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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bullet : MonoBehaviour
{
public Rigidbody2D rb;
[System.NonSerialized]public int setDmg;
private int Damage;
[System.NonSerialized]public string OwnTag;
private void Start()
{
Damage = setDmg;
rb.AddForce((Vector2)(Quaternion.Euler(0,0,rb.rotation) * Vector2.right) * 100, ForceMode2D.Impulse);
}
private void OnTriggerEnter2D(Collider2D other)
{
if(other.CompareTag(OwnTag))
{
return;
}
if(other.CompareTag("Bullet"))
{
return;
}
if(other.TryGetComponent<Health>(out Health health))
{
health.RemoveHP(Damage);
}
GameObject.Destroy(gameObject);
}
}

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@ -0,0 +1,104 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemy_Frog : MonoBehaviour
{
public bool canMove;
BoxCollider2D PL;
Rigidbody2D RB;
Animator Ani;
public LayerMask G;
public GameObject Tung;
GameObject Tunge;
LineRenderer LR;
public float wait;
public Transform ShootPoint;
private void Start()
{
RB = transform.GetComponent<Rigidbody2D>();
Ani = transform.GetComponent<Animator>();
LR = transform.GetComponent<LineRenderer>();
canMove = true;
wait = -2;
}
private void Update()
{
if(Tunge != null)
{
LR.positionCount = 2;
LR.SetPosition(0, ShootPoint.position);
LR.SetPosition(1, Tunge.transform.position);
}
else
{
LR.positionCount = 0;
}
if(wait > 0)
{
wait -= Time.deltaTime;
}
if (!canMove)
{
return;
}
if (PL == null)
{
FindPlayer();
}
else
{
GotPlayer();
}
}
private void FindPlayer()
{
if(Physics2D.OverlapCircle(transform.position, 100f, G))
{
PL = Physics2D.OverlapCircle(transform.position, 100f, G).transform.GetComponent<BoxCollider2D>();
}
}
private void GotPlayer()
{
if (!Physics2D.OverlapCircle(transform.position, 100f, G))
{
PL = null;
return;
}
if (Vector2.Distance(transform.position, PL.bounds.center) >= 60f)
{
JumpToPlayer();
return;
}
if(wait < 0 && wait != -1)
{
Attack();
wait = -1;
}
}
private void Attack()
{
Ani.Play("Frog_Shoot");
canMove = false;
}
private void JumpToPlayer()
{
if((PL.bounds.center - transform.position).normalized.x > 0)
{
transform.rotation = new Quaternion(0, 180, 0, 0);
}
else
{
transform.rotation = new Quaternion(0, 0, 0, 0);
}
RB.AddForce(new Vector2((PL.bounds.center - transform.position).normalized.x * 10, 30), ForceMode2D.Impulse);
Ani.Play("Frog_Run");
canMove = false;
}
public void shoot()
{
Tunge = GameObject.Instantiate(Tung, ShootPoint.position, Quaternion.AngleAxis((Mathf.Atan2((ShootPoint.position.y - PL.bounds.center.y), (ShootPoint.position.x - PL.bounds.center.x)) * Mathf.Rad2Deg) + 180, Vector3.forward));
Tunge.GetComponent<Frog_Tung>().setDmg = 5;
Tunge.GetComponent<Frog_Tung>().OwnTag = transform.tag;
}
}

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@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemy_stat1 : StateMachineBehaviour
{
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
animator.GetComponent<Enemy_Frog>().canMove = true;
}
}

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@ -0,0 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemy_stat2 : StateMachineBehaviour
{
private bool no;
private float wait;
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
wait = 0;
no = false;
}
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if(no)
{
return;
}
if(wait >= 1f)
{
Enemy_Frog Fr = animator.GetComponent<Enemy_Frog>();
Fr.shoot();
no = true;
}
wait += Time.deltaTime;
}
}

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@ -0,0 +1,42 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Frog_Tung : MonoBehaviour
{
public Rigidbody2D rb;
[System.NonSerialized]public int setDmg;
private int Damage;
[System.NonSerialized]public string OwnTag;
private bool ret;
private void Start()
{
Damage = setDmg;
rb.AddForce((Vector2)(Quaternion.Euler(0,0,rb.rotation) * Vector2.right) * 50, ForceMode2D.Impulse);
}
private void OnTriggerEnter2D(Collider2D other)
{
if(other.CompareTag(OwnTag))
{
if(ret)
{
other.GetComponent<Enemy_Frog>().canMove = true;
other.GetComponent<Enemy_Frog>().wait = 5;
other.GetComponent<Animator>().SetTrigger("exit");
GameObject.Destroy(this.gameObject);
}
return;
}
if(other.CompareTag("Bullet") || ret)
{
return;
}
if(other.TryGetComponent<Health>(out Health health))
{
health.RemoveHP(Damage);
}
rb.velocity = new Vector2(0, 0);
rb.AddForce((Vector2)(Quaternion.Euler(0,0,rb.rotation) * Vector2.left) * 50, ForceMode2D.Impulse);
ret = true;
}
}

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@ -0,0 +1,44 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Health : MonoBehaviour
{
public int PreHP;
public int MaxHP {get; private set;}
public int Hp {get; private set;}
private void Start()
{
MaxHP = PreHP;
Hp = MaxHP;
}
public void RemoveHP(int Damage)
{
Hp -= Damage;
hpCheck();
}
public void AddHP(int In)
{
Hp += In;
hpCheck();
}
public void AddMax(int hp)
{
}
private void hpCheck()
{
if(Hp <=0)
{
if(gameObject.CompareTag("Enemy"))
{
GameObject.Destroy(gameObject);
}
Debug.Log("Dead");
}
if(Hp > MaxHP)
{
Hp = MaxHP;
}
}
}

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@ -8,6 +8,7 @@ public class HeartScript : MonoBehaviour
private Sprite[] HeartImages;
private List<GameObject> Hearts = new List<GameObject>();
public GameObject HeartPrefab;
public Health PL_Health;
private void Start()
{
HeartImages = Resources.LoadAll<Sprite>("Player Heart");
@ -15,7 +16,7 @@ public class HeartScript : MonoBehaviour
}
private void FixedUpdate()
{
int tempHP = Heart.HeartStrength;
int tempHP = PL_Health.Hp;
foreach(var item in Hearts)
{
item.GetComponent<Image>().sprite = HeartImages[Math.Clamp(tempHP, 0, 13)];
@ -27,13 +28,9 @@ public class HeartScript : MonoBehaviour
Hearts.Add(GameObject.Instantiate(HeartPrefab, this.transform));
Hearts[Hearts.Count-1].GetComponent<Image>().sprite = HeartImages[13];
Hearts[Hearts.Count-1].GetComponent<RectTransform>().anchoredPosition3D = new Vector3(5 + ((Hearts.Count-1) * 53), -5, 0);
Heart.HeartStrength += 13;
//.HeartStrength += 13;
}
}
public static class Heart
{
public static int HeartStrength = 0;
}

@ -0,0 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HpBar : MonoBehaviour
{
public Health HP;
private Slider Fill;
private float m;
private void Start()
{
Fill = transform.Find("Slider").GetComponent<Slider>();
Fill.maxValue = HP.MaxHP;
Fill.value = HP.Hp;
}
private void FixedUpdate()
{
Fill.maxValue = HP.MaxHP;
Fill.value = Mathf.SmoothDamp(Fill.value, HP.Hp, ref m, 0.1f);
}
}

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@ -14,8 +14,8 @@ public class MouseFol : MonoBehaviour
public Animator PL_Ani;
public BoxCollider2D PL_Col;
public PlayerMovement PL_Script;
public Transform PL_Trans;
public Transform GR;
public Camera Cam;
public float rot;
private void Awake()
{
@ -40,7 +40,9 @@ public class MouseFol : MonoBehaviour
}
private void Update()
{
Vector2 campoint = Cam.ScreenToWorldPoint(Mouse.ReadValue<Vector2>());
Aim.performed += _ => tpStand();
Aim.canceled += _ => deTpStand();
Vector2 campoint = Camera.main.ScreenToWorldPoint(Mouse.ReadValue<Vector2>());
rot = (Mathf.Atan2((transform.position.y - campoint.y), (transform.position.x - campoint.x)) * Mathf.Rad2Deg) + 180;
transform.rotation = Quaternion.AngleAxis(rot, Vector3.forward);
if (Aim.IsPressed())
@ -55,11 +57,21 @@ public class MouseFol : MonoBehaviour
{
Rend.flipY = true;
hand.transform.localPosition = new Vector3(hand.transform.localPosition.x, 0.25f, 0);
if (hand.transform.childCount > 0)
{
Transform gun = hand.transform.GetChild(0);
gun.GetComponent<SpriteRenderer>().flipY = true;
}
}
else
{
Rend.flipY = false;
hand.transform.localPosition = new Vector3(hand.transform.localPosition.x, -0.25f, 0);
if (hand.transform.childCount > 0)
{
Transform gun = hand.transform.GetChild(0);
gun.GetComponent<SpriteRenderer>().flipY = false;
}
}
}
else
@ -70,7 +82,14 @@ public class MouseFol : MonoBehaviour
PL_Script.Overlap = new Vector2(6, 1);
GR.localPosition = Vector3.zero;
hand.SetActive(false);
}
}
private void tpStand()
{
PL_Trans.position = PL_Trans.position + new Vector3(0, 3.5f, 0);
}
private void deTpStand()
{
PL_Trans.position = PL_Trans.position - new Vector3(0, 3.5f, 0);
}
}

@ -5,12 +5,14 @@ using UnityEngine;
public class RatTrap : MonoBehaviour
{
public Animator trapAnimator;
private bool trigged;
private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
if (other.CompareTag("Player") && !trigged)
{
Heart.HeartStrength -= 10;
trigged = true;
other.GetComponent<Health>().RemoveHP(10);
// Play the snap animation
trapAnimator.SetTrigger("Snap");

@ -0,0 +1,56 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Weapon : MonoBehaviour
{
[SerializeField] private int maxAmmo;
[SerializeField] private float shootSpeed;
[SerializeField] private int damage;
[SerializeField] private bool fullAuto;
[SerializeField] private float shootPointHeight;
[SerializeField] private GameObject Bullet;
private int Ammo;
private bool shootDone;
private float Wait;
private Transform shootPoint;
private SpriteRenderer SR;
private void Start()
{
Ammo = maxAmmo;
shootPoint = transform.GetChild(0);
SR = transform.GetComponent<SpriteRenderer>();
}
public void shoot()
{
if(Ammo == 0 || Wait > 0 || shootDone && !fullAuto)
{
return;
}
if(!fullAuto)
{
shootDone = true;
}
Wait += shootSpeed;
GameObject bullet = GameObject.Instantiate(Bullet, shootPoint.position, transform.rotation);
bullet.GetComponent<Bullet>().setDmg = damage;
bullet.GetComponent<Bullet>().OwnTag = transform.tag;
}
private void Update()
{
Wait -= Time.deltaTime;
Wait = Mathf.Clamp(Wait, 0, shootSpeed);
if(Wait == 0)
{
shootDone = false;
}
if(SR.flipY)
{
shootPoint.localPosition = new Vector3(shootPoint.localPosition.x, -shootPointHeight, 0);
}
else
{
shootPoint.localPosition = new Vector3(shootPoint.localPosition.x, shootPointHeight, 0);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class Weapons : MonoBehaviour
{
private Inputs Input;
private InputAction Shoot;
private void Awake()
{
Input = new Inputs();
}
private void OnEnable()
{
Shoot = Input.Movement.attack;
Shoot.Enable();
}
private void OnDisable()
{
Shoot.Disable();
}
private void Update()
{
if(Shoot.IsPressed())
{
shoot();
}
}
private void shoot()
{
if(transform.childCount > 0)
{
Transform gun = transform.GetChild(0);
gun.GetComponent<Weapon>().shoot();
}
}
}

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@ -5,11 +5,13 @@ TagManager:
serializedVersion: 2
tags:
- Interactable
- Enemy
- Bullet
layers:
- Default
- TransparentFX
- Ignore Raycast
-
- Player
- Water
- UI
- Ground
@ -42,3 +44,6 @@ TagManager:
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@ -620,9 +620,9 @@ MonoBehaviour:
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