Winter levels

main
Matthew Kalahiki 4 years ago
parent 36d8be215c
commit d890dedee4

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@ -26,7 +26,7 @@ public class EnemyProjectile : MonoBehaviour
//player takes damage
Destroy(gameObject);
}
else if (collider.gameObject.CompareTag("Platform"))
else if (collider.gameObject.CompareTag("Platform") || collider.gameObject.CompareTag("Block"))
{
Destroy(gameObject);
}

@ -9,6 +9,9 @@ public class SnowBoss : MonoBehaviour
public int projSpeed;
public float firerate;
public float size;
public float newPos;
private bool isFlipped;
private GameObject enemyHealthBar;
private EnemyHealthBar ehb;
@ -37,7 +40,12 @@ public class SnowBoss : MonoBehaviour
// Update is called once per frame
void Update()
{
Debug.Log(enemyHealth);
Debug.Log(ehb.maxHealth/2);
if (enemyHealth <= ehb.maxHealth / 2)
{
isFlipped = true;
}
}
public void DamageEnemy(int damage)
{
@ -61,6 +69,8 @@ public class SnowBoss : MonoBehaviour
if (collision2D.gameObject.CompareTag("Player"))
{
DamageEnemy(damageTaken);
collision2D.gameObject.GetComponent<Rigidbody2D>().velocity = new Vector2(collision2D.gameObject.GetComponent<Rigidbody2D>().velocity.x, 0);
collision2D.gameObject.GetComponent<Rigidbody2D>().AddForce(new Vector2(0, 200));
}
}
@ -82,7 +92,17 @@ public class SnowBoss : MonoBehaviour
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{
clone.transform.Rotate(new Vector3(0, 0, 0));
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transform.localScale = new Vector3(-1 *size, transform.localScale.y, transform.localScale.z);
}
else
{
clone.transform.Rotate(new Vector3(0, 0, 180));
}
clone.GetComponent<Rigidbody2D>().velocity = clone.transform.right * projSpeed;

@ -0,0 +1,57 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Snowman : MonoBehaviour
{
public GameObject projectile;
public int projSpeed;
public float fireRate;
public bool isRight;
// Start is called before the first frame update
void Start()
{
StartCoroutine(SpawnProjectiles());
}
// Update is called once per frame
void Update()
{
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Player")) {
Destroy(gameObject);
}
}
IEnumerator SpawnProjectiles()
{
for (; ; )
{
GameObject clone = Instantiate(projectile, transform.position, transform.rotation);
if (isRight)
{
clone.transform.position = new Vector3(clone.transform.position.x, clone.transform.position.y, .5f);
clone.GetComponent<Rigidbody2D>().velocity = clone.transform.right * projSpeed;
transform.localScale = new Vector3(-1,transform.localScale.y,transform.localScale.z);
}
else
{
clone.transform.Rotate(new Vector3(0, 0, 180));
clone.transform.position = new Vector3(clone.transform.position.x, clone.transform.position.y, .5f);
clone.GetComponent<Rigidbody2D>().velocity = clone.transform.right * projSpeed;
}
yield return new WaitForSeconds(1 / fireRate);
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