From 87334cdca4595d28bc573ae9b8b46afb3c0e4f61 Mon Sep 17 00:00:00 2001 From: VirtualIce <56491625+CodeSample15@users.noreply.github.com> Date: Tue, 25 Apr 2023 19:58:22 -0400 Subject: [PATCH] Reversed laser rotation on main level I know it's not the right branch to do it on, but I'm the only one who contributes to this thing so who cares. --- .../Assets/Boss Levels/Blue Boss.unity | 5312 +++++++++++++++-- Dashing Game/Assets/Main.unity | 5 + .../Assets/Prefabs/Boss Health Bar.prefab | 373 ++ .../Prefabs/Boss Health Bar.prefab.meta | 7 + .../Scripts/Bosses/BlueBossController.cs | 34 +- .../Assets/Scripts/Bosses/BossController.cs | 10 + 6 files changed, 5358 insertions(+), 383 deletions(-) create mode 100644 Dashing Game/Assets/Prefabs/Boss Health Bar.prefab create mode 100644 Dashing Game/Assets/Prefabs/Boss Health Bar.prefab.meta diff --git a/Dashing Game/Assets/Boss Levels/Blue Boss.unity b/Dashing Game/Assets/Boss Levels/Blue Boss.unity index a765eeb..6802462 100644 --- a/Dashing Game/Assets/Boss Levels/Blue Boss.unity +++ b/Dashing Game/Assets/Boss Levels/Blue Boss.unity @@ -335,12 +335,13 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: boss: {fileID: 670067717} + health_bar: {fileID: 1689854868} minAttackDelay: 0 maxAttackDelay: 0 startHealth: 100 angryRange: 5 attacks: [] - 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[SerializeField] private float blinkTime; + [SerializeField] private float minBlinkTime; + [SerializeField] private float maxBlinkTime; [SerializeField] private float bounciness; private Animator anims; private Player player; + private Rigidbody2D rb; private float timeSinceLastBlink; + private float nextBlinkTime; + + private bool isAttacking; + private float attackBuildup; + private float maxAttackBuildup; + void Awake() { anims = GetComponent(); player = FindObjectOfType(); + rb = GetComponent(); timeSinceLastBlink = 0; + nextBlinkTime = Random.Range(minBlinkTime, maxBlinkTime); + + isAttacking = false; + attackBuildup = 0; + maxAttackBuildup = 0.7f; } void Update() @@ -28,14 +47,25 @@ void Update() //handle animations timeSinceLastBlink += Time.deltaTime; - if(timeSinceLastBlink >= blinkTime) + if(timeSinceLastBlink >= nextBlinkTime) { anims.SetTrigger("Blink"); timeSinceLastBlink = 0; + nextBlinkTime = Random.Range(minBlinkTime, maxBlinkTime); } //handle attacks + if() + } + void FixedUpdate() + { + //handle movements + if (!isAttacking && Vector2.Distance(player.gameObject.transform.position, transform.position) > AttackRange) + { + Vector2 movement = (player.transform.position - transform.position).normalized * MoveSpeed; + rb.velocity = movement; + } } private void OnCollisionEnter2D(Collision2D other) diff --git a/Dashing Game/Assets/Scripts/Bosses/BossController.cs b/Dashing Game/Assets/Scripts/Bosses/BossController.cs index 8afdacc..94796f7 100644 --- a/Dashing Game/Assets/Scripts/Bosses/BossController.cs +++ b/Dashing Game/Assets/Scripts/Bosses/BossController.cs @@ -1,6 +1,7 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.UI; using UnityEngine.SceneManagement; public class BossController : MonoBehaviour @@ -9,6 +10,7 @@ public class BossController : MonoBehaviour [Header("The actual boss in the level")] [SerializeField] private GameObject boss; + [SerializeField] private GameObject health_bar; [Header("Boss stats (change these per boss)")] [SerializeField] private float minAttackDelay; @@ -28,6 +30,7 @@ public class BossController : MonoBehaviour private Player player; private Animator bossAnims; + private Slider health_bar_slider; private float _health; @@ -70,6 +73,7 @@ void Awake() } player = FindObjectOfType(); + health_bar_slider = health_bar.GetComponentInChildren(); bossAnims = boss.GetComponent(); _health = startHealth; nextAttackTime = Random.Range(minAttackDelay, maxAttackDelay); @@ -103,6 +107,12 @@ void Update() bossAnims.SetBool("IsAngry", Vector2.Distance(boss.transform.position, player.gameObject.transform.position) < angryRange); } + void LateUpdate() + { + health_bar.transform.position = boss.transform.position; + health_bar_slider.value = _health / startHealth; + } + public void Damage() { _health -= player_power * playerDamage;