Basic Dodging Enemy Creation #12

Merged
MaximilienBB merged 5 commits from feature/DodgingEnemy into main 2025-07-27 20:30:08 +00:00
6 changed files with 1456 additions and 5 deletions
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@ -0,0 +1,7 @@
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@ -56,7 +56,13 @@ public class Detection : MonoBehaviour
Entity otherEntity = other.gameObject.GetComponent<Entity>();
if (otherEntity == _entityLinked)
{
_entityLinked.Hit(_projectileDamage);
if (EntityLinked.gameObject.GetComponent<GhostOpponent>() != null)
{
System.Random random = new System.Random();
if(random.Next(0, 99) > 25) _entityLinked.Hit(_projectileDamage);
}
else _entityLinked.Hit(_projectileDamage);
// Kill if no hp
if (otherEntity.Hp <= 0)
{

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@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using System.Transactions;
using UnityEngine;
public class GhostOpponent : Opponent
{
//new public void Hit(int damage)
//{
// Hp -= damage;
MaximilienBB marked this conversation as resolved Outdated

Pourrais mettre la valeur du % pour dodge (le 25) en SerializedField

Pourrais mettre la valeur du % pour dodge (le 25) en SerializedField
// _lifeBar.value = _hp / (float)_maxHp;
// _shaderGUItext = Shader.Find("GUI/Text Shader");
// _shaderSpritesDefault = Shader.Find("Sprites/Default");
// foreach (SpriteRenderer renderer in _spriteRenderers)
// {
// renderer.material.shader = _shaderGUItext;
// }
// Invoke("ReturnNormalColor", 0.1f);
//}
}

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@ -42,10 +42,6 @@ public class Opponent : Entity
Move();
}
}
void AttackEnemy()