.isTrigger == false) - { - // ... the player is in range. - petInRange = true; + anim.SetBool("IsNearPlayer", true); } } @@ -52,49 +42,48 @@ public class EnemyAttack : MonoBehaviour { // ... the player is no longer in range. playerInRange = false; - } - if(enemyMovement.isPetExist() && other.gameObject == pet) - { - // ... the pet is in range. - petInRange = false; + timer = 0f; + animating = false; + anim.SetBool("IsNearPlayer", false); } } void Update () { - timer += Time.deltaTime; - + if (playerInRange) { + timer += Time.deltaTime; + } // If the timer exceeds the time between attacks, the player is in range and this enemy is alive... - if(timer >= timeBetweenAttacks && enemyHealth.currentHealth > 0) + if(animating == false && timer >= attackOffset && playerInRange && enemyHealth.currentHealth > 0) { // ... attack. Attack (); } + if (animating == true) { + if (timer >= anim.GetCurrentAnimatorStateInfo(0).length) { + animating = false; + } + } // If the player has zero or less health... if (playerHealth.currentHealth <= 0) { // ... tell the animator the player is dead. - anim.SetTrigger ("PlayerDead"); + anim.SetBool("PlayerDead", true); } } void Attack () { - timer = 0f; - - // Get the attacked object (the nearest one) - Transform attacked = enemyMovement.getNearestAttackable(); - - if(attacked.gameObject == player && playerHealth.currentHealth > 0 && playerInRange) - { - playerHealth.TakeDamage (attackDamage); - } - else if (attacked.gameObject == pet && petHealth.currentHealth > 0 && petInRange) + // If the player has health to lose... + if (playerHealth.currentHealth > 0) { - petHealth.TakeDamage (attackDamage); + // ... damage the player. + playerHealth.TakeDamage(attackDamage); } + animating = true; + timer = 0f; } } diff --git a/Assets/Scripts/Enemy/EnemyAttack.cs.meta b/Assets/Scripts/Enemy/EnemyAttack.cs.meta index 8b227032e56ac6cbe5baeaba07313931a95eabe3..66ba946b55c8c530303d9ebe08edd5d559f88d10 100644 --- a/Assets/Scripts/Enemy/EnemyAttack.cs.meta +++ b/Assets/Scripts/Enemy/EnemyAttack.cs.meta @@ -1,8 +1,11 @@ fileFormatVersion: 2 -guid: e15099f5ee559584089d5851df572def +guid: 7743915e2c065414098737c560ad6458 MonoImporter: + externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Enemy/EnemyHealth.cs b/Assets/Scripts/Enemy/EnemyHealth.cs index fbd2764eae835ea4dfd9fa454b4c15d2ad98b45c..dd2c2c804ee6bf9858d90cdb4ed875eb0f353d6d 100644 --- a/Assets/Scripts/Enemy/EnemyHealth.cs +++ b/Assets/Scripts/Enemy/EnemyHealth.cs @@ -1,4 +1,4 @@ -using System; +using System; using UnityEngine; public class EnemyHealth : MonoBehaviour @@ -31,14 +31,14 @@ public class EnemyHealth : MonoBehaviour void Update () { - if (isSinking) - { - transform.Translate (-Vector3.up * sinkSpeed * Time.deltaTime); + Debug.Log(currentHealth); + if (isDead && !anim.IsInTransition(0)) { + Destroy (gameObject, anim.GetCurrentAnimatorStateInfo(0).length + 1f); } } - public void TakeDamage (int amount, Vector3 hitPoint) + public void TakeDamage(int amount, Vector3 hitPoint) { if (isDead) return; @@ -52,6 +52,7 @@ public class EnemyHealth : MonoBehaviour if (currentHealth <= 0) { + anim.SetBool("Dead", true); Death (); } } @@ -59,26 +60,18 @@ public class EnemyHealth : MonoBehaviour void Death () { - isDead = true; - capsuleCollider.isTrigger = true; - anim.SetTrigger ("Dead"); - enemyAudio.clip = deathClip; enemyAudio.Play (); + + ScoreManager.score += scoreValue; + isDead = true; } - public void StartSinking () + public void StartSinking() { - // disable nav mesh agent - GetComponent<UnityEngine.AI.NavMeshAgent> ().enabled = false; - - // Get rigidbody and set it to kinematic (since we use Translate to sink the enemy) - GetComponent<Rigidbody> ().isKinematic = true; - isSinking = true; - ScoreManager.score += scoreValue; - Destroy (gameObject, 2f); + } } diff --git a/Assets/Scripts/Enemy/EnemyHealth.cs.meta b/Assets/Scripts/Enemy/EnemyHealth.cs.meta index 38c2c3c110e3398eb737febec3840c0fa323bacf..643e2fc00f7d5a14ac21bcd344e14e5c5338c416 100644 --- a/Assets/Scripts/Enemy/EnemyHealth.cs.meta +++ b/Assets/Scripts/Enemy/EnemyHealth.cs.meta @@ -1,8 +1,11 @@ fileFormatVersion: 2 -guid: a9b9d14572410594cb85d40eedfb150c +guid: 3b26693bf84d940efa8a5f515b4110e0 MonoImporter: + externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Enemy/EnemyMovement.cs b/Assets/Scripts/Enemy/EnemyMovement.cs index ce9fa4a8dd6a813efb023533ccfb0f1922e3c648..cc8eba1242cf4bb217d2740b90904233d984d80a 100644 --- a/Assets/Scripts/Enemy/EnemyMovement.cs +++ b/Assets/Scripts/Enemy/EnemyMovement.cs @@ -1,16 +1,13 @@ -using UnityEngine; +using UnityEngine; using System.Collections; public class EnemyMovement : MonoBehaviour { - Transform player, pet; + Transform player; PlayerHealth playerHealth; EnemyHealth enemyHealth; - PetHealth petHealth; UnityEngine.AI.NavMeshAgent nav; - float distToPlayer, distToPet; - bool petExist; private void Awake () { @@ -24,48 +21,13 @@ public class EnemyMovement : MonoBehaviour void Update () { - // Put in "Update" to check if there is new pet exist in the scene (?) - GameObject petInScene = GameObject.FindGameObjectWithTag("Pet"); - - petExist = (petInScene != null) ? true : false; - if(petExist) - { - pet = GameObject.FindGameObjectWithTag("Pet").transform; - petHealth = pet.GetComponent <PetHealth> (); - } - if (enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0) { - Transform nearestAttackable = getNearestAttackable(); - nav.SetDestination(nearestAttackable.position); + nav.SetDestination (player.position); } else { nav.enabled = false; } } - - public Transform getNearestAttackable () - { - if(petExist && petHealth.currentHealth > 0) - { - distToPlayer = Vector3.Distance(gameObject.transform.position, player.position); - distToPet = Vector3.Distance(gameObject.transform.position, pet.position); - - if(distToPlayer > distToPet) - { - return pet; - } - else - { - return player; - } - } - return player; - } - - public bool isPetExist() - { - return petExist; - } } diff --git a/Assets/Scripts/Enemy/EnemyMovement.cs.meta b/Assets/Scripts/Enemy/EnemyMovement.cs.meta index caaa6658c6810c4366c54faacc18fb8bbddaeb77..91665d354ee2a2396357e6c237a48ddd0d2729f9 100644 --- a/Assets/Scripts/Enemy/EnemyMovement.cs.meta +++ b/Assets/Scripts/Enemy/EnemyMovement.cs.meta @@ -1,8 +1,11 @@ fileFormatVersion: 2 -guid: 94f6618a0da65fa45b24d5105d5d8422 +guid: 77bfe5952477444b3a2b8b150cab53cd MonoImporter: + externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Quest1/Q1EnemyAttack.cs b/Assets/Scripts/Quest1/Q1EnemyAttack.cs deleted file mode 100644 index d6f7a6183e68579d93c1d154d2a00f0c63e73ff7..0000000000000000000000000000000000000000 --- a/Assets/Scripts/Quest1/Q1EnemyAttack.cs +++ /dev/null @@ -1,89 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class Q1EnemyAttack : MonoBehaviour -{ - public float timeBetweenAttacks = 0.5f; - public int attackDamage = 10; - - Animator anim; - GameObject player; - PlayerHealth playerHealth; - Q1EnemyHealth enemyHealth; - bool playerInRange; - float timer; - bool animating; - - - void Awake () - { - player = GameObject.FindGameObjectWithTag ("Player"); - playerHealth = player.GetComponent <PlayerHealth> (); - enemyHealth = GetComponent<Q1EnemyHealth>(); - anim = GetComponent <Animator> (); - animating = false; - } - - void OnTriggerEnter (Collider other) - { - // If the entering collider is the player... - if(other.gameObject == player && other.isTrigger == false) - { - // ... the player is in range. - playerInRange = true; - anim.SetBool("IsNearPlayer", true); - } - } - - void OnTriggerExit (Collider other) - { - // If the exiting collider is the player... - if(other.gameObject == player) - { - // ... the player is no longer in range. - playerInRange = false; - timer = 0f; - animating = false; - anim.SetBool("IsNearPlayer", false); - } - } - - - void Update () - { - if (playerInRange) { - timer += Time.deltaTime; - } - // If the timer exceeds the time between attacks, the player is in range and this enemy is alive... - if(animating == false && timer >= timeBetweenAttacks && playerInRange && enemyHealth.currentHealth > 0) - { - // ... attack. - Attack (); - } - if (animating == true) { - if (timer >= anim.GetCurrentAnimatorStateInfo(0).length) { - animating = false; - } - } - - // 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 () - { - // If the player has health to lose... - if (playerHealth.currentHealth > 0) - { - // ... damage the player. - playerHealth.TakeDamage(attackDamage); - } - animating = true; - timer = 0f; - } -} diff --git a/Assets/Scripts/Quest1/Q1EnemyAttack.cs.meta b/Assets/Scripts/Quest1/Q1EnemyAttack.cs.meta deleted file mode 100644 index 66ba946b55c8c530303d9ebe08edd5d559f88d10..0000000000000000000000000000000000000000 --- a/Assets/Scripts/Quest1/Q1EnemyAttack.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 7743915e2c065414098737c560ad6458 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Quest1/Q1EnemyHealth.cs b/Assets/Scripts/Quest1/Q1EnemyHealth.cs deleted file mode 100644 index 4f1de6c4d7fd5d07ff9adf69dbf29f47e83f3a04..0000000000000000000000000000000000000000 --- a/Assets/Scripts/Quest1/Q1EnemyHealth.cs +++ /dev/null @@ -1,77 +0,0 @@ -using System; -using UnityEngine; - -public class Q1EnemyHealth : MonoBehaviour -{ - public int startingHealth = 100; - public int currentHealth; - public float sinkSpeed = 2.5f; - public int scoreValue = 10; - public AudioClip deathClip; - - - Animator anim; - AudioSource enemyAudio; - ParticleSystem hitParticles; - CapsuleCollider capsuleCollider; - bool isDead; - bool isSinking; - - - void Awake () - { - anim = GetComponent <Animator> (); - enemyAudio = GetComponent <AudioSource> (); - hitParticles = GetComponentInChildren <ParticleSystem> (); - capsuleCollider = GetComponent <CapsuleCollider> (); - - currentHealth = startingHealth; - } - - - void Update () - { - Debug.Log(currentHealth); - if (isDead && !anim.IsInTransition(0)) { - Destroy (gameObject, anim.GetCurrentAnimatorStateInfo(0).length + 1f); - } - } - - - public void TakeDamage(int amount, Vector3 hitPoint) - { - if (isDead) - return; - - enemyAudio.Play (); - - currentHealth -= amount; - - hitParticles.transform.position = hitPoint; - hitParticles.Play(); - - if (currentHealth <= 0) - { - anim.SetBool("Dead", true); - Death (); - } - } - - - void Death () - { - capsuleCollider.isTrigger = true; - - enemyAudio.clip = deathClip; - enemyAudio.Play (); - - ScoreManager.score += scoreValue; - isDead = true; - } - - - public void StartSinking() - { - - } -} diff --git a/Assets/Scripts/Quest1/Q1EnemyHealth.cs.meta b/Assets/Scripts/Quest1/Q1EnemyHealth.cs.meta deleted file mode 100644 index 643e2fc00f7d5a14ac21bcd344e14e5c5338c416..0000000000000000000000000000000000000000 --- a/Assets/Scripts/Quest1/Q1EnemyHealth.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3b26693bf84d940efa8a5f515b4110e0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Quest1/Q1EnemyMovement.cs b/Assets/Scripts/Quest1/Q1EnemyMovement.cs deleted file mode 100644 index 03bfd3b5bdc1038a6f35ca4fafcae6ac0465c094..0000000000000000000000000000000000000000 --- a/Assets/Scripts/Quest1/Q1EnemyMovement.cs +++ /dev/null @@ -1,33 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class Q1EnemyMovement : MonoBehaviour -{ - Transform player; - PlayerHealth playerHealth; - Q1EnemyHealth enemyHealth; - UnityEngine.AI.NavMeshAgent nav; - - - private void Awake () - { - player = GameObject.FindGameObjectWithTag ("Player").transform; - - playerHealth = player.GetComponent <PlayerHealth> (); - enemyHealth = GetComponent <Q1EnemyHealth> (); - nav = GetComponent <UnityEngine.AI.NavMeshAgent> (); - } - - - void Update () - { - if (enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0) - { - nav.SetDestination (player.position); - } - else - { - nav.enabled = false; - } - } -} diff --git a/Assets/Scripts/Quest1/Q1EnemyMovement.cs.meta b/Assets/Scripts/Quest1/Q1EnemyMovement.cs.meta deleted file mode 100644 index 91665d354ee2a2396357e6c237a48ddd0d2729f9..0000000000000000000000000000000000000000 --- a/Assets/Scripts/Quest1/Q1EnemyMovement.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 77bfe5952477444b3a2b8b150cab53cd -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Quest2.meta b/Assets/Scripts/Quest2.meta new file mode 100644 index 0000000000000000000000000000000000000000..5584c5bf9b9dc241350388335aad6333322c45c0 --- /dev/null +++ b/Assets/Scripts/Quest2.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 86b58be0ff0bd40c0927dd61ec074535 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Weapon/Arrow.cs b/Assets/Scripts/Weapon/Arrow.cs index 2f44d2a548818de50442aeb10bfb1cf67cfcdb00..5687b18c2f23983b916ab4d3570c0c2cc962a741 100644 --- a/Assets/Scripts/Weapon/Arrow.cs +++ b/Assets/Scripts/Weapon/Arrow.cs @@ -21,23 +21,10 @@ public class Arrow : MonoBehaviour { if (rb != null) { - if (other.gameObject.tag == "EnemyQ1") - { - Q1EnemyHealth enemyHealth = other.gameObject.GetComponent<Q1EnemyHealth>(); - float velocity = rb.velocity.magnitude; - int damage = baseDamage + Mathf.RoundToInt(velocity * damageMultiplier); - enemyHealth.TakeDamage(damage, gameObject.transform.position); - } - else - { - EnemyHealth enemyHealth = other.gameObject.GetComponent<EnemyHealth>(); - if (enemyHealth != null) - { - float velocity = rb.velocity.magnitude; - int damage = baseDamage + Mathf.RoundToInt(velocity * damageMultiplier); - enemyHealth.TakeDamage(damage, gameObject.transform.position); - } - } + EnemyHealth enemyHealth = other.gameObject.GetComponent<EnemyHealth>(); + float velocity = rb.velocity.magnitude; + int damage = baseDamage + Mathf.RoundToInt(velocity * damageMultiplier); + enemyHealth.TakeDamage(damage, gameObject.transform.position); } Destroy(rb); } diff --git a/Assets/Scripts/Weapon/DefaultShooting.cs b/Assets/Scripts/Weapon/DefaultShooting.cs index fe0c40d97e45bbc9981bea42dccb01817e625c81..eeceb8a489422cd1cdca2a4d4c0da85509457e57 100644 --- a/Assets/Scripts/Weapon/DefaultShooting.cs +++ b/Assets/Scripts/Weapon/DefaultShooting.cs @@ -102,27 +102,13 @@ public class DefaultShooting : MonoBehaviour // Check if raycast hits something if (Physics.Raycast(shootRay, out shootHit, range, shootableMask)) { - if (shootHit.collider.gameObject.tag == "EnemyQ1") - { - // Get EnemyHealth component from hit object - Q1EnemyHealth enemyHealth = shootHit.collider.GetComponent<Q1EnemyHealth>(); - - // If EnemyHealth component exists, take damage - if (enemyHealth != null) - { - enemyHealth.TakeDamage(damagePerShot, shootHit.point); - } - } - else + // Get EnemyHealth component from hit object + EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>(); + + // If EnemyHealth component exists, take damage + if (enemyHealth != null) { - // Get EnemyHealth component from hit object - EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>(); - - // If EnemyHealth component exists, take damage - if (enemyHealth != null) - { - enemyHealth.TakeDamage(damagePerShot, shootHit.point); - } + enemyHealth.TakeDamage(damagePerShot, shootHit.point); } // Set end point of line renderer to hit point diff --git a/Assets/Scripts/Weapon/ShotgunShooting.cs b/Assets/Scripts/Weapon/ShotgunShooting.cs index 30efaaa8f43040483d453d2e035bb8b350bb9cf3..dfb0306a37d56a152d32e12a94fd6c4d912492f1 100644 --- a/Assets/Scripts/Weapon/ShotgunShooting.cs +++ b/Assets/Scripts/Weapon/ShotgunShooting.cs @@ -127,27 +127,13 @@ public class ShotgunShooting : MonoBehaviour // Check if raycast hits something if (Physics.Raycast(shootRay, out shootHit, range, shootableMask)) { - if (shootHit.collider.gameObject.tag == "EnemyQ1") - { - // Get EnemyHealth component from hit object - Q1EnemyHealth enemyHealth = shootHit.collider.GetComponent<Q1EnemyHealth>(); - - // If EnemyHealth component exists, take damage - if (enemyHealth != null) - { - enemyHealth.TakeDamage(damagePerShot, shootHit.point); - } - } - else + // Get EnemyHealth component from hit object + EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>(); + + // If EnemyHealth component exists, take damage + if (enemyHealth != null) { - // Get EnemyHealth component from hit object - EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>(); - - // If EnemyHealth component exists, take damage - if (enemyHealth != null) - { - enemyHealth.TakeDamage(damagePerShot, shootHit.point); - } + enemyHealth.TakeDamage(damagePerShot, shootHit.point); } // Set end point of line renderer to hit point diff --git a/Assets/Scripts/Weapon/Slash.cs b/Assets/Scripts/Weapon/Slash.cs index ed24374a751dc7c0179057eae7f19f8cd1b70bf5..b85aa9ac3d5a5a524c3a803a98be1466e99472e7 100644 --- a/Assets/Scripts/Weapon/Slash.cs +++ b/Assets/Scripts/Weapon/Slash.cs @@ -30,20 +30,8 @@ public class Slash : MonoBehaviour private void OnTriggerEnter(Collider other) { - if (other.gameObject.tag == "EnemyQ1") - { - Q1EnemyHealth enemyHealth = other.gameObject.GetComponent<Q1EnemyHealth>(); - int damage = baseDamage; - enemyHealth.TakeDamage(damage, gameObject.transform.position); - } - else - { - EnemyHealth enemyHealth = other.gameObject.GetComponent<EnemyHealth>(); - int damage = baseDamage; - if (enemyHealth != null) - { - enemyHealth.TakeDamage(damage, other.gameObject.transform.position); - } - } + EnemyHealth enemyHealth = other.gameObject.GetComponent<EnemyHealth>(); + int damage = baseDamage; + enemyHealth.TakeDamage(damage, gameObject.transform.position); } }