mirror of
https://github.com/Kizuren/ShantiManti.git
synced 2025-12-21 21:16:04 +01:00
Renamed Healthbar animation and refactored BulletCalc.cs
This commit is contained in:
parent
c1fa7a72b9
commit
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24 changed files with 77 additions and 62 deletions
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@ -6,7 +6,7 @@ AnimationClip:
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@ -6,7 +6,7 @@ AnimationClip:
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@ -6,7 +6,7 @@ AnimationClip:
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@ -6,7 +6,7 @@ AnimationClip:
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@ -8,6 +8,12 @@ AnimatorStateTransition:
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@ -57,7 +63,7 @@ AnimatorState:
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@ -83,7 +89,7 @@ AnimatorState:
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@ -144,7 +150,7 @@ AnimatorState:
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@ -177,25 +183,25 @@ AnimatorController:
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@ -216,7 +222,7 @@ AnimatorState:
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@ -243,6 +249,15 @@ AnimatorStateTransition:
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@ -268,6 +283,9 @@ AnimatorStateTransition:
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@ -14,7 +14,7 @@ GameObject:
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- component: {fileID: -5192191693051608455}
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- component: {fileID: 4173109939112180973}
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m_Layer: 0
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m_Name: BulletAng
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m_Name: BulletCalc
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m_TagString: Untagged
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@ -42,7 +42,7 @@ public class Aleksei : MonoBehaviour
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public Animator animator;
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bool StopAttack = false;
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bool NormalSpeeding = false;
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public static float BulletAngDirection;
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public static int BulletCalcDirection;
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bool FirstStop = true;
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bool Attacking = false;
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public float encourageSec = 2.0f;
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@ -108,12 +108,12 @@ public class Aleksei : MonoBehaviour
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if (rb.velocity.x >= 0.01f)
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{
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enemyGFX.transform.localScale = new Vector3(-1f, 1f, 1f);
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BulletAngDirection = 1f;
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BulletAngDirection = -1f;
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}
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else if (rb.velocity.x <= -0.01f)
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{
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enemyGFX.transform.localScale = new Vector3(1f, 1f, 1f);
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BulletAngDirection = 0f;
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BulletAngDirection = 1f;
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}
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if (distance < attackRange)
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@ -1,38 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BulletAng : MonoBehaviour
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{
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public float speed = 20f;
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public int damage = 40;
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public Rigidbody2D rb;
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public GameObject impactEffect;
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public Vector3 desiredRotation0 = new Vector3(0f, 0f, 24f); // Change this to your desired rotation
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public Vector3 desiredRotation1 = new Vector3(0f, 0f, -24f); // Change this to your desired rotation
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void Start()
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{
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if (Aleksei.BulletAngDirection == 0f)
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{
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rb.velocity = -transform.right * speed;
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transform.rotation = Quaternion.Euler(desiredRotation0);
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}
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if (Aleksei.BulletAngDirection == 1f)
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{
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rb.velocity = transform.right * speed;
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transform.rotation = Quaternion.Euler(desiredRotation1);
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}
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}
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void OnTriggerEnter2D(Collider2D collision)
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{
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if (collision.gameObject.tag == "Player")
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{
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Enemy.TookDamage = true;
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}
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Instantiate(impactEffect, transform.position, transform.rotation);
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Destroy(gameObject);
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}
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}
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35
Assets/game/enemy/BossAleksei/Scripts/BulletCalc.cs
Normal file
35
Assets/game/enemy/BossAleksei/Scripts/BulletCalc.cs
Normal file
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@ -0,0 +1,35 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BulletCalc : MonoBehaviour
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{
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public float speed = 20f;
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public int damage = 40;
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public GameObject impactEffect;
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public Vector3 desiredRotation = new Vector3(0f, 0f, 24f);
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Rigidbody2D rb;
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void Start()
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{
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rb = GetComponent<Rigidbody2D>();
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Vector3 rotation = desiredRotation0;
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rotation.z = rotation.z * -Aleksei.BulletCalcDirection;
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rb.velocity = transform.right * Aleksei.BulletCalcDirection * speed;
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transform.rotation = Quaternion.Euler(rotation);
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}
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void OnTriggerEnter2D(Collider2D collision)
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{
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if (collision.gameObject.tag == "Player")
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{
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Enemy.TookDamage = true;
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}
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Instantiate(impactEffect, transform.position, transform.rotation);
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Destroy(gameObject);
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}
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}
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@ -6,7 +6,7 @@ AnimationClip:
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@ -6,7 +6,7 @@ AnimationClip:
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@ -6,7 +6,7 @@ AnimationClip:
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@ -6,7 +6,7 @@ AnimationClip:
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@ -116,7 +116,7 @@ AnimatorState:
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@ -142,7 +142,7 @@ AnimatorState:
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@ -233,7 +233,7 @@ AnimatorState:
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@ -259,7 +259,7 @@ AnimatorState:
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