v1 attack ally and enemy

This commit is contained in:
Baptiste 2023-05-12 19:29:21 -04:00
parent 77ab3229e1
commit 961059ce16
17 changed files with 852 additions and 3 deletions

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34
Assets/Scripts/Ally.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Ally : Entity
{
void Update() {
if(IsEnemyDetected) {
AttackEnemy();
}
}
void AttackEnemy() {
//Attack Cooldown
if(AttackSpeed < AttackSpeedWait) {
Enemy.Hp-=AttackDamage;
Debug.Log("Opponent Hp = " + Enemy.Hp);
//Kill if no hp
if(Enemy.Hp <= 0) {
Destroy(Enemy);
}
AttackSpeedWait = 0f;
}
AttackSpeedWait += Time.deltaTime;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Detection : MonoBehaviour
{
[SerializeField]
private Entity _entityLinked;
void OnTriggerEnter2D(Collider2D other)
{
//Detect the enemy and inform the Entity
if (other.gameObject.tag == "Opponent" && _entityLinked.GetType() == typeof(Ally)) {
_entityLinked.IsEnemyDetected = true;
_entityLinked.Enemy = other.gameObject.GetComponent<Entity>();
}
//Detect the enemy and inform the Entity
if (other.gameObject.tag == "Ally" && _entityLinked.GetType() == typeof(Opponent)) {
_entityLinked.IsEnemyDetected = true;
_entityLinked.Enemy = other.gameObject.GetComponent<Entity>();
}
}
void OnTriggerExit2D(Collider2D other)
{
_entityLinked.IsEnemyDetected = false;
}
}

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78
Assets/Scripts/Entity.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Entity : MonoBehaviour
{
//Attribut
[SerializeField]
private int _hp;
[SerializeField]
private float _speed;
[SerializeField]
private int _attack_damage;
[SerializeField]
private float _attack_speed;
private float _attack_speed_wait = 0f;
//Enemy Spotted
private bool _isEnemyDetected = false;
private Entity _enemy;
//GETTERS AND SETTERS
public int Hp
{
get { return _hp; }
set { _hp = value; }
}
public float Speed
{
get { return _speed; }
set { _speed = value; }
}
public int AttackDamage
{
get { return _attack_damage; }
set { _attack_damage = value; }
}
public float AttackSpeed
{
get { return _attack_speed; }
set { _attack_speed = value; }
}
public float AttackSpeedWait
{
get { return _attack_speed_wait; }
set { _attack_speed_wait = value; }
}
public bool IsEnemyDetected
{
get { return _isEnemyDetected; }
set { _isEnemyDetected = value; }
}
public Entity Enemy
{
get { return _enemy; }
set { _enemy = value; }
}
/*
void Start()
{
}
void Update()
{
}*/
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Opponent : Entity
{
private Vector2 _movementVector = Vector2.zero;
private Rigidbody2D _rigidbody;
void Start()
{
_rigidbody = GetComponent<Rigidbody2D>();
}
void Update() {
_movementVector.x = -Time.deltaTime * Speed;
_movementVector.Normalize();
_rigidbody.velocity = _movementVector * Speed;
if(IsEnemyDetected) {
AttackEnemy();
}
}
void AttackEnemy() {
//Attack Cooldown
if(AttackSpeed < AttackSpeedWait) {
Enemy.Hp-=AttackDamage;
Debug.Log("Ally Hp = " + Enemy.Hp);
//Kill if no hp
if(Enemy.Hp <= 0) {
Destroy(Enemy);
}
AttackSpeedWait = 0f;
}
AttackSpeedWait += Time.deltaTime;
}
}

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--- !u!78 &1 --- !u!78 &1
TagManager: TagManager:
serializedVersion: 2 serializedVersion: 2
tags: [] tags:
- Opponent
- Ally
layers: layers:
- Default - Default
- TransparentFX - TransparentFX