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gadig
Birb
Commits
5dc804b2
Commit
5dc804b2
authored
Apr 09, 2017
by
Luke A Smith
Browse files
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Browse Files
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Merge branch 'verticalChange' into 'master'
Vertical change See merge request
!53
parents
cfa915df
9b8b21ac
Changes
7
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7 changed files
with
107 additions
and
35 deletions
+107
-35
Assets/Prefabs/Enemy/HorizontalEnemy.prefab
Assets/Prefabs/Enemy/HorizontalEnemy.prefab
+5
-6
Assets/Prefabs/Enemy/VerticalEnemy.prefab
Assets/Prefabs/Enemy/VerticalEnemy.prefab
+1
-2
Assets/Prefabs/enemyRanged.prefab
Assets/Prefabs/enemyRanged.prefab
+80
-9
Assets/Scripts/Enemy/BaseEnemy.cs
Assets/Scripts/Enemy/BaseEnemy.cs
+1
-5
Assets/Scripts/Enemy/HorizontalEnemy.cs
Assets/Scripts/Enemy/HorizontalEnemy.cs
+2
-3
Assets/Scripts/Enemy/VerticalEnemy.cs
Assets/Scripts/Enemy/VerticalEnemy.cs
+6
-5
Assets/Scripts/Enemy/enemyRanged.cs
Assets/Scripts/Enemy/enemyRanged.cs
+12
-5
No files found.
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Assets/Scripts/Enemy/BaseEnemy.cs
View file @
5dc804b2
...
...
@@ -9,18 +9,15 @@ public class BaseEnemy : MonoBehaviour {
public
float
maxMoveDistance
=
5f
;
protected
float
moveDistanceLeft
;
Rigidbody2D
body
;
protected
SpriteRenderer
sr
;
protected
float
startMoveTime
;
public
Transform
rightCollisionPos
;
public
Transform
leftCollisionPos
;
public
bool
hasEnteredView
=
false
;
void
Start
()
protected
virtual
void
Start
()
{
body
=
GetComponent
<
Rigidbody2D
>();
sr
=
GetComponent
<
SpriteRenderer
>();
startMoveTime
=
Time
.
time
+
.
4f
;
moveDistanceLeft
=
maxMoveDistance
;
}
...
...
@@ -35,7 +32,6 @@ public class BaseEnemy : MonoBehaviour {
{
RaycastHit2D
hitSide
=
Physics2D
.
Raycast
(
collisionPos
,
dir
,
.
1f
);
RaycastHit2D
hitDown
=
Physics2D
.
Raycast
(
collisionPos
,
-
transform
.
up
,
.
1f
);
if
(
hitDown
.
collider
!=
null
&&
hitSide
.
collider
==
null
)
{
return
true
;
...
...
Assets/Scripts/Enemy/HorizontalEnemy.cs
View file @
5dc804b2
...
...
@@ -5,12 +5,11 @@ using UnityEngine;
public
class
HorizontalEnemy
:
BaseEnemy
{
// Update is called once per frame
void
Update
()
{
protected
virtual
void
Update
()
{
//find collision direction and position of enemy
Vector3
collisionDir
=
transform
.
localScale
.
x
<
0
?
-
transform
.
right
:
transform
.
right
;
Vector3
collisionPos
=
transform
.
localScale
.
x
<
0
?
leftCollisionPos
.
position
:
rightCollisionPos
.
position
;
//check for collision that you have room to move forward and distance left to move
if
(
CheckCollision
(
collisionDir
,
collisionPos
)
&&
moveDistanceLeft
>
0
)
if
(
CheckCollision
(
collisionDir
,
rightCollisionPos
.
position
)
&&
moveDistanceLeft
>
0
)
{
if
(
startMoveTime
<
Time
.
time
)
{
...
...
Assets/Scripts/Enemy/VerticalEnemy.cs
View file @
5dc804b2
...
...
@@ -6,19 +6,20 @@ public class VerticalEnemy : BaseEnemy {
void
Update
()
{
//find collision direction and position of enemy
Vector3
collisionDir
=
!
sr
.
flipX
?
transform
.
right
:
-
transform
.
right
;
Vector3
collisionPos
=
sr
.
flipX
?
leftCollisionPos
.
position
:
rightCollisionPos
.
position
;
if
(
CheckCollisionCharge
(
collisionDir
,
collisionPos
)
&&
moveDistanceLeft
>
0
)
Vector3
collisionDir
=
(
transform
.
localScale
.
x
<
0
)
?
transform
.
right
:
-
transform
.
right
;
if
(
CheckCollisionCharge
(
collisionDir
,
rightCollisionPos
.
position
)
&&
moveDistanceLeft
>
0
)
{
if
(
startMoveTime
<
Time
.
time
)
{
Vector3
dir
=
sr
.
flipX
?
-
transform
.
up
:
transform
.
up
;
Vector3
dir
=
transform
.
localScale
.
x
<
0
?
-
transform
.
up
:
transform
.
up
;
Move
(-
dir
);
}
}
else
{
sr
.
flipX
=
!
sr
.
flipX
;
Vector2
locScale
=
transform
.
localScale
;
locScale
.
x
*=
-
1
;
transform
.
localScale
=
locScale
;
moveDistanceLeft
=
maxMoveDistance
;
}
}
...
...
Assets/Scripts/Enemy/enemyRanged.cs
View file @
5dc804b2
...
...
@@ -2,7 +2,7 @@
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
enemyRanged
:
Base
Enemy
public
class
enemyRanged
:
Horizontal
Enemy
{
[
Tooltip
(
"Checks if player is overlapping trigger"
)]
...
...
@@ -20,15 +20,22 @@ public class enemyRanged : BaseEnemy
public
float
angleOfSpread
;
//the greatest possible angle from the center projectiles can randomly spread; ******entered in radians*******
void
Start
()
protected
override
void
Start
()
{
base
.
Start
();
fireTimer
=
0
;
if
(
!
isFacingRight
)
fieldOfView
.
gameObject
.
transform
.
localPosition
=
new
Vector2
(-
fieldOfView
.
gameObject
.
transform
.
localPosition
.
x
,
fieldOfView
.
gameObject
.
transform
.
localPosition
.
y
);
if
(
isFacingRight
)
fieldOfView
.
gameObject
.
transform
.
localPosition
=
new
Vector2
(-
fieldOfView
.
gameObject
.
transform
.
localPosition
.
x
,
fieldOfView
.
gameObject
.
transform
.
localPosition
.
y
);
}
void
Update
()
protected
override
void
Update
()
{
base
.
Update
();
if
((
transform
.
localScale
.
x
>
0
&&
isFacingRight
==
true
)
||
(
transform
.
localScale
.
x
<
0
&&
isFacingRight
==
false
))
{
isFacingRight
=
!
isFacingRight
;
}
if
(
fieldOfView
.
IsTouching
(
GameObject
.
Find
(
"Player"
).
GetComponent
<
Collider2D
>()))
//if the player is in view
{
if
(
fireTimer
<=
0
)
...
...
@@ -62,7 +69,7 @@ public class enemyRanged : BaseEnemy
projectileInstance
.
transform
.
localScale
=
locScale
;
if
(
!
isFacingRight
)
if
(
isFacingRight
)
{
projectileInstance
.
GetComponent
<
enemyProjectile
>().
ProjectileExpiration
(
new
Vector2
(-
projectileSpeed
*
directionModifier
.
x
,
projectileSpeed
*
directionModifier
.
y
),
maxDistance
);
}
...
...
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