Implemented forced fight, updated attack range to be closer to player.

This commit is contained in:
finnchen123
2026-02-08 13:05:09 +01:00
parent 540cff4ca2
commit 53f775dfe7
15 changed files with 67 additions and 322 deletions

View File

@@ -19,9 +19,7 @@ namespace Assets.Scripts.InteractableObjects
bool isJumping;
Stopwatch jumpTimer;
bool followsPlayer;
bool isAttacking;
bool isAttackOnCooldown;
Stopwatch attackTimer;
Fight fight;
// Start is called before the first frame update
void Start()
@@ -30,33 +28,14 @@ namespace Assets.Scripts.InteractableObjects
jumpTimer = new Stopwatch();
jumpTimer.Start();
followsPlayer = false;
isAttacking = false;
isAttackOnCooldown = false;
attackTimer = new Stopwatch();
fight = GameObject.Find("Fight").GetComponent<Fight>();
}
// Update is called once per frame
void Update()
{
if(fight.isFightActive) return;
Jump();
if (isAttacking)
{
Attack();
}
}
void Attack()
{
if (!isAttackOnCooldown)
{
attackTimer.Start();
isAttackOnCooldown = true;
}
if (attackTimer.ElapsedMilliseconds >= 2000)
{
attackTimer.Reset();
isAttackOnCooldown = false;
}
}
void Jump()
@@ -95,16 +74,12 @@ namespace Assets.Scripts.InteractableObjects
public void HandleAttack()
{
isAttacking = true;
//Create attack logic here
//TODO: Force Fight start
}
public void handleFollow(bool isFollowing)
{
followsPlayer = isFollowing;
isAttacking = false;
attackTimer.Reset();
isAttackOnCooldown = false;
}
public void HandleDetection()