Added health bar to slimes and improved attack logic

This commit is contained in:
finnchen123 2025-12-10 16:39:24 +01:00
parent abc11650ee
commit f74ec7e84d
7 changed files with 407 additions and 117 deletions

1
.gitignore vendored
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@ -67,3 +67,4 @@ crashlytics-build.properties
mono_crash* mono_crash*
BuildLinux/ BuildLinux/
BuildWindows/ BuildWindows/
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@ -20,6 +20,7 @@ namespace Assets.Scripts.InteractableObjects
Stopwatch jumpTimer; Stopwatch jumpTimer;
bool followsPlayer; bool followsPlayer;
bool isAttacking; bool isAttacking;
bool isAttackOnCooldown;
Stopwatch attackTimer; Stopwatch attackTimer;
// Start is called before the first frame update // Start is called before the first frame update
@ -30,14 +31,35 @@ namespace Assets.Scripts.InteractableObjects
jumpTimer.Start(); jumpTimer.Start();
followsPlayer = false; followsPlayer = false;
isAttacking = false; isAttacking = false;
isAttackOnCooldown = false;
attackTimer = new Stopwatch(); attackTimer = new Stopwatch();
//Nothing
} }
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
if (gameObject.activeSelf) Jump();
if (isAttacking)
{
Attack();
}
}
void Attack()
{
if (!isAttackOnCooldown)
{
attackTimer.Start();
isAttackOnCooldown = true;
}
if (attackTimer.ElapsedMilliseconds >= 2000)
{
attackTimer.Reset();
isAttackOnCooldown = false;
}
}
void Jump()
{ {
if (!isJumping) if (!isJumping)
{ {
@ -61,11 +83,6 @@ namespace Assets.Scripts.InteractableObjects
jumpTimer.Reset(); jumpTimer.Reset();
isJumping = false; isJumping = false;
} }
if (gameObject.transform.position.x > 1000 || gameObject.transform.position.x > 5000 || gameObject.transform.position.x > 5000)
{
UnityEngine.Debug.Log("BUG!");
}
}
} }
void OnTriggerExit(Collider col) void OnTriggerExit(Collider col)
@ -76,7 +93,7 @@ namespace Assets.Scripts.InteractableObjects
} }
} }
public void handleAttack() public void HandleAttack()
{ {
isAttacking = true; isAttacking = true;
//Create attack logic here //Create attack logic here
@ -86,10 +103,11 @@ namespace Assets.Scripts.InteractableObjects
{ {
followsPlayer = isFollowing; followsPlayer = isFollowing;
isAttacking = false; isAttacking = false;
//Stop attacks attackTimer.Reset();
isAttackOnCooldown = false;
} }
public void handleDetection() public void HandleDetection()
{ {
followsPlayer = true; followsPlayer = true;
} }

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@ -242,10 +242,10 @@ namespace Assets.Scripts.Player
switch (col.name) switch (col.name)
{ {
case "AttackRange": case "AttackRange":
enemy.handleAttack(); enemy.HandleAttack();
break; break;
case "DetectionRange": case "DetectionRange":
enemy.handleDetection(); enemy.HandleDetection();
break; break;
case "FollowRange": case "FollowRange":
//Do nothing, as it needs to be detected first //Do nothing, as it needs to be detected first

8
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7
README
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@ -34,3 +34,10 @@ TODO:
- Maybe keys for chests/doors - Maybe keys for chests/doors
- Maybe torches for caves - Maybe torches for caves
- Add a Compendium to the game - Add a Compendium to the game
- Change scaling and exp values of enemies
- Enemies generated on a new tile scale with player
- No further scaling or always adapting to player?
- If always adapt, only to player stats! No equipment stats!
- Exp scaling should be influenced by enemy scaling
- Add health bar and enemy name above slimes
- Remove fight UI completely

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