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Monsters are now basically "glowing brains"
This commit is contained in:
Lorenzo Balugani 2019-04-29 20:42:11 +02:00
parent 7384281dc2
commit 21e983237f
8 changed files with 234 additions and 34 deletions

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m_Name: Skeleton
m_TagString: Untagged
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m_Name:
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hpTrueMax: 6
hpTrueMax: 10
overlappable: 0
hpMax: 0
hp: 0
monsterName: Skeleton
moveChance: 0.9
hpMax: 10
hp: 10
monsterName: Skeleton Swordsman
moveChance: 0.1
visionRange: 5
attackRange: 1
damage: 3
damage: 2
attackAnimation: {fileID: 5896060810164205279, guid: 602b69921902efc44ab8a008655b6574,
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hpMax: 0
hp: 0
hpMax: 15
hp: 15
monsterName: Watcher
moveChance: 0.2
visionRange: 12
moveChance: 0.1
visionRange: 5
attackRange: 1
damage: 5
damage: 2
dash_chance_starting: 0.5
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@ -0,0 +1,85 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EntityMonsterSkeletonSwordsman : EntityMonster
{
public float moveChance = 1f;
public float visionRange = 5f;
public float attackRange = 1f;
public float damage = 2f;
public GameObject attackAnimation;
protected EntityPlayer player;
[BeforeStartAttribute]
public Sprite upSprite;
[BeforeStartAttribute]
public Sprite downSprite;
private bool has_attacked = false;
protected new void Start() {
base.Start();
player = GameObject.FindGameObjectWithTag("Player").GetComponent<EntityPlayer>();
}
public override void OnTurn(){
if(Random.value < moveChance) return;
if (CanSeePlayer() && !has_attacked){
Vector2Int distance = player.MapPosition - MapPosition;
if(distance.magnitude <= attackRange) {
float actualDamage = Random.value * damage;
player.hp -= actualDamage;
Instantiate(attackAnimation, player.transform);
messageBar.Write("Took " + actualDamage.ToString("0.0") + " damage!", Color.red);
has_attacked = true;
}
else if (distance.x < 0 && map.CanMoveTo(MapPosition + Vector2Int.left)){
transform.Translate(Vector3.left);
spriteRenderer.flipX = false;
}
else if (distance.x > 0 && map.CanMoveTo(MapPosition + Vector2Int.right)){
transform.Translate(Vector3.right);
spriteRenderer.flipX = true;
}
else if (distance.y > 0 && map.CanMoveTo(MapPosition + Vector2Int.up)){
transform.Translate(Vector3.up);
spriteRenderer.sprite = upSprite;
}
else if (distance.y < 0 && map.CanMoveTo(MapPosition + Vector2Int.down)){
transform.Translate(Vector3.down);
spriteRenderer.sprite = downSprite;
}
}
else {
int direction = Random.Range(0, 4);
if (direction == 0 && map.CanMoveTo(MapPosition + Vector2Int.left)){
transform.Translate(Vector3.left);
spriteRenderer.flipX = false;
}
else if (direction == 1 && map.CanMoveTo(MapPosition + Vector2Int.right)){
transform.Translate(Vector3.right);
spriteRenderer.flipX = true;
}
else if (direction == 2 && map.CanMoveTo(MapPosition + Vector2Int.up)){
transform.Translate(Vector3.up);
spriteRenderer.sprite = upSprite;
}
else if (direction == 3 && map.CanMoveTo(MapPosition + Vector2Int.down)){
transform.Translate(Vector3.down);
spriteRenderer.sprite = downSprite;
}
has_attacked = false;
}
}
public bool CanSeePlayer(){
return Vector3.Distance(player.transform.position, transform.position) < visionRange;
}
private void OnDrawGizmosSelected() {
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(transform.position, visionRange);
}
}

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@ -0,0 +1,108 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EntityMonsterWatcher : EntityMonster
{
public float moveChance = 1f;
public float visionRange = 5f;
public float attackRange = 1f;
public float damage = 2f;
public float dash_chance_starting = 0.5f;
private float dash_chance_current;
public GameObject attackAnimation;
protected EntityPlayer player;
[BeforeStartAttribute]
public Sprite upSprite;
[BeforeStartAttribute]
public Sprite downSprite;
protected new void Start() {
base.Start();
player = GameObject.FindGameObjectWithTag("Player").GetComponent<EntityPlayer>();
dash_chance_current=dash_chance_starting;
}
public override void OnTurn(){
if(Random.value < moveChance) return;
if (CanSeePlayer()){
Vector2Int distance = player.MapPosition - MapPosition;
if(distance.magnitude <= attackRange) {
float actualDamage = Random.value * damage;
player.hp -= actualDamage;
Instantiate(attackAnimation, player.transform);
messageBar.Write("Took " + actualDamage.ToString("0.0") + " damage!", Color.red);
if(Random.value < dash_chance_current){
int direction_dash = Random.Range(0, 4);
if (direction_dash == 0 && map.CanMoveTo(MapPosition + Vector2Int.left)){
transform.Translate(Vector3.left);
spriteRenderer.flipX = false;
}
else if (direction_dash == 1 && map.CanMoveTo(MapPosition + Vector2Int.right)){
transform.Translate(Vector3.right);
spriteRenderer.flipX = true;
}
else if (direction_dash == 2 && map.CanMoveTo(MapPosition + Vector2Int.up)){
transform.Translate(Vector3.up);
spriteRenderer.sprite = upSprite;
}
else if (direction_dash == 3 && map.CanMoveTo(MapPosition + Vector2Int.down)){
transform.Translate(Vector3.down);
spriteRenderer.sprite = downSprite;
}
dash_chance_current=dash_chance_starting;
}
else{
dash_chance_current-=0.1f;
}
}
else if (distance.x < 0 && map.CanMoveTo(MapPosition + Vector2Int.left)){
transform.Translate(Vector3.left);
spriteRenderer.flipX = false;
}
else if (distance.x > 0 && map.CanMoveTo(MapPosition + Vector2Int.right)){
transform.Translate(Vector3.right);
spriteRenderer.flipX = true;
}
else if (distance.y > 0 && map.CanMoveTo(MapPosition + Vector2Int.up)){
transform.Translate(Vector3.up);
spriteRenderer.sprite = upSprite;
}
else if (distance.y < 0 && map.CanMoveTo(MapPosition + Vector2Int.down)){
transform.Translate(Vector3.down);
spriteRenderer.sprite = downSprite;
}
}
else {
int direction = Random.Range(0, 4);
if (direction == 0 && map.CanMoveTo(MapPosition + Vector2Int.left)){
transform.Translate(Vector3.left);
spriteRenderer.flipX = false;
}
else if (direction == 1 && map.CanMoveTo(MapPosition + Vector2Int.right)){
transform.Translate(Vector3.right);
spriteRenderer.flipX = true;
}
else if (direction == 2 && map.CanMoveTo(MapPosition + Vector2Int.up)){
transform.Translate(Vector3.up);
spriteRenderer.sprite = upSprite;
}
else if (direction == 3 && map.CanMoveTo(MapPosition + Vector2Int.down)){
transform.Translate(Vector3.down);
spriteRenderer.sprite = downSprite;
}
}
}
public bool CanSeePlayer(){
return Vector3.Distance(player.transform.position, transform.position) < visionRange;
}
private void OnDrawGizmosSelected() {
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(transform.position, visionRange);
}
}

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