correction du merge request

This commit is contained in:
Baptiste 2023-07-07 19:15:56 -04:00
parent ccd2e898e5
commit 5238cb2e8a
6 changed files with 89 additions and 62 deletions

View File

@ -4,8 +4,14 @@ using UnityEngine;
public class Ally : Entity
{
public override void Start()
{
base.Start();
void Update() {
}
void Update()
{
if(IsEnemyDetected) {
AttackEnemy();
@ -13,17 +19,17 @@ public class Ally : Entity
}
void AttackEnemy() {
void AttackEnemy()
{
//Attack Cooldown
if(AttackSpeed < AttackSpeedWait) {
Enemy.hit(AttackDamage);
Debug.Log("Opponent Hp = " + Enemy.Hp);
Enemy.Hit(AttackDamage);
//Kill if no hp
if(Enemy.Hp <= 0) {
IsEnemyDetected = false;
Enemy.death();
Enemy.Death();
}
AttackSpeedWait = 0f;

View File

@ -11,12 +11,16 @@ public class Archer : Ally
private Rigidbody2D _rigidbodyAlly;
private Rigidbody2D _rigidbodyOpponent;
void Start() {
public override void Start()
{
base.Start();
_rigidbodyAlly = GetComponent<Rigidbody2D>();
Animation = gameObject.AddComponent<AnimationEntity>();
}
void Update() {
void Update()
{
if(IsEnemyDetected) {
_rigidbodyOpponent = Enemy.GetComponent<Rigidbody2D>();
@ -25,12 +29,13 @@ public class Archer : Ally
}
void AttackEnemy() {
void AttackEnemy()
{
//Attack Cooldown
if(AttackSpeed < AttackSpeedWait) {
Animation.Attack();
Animation.PlayAttackAnim();
GameObject _newArrow = Instantiate(_arrow, _rigidbodyAlly.position, Quaternion.identity);

View File

@ -5,44 +5,50 @@ using UnityEngine;
public class AnimationEntity : MonoBehaviour
{
private Animator _animator_entity;
private Animator _animatorEntity;
private bool _doSomething = false;
private bool _isDead = false;
void Start() {
_animator_entity = GetComponentInChildren<Animator>();
void Start()
{
_animatorEntity = GetComponentInChildren<Animator>();
}
void Update() {
void Update()
{
if (_doSomething && _animator_entity.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1f)
if (_doSomething && _animatorEntity.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1f)
{
Idle();
PlayIdleAnim();
_doSomething = false;
}
}
public void Idle() {
public void PlayIdleAnim()
{
if(!_isDead) {
_animator_entity.Play("idle", 0, 0f);
_animatorEntity.Play("idle", 0, 0f);
}
}
public void Walk() {
public void PlayWalkAnim()
{
if(!_isDead) {
_animator_entity.Play("walk", 0, 0f);
_animatorEntity.Play("walk", 0, 0f);
}
}
public void Attack() {
public void PlayAttackAnim()
{
if(!_isDead) {
_animator_entity.Play("attack", 0, 0f);
_animatorEntity.Play("attack", 0, 0f);
_doSomething = true;
}
}
public void Die() {
_animator_entity.Play("die", 0, 0f);
public void PlayDieAnim()
{
_animatorEntity.Play("die", 0, 0f);
_doSomething = true;
_isDead = true;
}

View File

@ -22,13 +22,13 @@ public class Detection : MonoBehaviour
void OnTriggerEnter2D(Collider2D other)
{
//Projectiles detection + damage deal
if(_entityLinked is not null) {
if(_entityLinked != null) {
if(_projectileDamage > 0 && other.gameObject.GetComponent<Entity>() == _entityLinked) {
_entityLinked.hit(_projectileDamage);
_entityLinked.Hit(_projectileDamage);
//Kill if no hp
if(other.gameObject.GetComponent<Entity>().Hp <= 0) {
other.gameObject.GetComponent<Entity>().death();
other.gameObject.GetComponent<Entity>().Death();
_entityLinked = null;
}
@ -37,8 +37,9 @@ public class Detection : MonoBehaviour
}
void OnTriggerStay2D(Collider2D other) {
if(_entityLinked is not null) {
void OnTriggerStay2D(Collider2D other)
{
if(_entityLinked != null) {
if(_entityLinked.Enemy == null) {
//Detect the enemy and inform the Ally
if (other.gameObject.tag == "Opponent" && _entityLinked is Ally) {
@ -58,7 +59,7 @@ public class Detection : MonoBehaviour
void OnTriggerExit2D(Collider2D other)
{
if(_entityLinked is not null) {
if(_entityLinked != null) {
if(_projectileDamage == 0) {
if ((other.gameObject.tag == "Opponent" && _entityLinked is Ally) || (other.gameObject.tag == "Ally" && _entityLinked is Opponent)) {
_entityLinked.IsEnemyDetected = false;

View File

@ -16,62 +16,68 @@ public class Entity : LevelObject
private float _attack_speed;
private float _attack_speed_wait = 0f;
private AnimationEntity _animation;
private Shader shaderGUItext;
private Shader shaderSpritesDefault;
private Shader _shaderGUItext;
private Shader _shaderSpritesDefault;
private SpriteRenderer[] _spriteRenderers;
//Enemy Spotted
private bool _isEnemyDetected = false;
private Entity _enemy;
//Methods
public void death() {
_animation.Die();
Invoke("dying", 0.1f);
public virtual void Start()
{
_spriteRenderers = GetComponentsInChildren<SpriteRenderer>();
}
void dying() {
SpriteRenderer[] spriteRenderers;
spriteRenderers = GetComponentsInChildren<SpriteRenderer>();
//Start the animation of death and the fading of the entity
public void Death()
{
_animation.PlayDieAnim();
Invoke("Dying", 0.1f);
}
foreach (SpriteRenderer renderer in spriteRenderers)
//Recursive method that fade the dying entity
void Dying()
{
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);
if(_spriteRenderers[0].color.a > 0f) {
Invoke("Dying", 0.1f);
}else {
Destroy(gameObject);
}
}
public void hit(int damage) {
//When hit : get damage and start a flash of light
public void Hit(int damage)
{
_hp-=damage;
SpriteRenderer[] spriteRenderers;
spriteRenderers = GetComponentsInChildren<SpriteRenderer>();
shaderGUItext = Shader.Find("GUI/Text Shader");
shaderSpritesDefault = Shader.Find("Sprites/Default");
_shaderGUItext = Shader.Find("GUI/Text Shader");
_shaderSpritesDefault = Shader.Find("Sprites/Default");
foreach (SpriteRenderer renderer in spriteRenderers)
foreach (SpriteRenderer renderer in _spriteRenderers)
{
renderer.material.shader = shaderGUItext;
renderer.material.shader = _shaderGUItext;
}
Invoke("returnNormalColor", 0.1f);
Invoke("ReturnNormalColor", 0.1f);
}
void returnNormalColor() {
SpriteRenderer[] spriteRenderers;
spriteRenderers = GetComponentsInChildren<SpriteRenderer>();
foreach (SpriteRenderer renderer in spriteRenderers)
//End the flash of light from the method above
void ReturnNormalColor()
{
foreach (SpriteRenderer renderer in _spriteRenderers)
{
renderer.material.shader = shaderSpritesDefault;
renderer.material.shader = _shaderSpritesDefault;
}
}

View File

@ -8,13 +8,16 @@ public class Opponent : Entity
private Vector2 _movementVector = Vector2.zero;
private Rigidbody2D _rigidbody;
void Start()
public override void Start()
{
base.Start();
_rigidbody = GetComponent<Rigidbody2D>();
Animation = gameObject.AddComponent<AnimationEntity>();
}
void Update() {
void Update()
{
_movementVector.x = -Time.deltaTime * Speed;
@ -26,18 +29,18 @@ public class Opponent : Entity
}
void AttackEnemy() {
void AttackEnemy()
{
//Attack Cooldown
if(AttackSpeed < AttackSpeedWait)
{
Animation.Attack();
Animation.PlayAttackAnim();
Enemy.hit(AttackDamage);
Debug.Log("Ally Hp = " + Enemy.Hp);
Enemy.Hit(AttackDamage);
//Kill if no hp
if(Enemy.Hp <= 0) {
Enemy.death();
Enemy.Death();
}
AttackSpeedWait = 0f;