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@ -0,0 +1,85 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Enemy_Frog : MonoBehaviour
|
||||
{
|
||||
public bool canMove;
|
||||
Transform PL;
|
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Rigidbody2D RB;
|
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Animator Ani;
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public LayerMask G;
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public GameObject Tung;
|
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GameObject Tunge;
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LineRenderer LR;
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private void Start()
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{
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RB = transform.GetComponent<Rigidbody2D>();
|
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Ani = transform.GetComponent<Animator>();
|
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LR = transform.GetComponent<LineRenderer>();
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canMove = true;
|
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}
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private void Update()
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{
|
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if(Tunge != null)
|
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{
|
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LR.positionCount = 2;
|
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LR.SetPosition(0, transform.position);
|
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LR.SetPosition(1, Tunge.transform.position);
|
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}
|
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else
|
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{
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LR.positionCount = 0;
|
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}
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if (!canMove)
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{
|
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return;
|
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}
|
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if (PL == null)
|
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{
|
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FindPlayer();
|
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}
|
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else
|
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{
|
||||
GotPlayer();
|
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}
|
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}
|
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private void FindPlayer()
|
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{
|
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if(Physics2D.OverlapCircle(transform.position, 50f, G))
|
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{
|
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PL = Physics2D.OverlapCircle(transform.position, 50f, G).transform;
|
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}
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}
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private void GotPlayer()
|
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{
|
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if (!Physics2D.OverlapCircle(transform.position, 50f, G))
|
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{
|
||||
PL = null;
|
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return;
|
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}
|
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if (Vector2.Distance(transform.position, PL.position) >= 20)
|
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{
|
||||
JumpToPlayer();
|
||||
return;
|
||||
}
|
||||
Attack();
|
||||
}
|
||||
private void Attack()
|
||||
{
|
||||
Ani.Play("Frog_Shoot");
|
||||
canMove = false;
|
||||
}
|
||||
private void JumpToPlayer()
|
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{
|
||||
RB.AddForce(new Vector2((PL.position - transform.position).normalized.x * 10, 10));
|
||||
Ani.Play("Frog_Shoot");
|
||||
canMove = false;
|
||||
}
|
||||
public void shoot()
|
||||
{
|
||||
Tunge = GameObject.Instantiate(Tung, transform.position, Quaternion.AngleAxis((Mathf.Atan2((transform.position.y - PL.position.y), (transform.position.x - PL.position.x)) * Mathf.Rad2Deg) + 180, Vector3.forward));
|
||||
Tunge.GetComponent<Bullet>().setDmg = 5;
|
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Tunge.GetComponent<Bullet>().OwnTag = transform.tag;
|
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}
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}
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userData:
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@ -0,0 +1,11 @@
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using System.Collections;
|
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Enemy_stat1 : StateMachineBehaviour
|
||||
{
|
||||
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
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{
|
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animator.GetComponent<Enemy_Frog>().canMove = true;
|
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}
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}
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fileFormatVersion: 2
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userData:
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@ -0,0 +1,23 @@
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using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
||||
|
||||
public class Enemy_stat2 : StateMachineBehaviour
|
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{
|
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private bool no;
|
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private float wait;
|
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override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
|
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if(no)
|
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{
|
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return;
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}
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if(wait >= 1f)
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{
|
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Enemy_Frog Fr = animator.GetComponent<Enemy_Frog>();
|
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Fr.shoot();
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no = true;
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}
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wait += Time.deltaTime;
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}
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}
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@ -0,0 +1,22 @@
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using System.Collections;
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using System.Collections.Generic;
|
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using UnityEngine;
|
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using UnityEngine.UI;
|
||||
|
||||
public class HpBar : MonoBehaviour
|
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{
|
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public Health HP;
|
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private Slider Fill;
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private float m;
|
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private void Start()
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{
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Fill = transform.Find("Slider").GetComponent<Slider>();
|
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Fill.maxValue = HP.MaxHP;
|
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Fill.value = HP.Hp;
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}
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private void FixedUpdate()
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{
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Fill.maxValue = HP.MaxHP;
|
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Fill.value = Mathf.SmoothDamp(Fill.value, HP.Hp, ref m, 0.1f);
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}
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}
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Loading…
Reference in new issue