animations walk/idle/death/move working

This commit is contained in:
Baptiste 2023-06-25 18:14:45 -04:00
parent 05f3f2a1f7
commit 4a5313a9cf
9 changed files with 181 additions and 32 deletions

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@ -1,5 +1,31 @@
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@ -10,7 +36,8 @@ AnimatorState:
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@ -84,7 +111,8 @@ AnimatorState:
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@ -126,6 +154,28 @@ AnimatorState:
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View File

@ -1705,7 +1705,7 @@ AnimationClip:
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View File

@ -774,7 +774,7 @@ AnimationClip:
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View File

@ -733,7 +733,7 @@ AnimationClip:
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@ -17,12 +17,13 @@ public class Ally : Entity
//Attack Cooldown
if(AttackSpeed < AttackSpeedWait) {
Enemy.Hp-=AttackDamage;
Enemy.hit(AttackDamage);
Debug.Log("Opponent Hp = " + Enemy.Hp);
//Kill if no hp
if(Enemy.Hp <= 0) {
Destroy(Enemy);
IsEnemyDetected = false;
Enemy.death();
}
AttackSpeedWait = 0f;

View File

@ -25,9 +25,18 @@ public class AnimationEntity : MonoBehaviour
_animator_entity.Play("idle", 0, 0f);
}
public void Walk() {
_animator_entity.Play("walk", 0, 0f);
}
public void Attack() {
_animator_entity.Play("attack", 0, 0f);
_doSomething = true;
}
public void Die() {
_animator_entity.Play("die", 0, 0f);
_doSomething = true;
}
}

View File

@ -22,19 +22,23 @@ public class Detection : MonoBehaviour
void OnTriggerEnter2D(Collider2D other)
{
//Projectiles detection + damage deal
if(_entityLinked is not null) {
if(_projectileDamage > 0 && other.gameObject.GetComponent<Entity>() == _entityLinked) {
other.gameObject.GetComponent<Entity>().Hp -= _projectileDamage;
_entityLinked.hit(_projectileDamage);
//Kill if no hp
if(other.gameObject.GetComponent<Entity>().Hp <= 0) {
Destroy(other.gameObject);
other.gameObject.GetComponent<Entity>().death();
_entityLinked = null;
}
}
}
}
void OnTriggerStay2D(Collider2D other) {
if(_entityLinked is not null) {
if(_entityLinked.Enemy == null) {
//Detect the enemy and inform the Ally
if (other.gameObject.tag == "Opponent" && _entityLinked is Ally) {
@ -48,16 +52,19 @@ public class Detection : MonoBehaviour
_entityLinked.Enemy = other.gameObject.GetComponent<Entity>();
}
}
}
}
void OnTriggerExit2D(Collider2D other)
{
if(_entityLinked is not null) {
if(_projectileDamage == 0) {
if ((other.gameObject.tag == "Opponent" && _entityLinked is Ally) || (other.gameObject.tag == "Ally" && _entityLinked is Opponent)) {
_entityLinked.IsEnemyDetected = false;
}
}
}
}

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@ -16,11 +16,65 @@ public class Entity : LevelObject
private float _attack_speed;
private float _attack_speed_wait = 0f;
private AnimationEntity _animation;
private Shader shaderGUItext;
private Shader shaderSpritesDefault;
//Enemy Spotted
private bool _isEnemyDetected = false;
private Entity _enemy;
//Methods
public void death() {
_animation.Die();
Invoke("dying", 0.1f);
}
void dying() {
SpriteRenderer[] spriteRenderers;
spriteRenderers = GetComponentsInChildren<SpriteRenderer>();
foreach (SpriteRenderer renderer in spriteRenderers)
{
Color currentColor = renderer.color;
currentColor.a = currentColor.a - 0.1f;
renderer.color = currentColor;
}
if(spriteRenderers[0].color.a > 0f) {
Invoke("dying", 0.1f);
}else {
Destroy(gameObject);
}
}
public void hit(int damage) {
_hp-=damage;
SpriteRenderer[] spriteRenderers;
spriteRenderers = GetComponentsInChildren<SpriteRenderer>();
shaderGUItext = Shader.Find("GUI/Text Shader");
shaderSpritesDefault = Shader.Find("Sprites/Default");
foreach (SpriteRenderer renderer in spriteRenderers)
{
renderer.material.shader = shaderGUItext;
}
Invoke("returnNormalColor", 0.1f);
}
void returnNormalColor() {
SpriteRenderer[] spriteRenderers;
spriteRenderers = GetComponentsInChildren<SpriteRenderer>();
foreach (SpriteRenderer renderer in spriteRenderers)
{
renderer.material.shader = shaderSpritesDefault;
}
}
//GETTERS AND SETTERS
public int Hp

View File

@ -11,6 +11,7 @@ public class Opponent : Entity
void Start()
{
_rigidbody = GetComponent<Rigidbody2D>();
Animation = gameObject.AddComponent<AnimationEntity>();
}
void Update() {
@ -29,12 +30,14 @@ public class Opponent : Entity
//Attack Cooldown
if(AttackSpeed < AttackSpeedWait)
{
Enemy.Hp-=AttackDamage;
Animation.Attack();
Enemy.hit(AttackDamage);
Debug.Log("Ally Hp = " + Enemy.Hp);
//Kill if no hp
if(Enemy.Hp <= 0) {
Destroy(Enemy);
Enemy.death();
}
AttackSpeedWait = 0f;