From d2a26a2e281c3680761fe8a8472e2330240e7c7e Mon Sep 17 00:00:00 2001 From: Tianzhu Zhang Date: Wed, 9 Oct 2013 07:34:09 -0400 Subject: [PATCH] Updated all enemy prefab, they all face the correction when moving now fixed a bug that caused game over scene not triggering removed all unwanted colliders in animation --- .../Assets/Prefab/Enemy_Big.prefab | 883 ++++++- .../Assets/Prefab/Enemy_Ranged.prefab | 1125 +++++++- .../Assets/Scene_Tianzhu/LVL1.unity | 2327 +++++++++++++++-- .../Assets/Scripts/Enemy_StandardRanged.cs | 81 + .../Assets/Scripts/Enemy_StandardWeak.cs | 17 +- .../Assets/Scripts/FPS_HERO.cs | 8 +- 6 files changed, 3946 insertions(+), 495 deletions(-) diff --git a/Guardian of Silverkeep/Assets/Prefab/Enemy_Big.prefab b/Guardian of Silverkeep/Assets/Prefab/Enemy_Big.prefab index 98a6c42..d907f99 100644 --- a/Guardian of Silverkeep/Assets/Prefab/Enemy_Big.prefab +++ b/Guardian of Silverkeep/Assets/Prefab/Enemy_Big.prefab @@ -156,6 +156,242 @@ GameObject: m_NavMeshLayer: 0 m_StaticEditorFlags: 0 m_IsActive: 1 +--- !u!1 &100018 +GameObject: + m_ObjectHideFlags: 1 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 100100000} + serializedVersion: 4 + m_Component: + - 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selfPosition; if(transform.position.y != 0) transform.Translate(0, -transform.position.y, 0); @@ -75,12 +100,20 @@ public class Enemy_StandardRanged : MonoBehaviour #endregion #region Mental Status : idle if (mentalstate == EnemyMentalState.idle) + { transform.Translate(0,0,0); + left.gameObject.SetActive(false); + back.gameObject.SetActive(false); + front.gameObject.SetActive(true); + right.gameObject.SetActive(false); + } else if (mentalstate == EnemyMentalState.moving) { //float amtToMove = enemyMoveSpeed * Time.deltaTime; //transform.Translate (CurrentDirection * amtToMove); controller.Move (moveDirection * Time.deltaTime); + FacingDirection(CurrentDirection, heroDir); + } @@ -133,4 +166,52 @@ public class Enemy_StandardRanged : MonoBehaviour otherObject.gameObject.SendMessage("heroGotHit",enemyDamage); } } +void FacingDirection(Vector3 currentDir, Vector3 heroDir) + { + Vector3 currentLeft = new Vector3(0,0,0); + if (currentDir.x == 0 && currentDir.z == 1) + currentLeft = Vector3.left; + else if (currentDir.x == -1 && currentDir.z == 0) + currentLeft = Vector3.back; + else if (currentDir.x == 0 && currentDir.z == -1) + currentLeft = Vector3.right; + else currentLeft = Vector3.forward; + + //Vector3 currentLeft = new Vector3(currentDir.x-1, 0, currentDir.z-1); + float faceFrontOrBack = Vector3.Angle(currentDir, heroDir); + float faceLeftOrRight = Vector3.Angle(currentLeft, heroDir); + if(faceFrontOrBack <45) + { + //***front facing hero + left.gameObject.SetActive(false); + back.gameObject.SetActive(false); + front.gameObject.SetActive(true); + right.gameObject.SetActive(false); + } + else if(faceFrontOrBack >135) + { + //***back facing hero + left.gameObject.SetActive(false); + back.gameObject.SetActive(true); + front.gameObject.SetActive(false); + right.gameObject.SetActive(false); + } + else if(faceLeftOrRight <= 45) + { + //***going left + left.gameObject.SetActive(true); + back.gameObject.SetActive(false); + front.gameObject.SetActive(false); + right.gameObject.SetActive(false); + + } + else if (faceLeftOrRight >=135) + { + left.gameObject.SetActive(false); + back.gameObject.SetActive(false); + front.gameObject.SetActive(false); + right.gameObject.SetActive(true); + } + + } } diff --git a/Guardian of Silverkeep/Assets/Scripts/Enemy_StandardWeak.cs b/Guardian of Silverkeep/Assets/Scripts/Enemy_StandardWeak.cs index e8deccf..7d0298d 100644 --- a/Guardian of Silverkeep/Assets/Scripts/Enemy_StandardWeak.cs +++ b/Guardian of Silverkeep/Assets/Scripts/Enemy_StandardWeak.cs @@ -79,6 +79,8 @@ public class Enemy_StandardWeak : MonoBehaviour selfPosition = new Vector3(transform.position.x, 0, transform.position.z); heroPos = new Vector3 (hero.transform.position.x, 0, hero.transform.position.z); heroDir = heroPos - selfPosition; + if(transform.position.y != 0) + transform.Translate(0, -transform.position.y, 0); //initiallize and updates self direction Vector3 CurrentDirection = Vector3.right; @@ -175,7 +177,16 @@ public class Enemy_StandardWeak : MonoBehaviour } void FacingDirection(Vector3 currentDir, Vector3 heroDir) { - Vector3 currentLeft = new Vector3(currentDir.x-1, 0, currentDir.z-1); + Vector3 currentLeft = new Vector3(0,0,0); + if (currentDir.x == 0 && currentDir.z == 1) + currentLeft = Vector3.left; + else if (currentDir.x == -1 && currentDir.z == 0) + currentLeft = Vector3.back; + else if (currentDir.x == 0 && currentDir.z == -1) + currentLeft = Vector3.right; + else currentLeft = Vector3.forward; + + //Vector3 currentLeft = new Vector3(currentDir.x-1, 0, currentDir.z-1); float faceFrontOrBack = Vector3.Angle(currentDir, heroDir); float faceLeftOrRight = Vector3.Angle(currentLeft, heroDir); if(faceFrontOrBack <45) @@ -194,7 +205,7 @@ public class Enemy_StandardWeak : MonoBehaviour front.gameObject.SetActive(false); right.gameObject.SetActive(false); } - else if(faceLeftOrRight < 90) + else if(faceLeftOrRight <= 45) { //***going left left.gameObject.SetActive(true); @@ -203,7 +214,7 @@ public class Enemy_StandardWeak : MonoBehaviour right.gameObject.SetActive(false); } - else + else if (faceLeftOrRight >=135) { left.gameObject.SetActive(false); back.gameObject.SetActive(false); diff --git a/Guardian of Silverkeep/Assets/Scripts/FPS_HERO.cs b/Guardian of Silverkeep/Assets/Scripts/FPS_HERO.cs index 741cdc9..b024824 100644 --- a/Guardian of Silverkeep/Assets/Scripts/FPS_HERO.cs +++ b/Guardian of Silverkeep/Assets/Scripts/FPS_HERO.cs @@ -53,15 +53,17 @@ public class FPS_HERO: MonoBehaviour void Update () { - if (state != State.Dead) - { - #region Win/Lose + #region Win/Lose if(this.Health <= 0) Application.LoadLevel("GameOver"); if(this.Score >= victoryScore) Application.LoadLevel("VictoryScreen"); #endregion + + if (state != State.Dead) + { + if(transform.position.y != 0) transform.Translate(0, -transform.position.y, 0);