Working projectile and boss health

main
Matthew Kalahiki 4 years ago
parent 559cd3f0e6
commit d5258cc72c

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@ -9,10 +9,21 @@ public class DaisyBoss : MonoBehaviour
public int projSpeed;
public float timeBetween;
private GameObject enemyHealthBar;
private EnemyHealthBar ehb;
public int enemyHealth;
public int damageTaken;
// Start is called before the first frame update
void Start()
{
StartCoroutine(SpawnProjectiles());
enemyHealthBar = GameManager.Instance.GetEnemyHealthBar();
ehb = enemyHealthBar.GetComponent<EnemyHealthBar>();
enemyHealthBar.gameObject.SetActive(true);
}
// Update is called once per frame
@ -20,7 +31,33 @@ public class DaisyBoss : MonoBehaviour
{
}
public void DamageEnemy(int damage)
{
enemyHealth -= damage;
ehb.SetHealth(enemyHealth);
if (enemyHealth <=0) {
enemyHealthBar.SetActive(false);
Destroy(gameObject);
}
}
void OnCollisionEnter2D(Collision2D collision2D)
{
if (collision2D.gameObject.CompareTag("Projectile"))
{
DamageEnemy(50);
}
}
void OnTriggerEnter2D(Collider2D collider2D)
{
if (collider2D.gameObject.CompareTag("Projectile"))
{
DamageEnemy(50);
}
}
IEnumerator SpawnProjectiles()
{
for (; ; )

@ -0,0 +1,31 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class EnemyHealthBar : MonoBehaviour
{
public Slider healthBar;
public int maxHealth;
// Start is called before the first frame update
void Start()
{
healthBar = GetComponent<Slider>();
healthBar.maxValue = maxHealth;
healthBar.value = maxHealth;
}
// Update is called once per frame
void Update()
{
}
public void SetHealth(int hp)
{
healthBar.value = hp;
}
}

@ -0,0 +1,11 @@
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@ -38,6 +38,8 @@ public class GameManager : MonoBehaviour
public AudioClip[] music;
public GameObject enemyHealthBar;
void Awake()
{
if (Instance == null)
@ -178,10 +180,14 @@ public class GameManager : MonoBehaviour
startButton.SetActive(false);
title.SetActive(false);
panel.SetActive(false);
LoadLevel("Spawn", new Vector3(0, 0, 0));
LoadLevel("BossRoom", new Vector3(0, 0, 0));
healtBar.SetActive(true);
powerUps.SetActive(true);
}
public GameObject GetEnemyHealthBar()
{
return enemyHealthBar;
}
}
// }
//}

@ -0,0 +1,34 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Projectile : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
void OnCollisionEnter2D(Collision2D collision2D)
{
if (!collision2D.gameObject.CompareTag("Player"))
{
Destroy(gameObject);
}
}
void OnTriggerEnter2D(Collider2D collider2D)
{
if (!collider2D.gameObject.CompareTag("Player"))
{
Destroy(gameObject);
}
}
}

@ -0,0 +1,11 @@
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@ -4,35 +4,65 @@ using UnityEngine;
public class paintShoot : MonoBehaviour
{
private Rigidbody2D paintBlob;
public GameObject player;
public GameObject projectile;
public int projSpeed;
public float waitTime;
private float horizontal;
private float vertical;
private bool canShoot;
// Start is called before the first frame update
void Start()
{
player = GetComponent<GameObject>();
canShoot = true;
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.E))
horizontal = Input.GetAxisRaw("Horizontal");
vertical = Input.GetAxisRaw("Vertical");
if (Input.GetKeyDown(KeyCode.E) && canShoot)
{
Debug.Log("shooting");
Instantiate(paintBlob, player.transform);
if (player.GetComponent<movement>().faceRight)
{
paintBlob.velocity = transform.TransformDirection(Vector2.right);
}
else
{
paintBlob.velocity = transform.TransformDirection(Vector2.left);
canShoot = false;
StartCoroutine(ProjTimer());
GameObject proj = Instantiate(projectile, transform.position,transform.rotation);
if (horizontal > 0 && vertical > 0) {
proj.transform.Rotate(new Vector3(0, 0, 45));
} else if (horizontal > 0 && vertical < 0) {
proj.transform.Rotate(new Vector3(0, 0, -45));
} else if (horizontal < 0 && vertical < 0) {
proj.transform.Rotate(new Vector3(0, 0, -135));
} else if (horizontal < 0 && vertical > 0) {
proj.transform.Rotate(new Vector3(0, 0, 135));
} else if (horizontal > 0) {
proj.transform.Rotate(new Vector3(0, 0, 0));
} else if (horizontal < 0) {
proj.transform.Rotate(new Vector3(0, 0, 180));
} else if (vertical > 0) {
proj.transform.Rotate(new Vector3(0, 0, 90));
} else if (vertical < 0) {
proj.transform.Rotate(new Vector3(0, 0, -90));
} else {
if (GetComponent<movement>().faceRight)
{
proj.transform.Rotate(new Vector3(0, 0, 0));
}
else
{
proj.transform.Rotate(new Vector3(0, 0, 180));
}
}
proj.GetComponent<Rigidbody2D>().velocity = proj.transform.right * projSpeed;
}
}
private void OnCollisionEnter2D(Collision2D collision)
IEnumerator ProjTimer()
{
//This is where you would damage the enemy
yield return new WaitForSeconds(waitTime);
canShoot = true;
}
}

@ -10,6 +10,7 @@ TagManager:
- Floor
- GliderPowerup
- Dog
- Projectile
layers:
- Default
- TransparentFX

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