Added basic logic for new slime behaviour (It now follows the player a certain distance). Changed some prefab namings

This commit is contained in:
finnchen123
2025-11-19 20:45:49 +01:00
parent a8cca74fc4
commit abc11650ee
20 changed files with 1345 additions and 159 deletions

View File

@@ -235,6 +235,45 @@ namespace Assets.Scripts.Player
transform.position = new Vector3(transform.position.x + 10, 10, transform.position.z);
}
}
if (col.name.Contains("Range"))
{
Enemy enemy = col.gameObject.transform.parent.GetComponent<Enemy>();
switch (col.name)
{
case "AttackRange":
enemy.handleAttack();
break;
case "DetectionRange":
enemy.handleDetection();
break;
case "FollowRange":
//Do nothing, as it needs to be detected first
break;
}
}
}
void OnTriggerExit(Collider col)
{
if (col.name.Contains("Range"))
{
Enemy enemy = col.gameObject.transform.parent.GetComponent<Enemy>();
switch (col.name)
{
case "AttackRange":
enemy.handleFollow(true);
break;
case "DetectionRange":
//Do nothing as it already follows player
break;
case "FollowRange":
enemy.handleFollow(false);
break;
}
}
}
public void displayAction(int index, GameObject image, GameObject desc)