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Platformer/Platformer/Assets/Scripts/Player&Enemy/Boss.cs
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
public class Boss : MonoBehaviour | |
{ | |
public Animator animator; | |
public float maxHealth = 75; //health | |
public float currentHealth; | |
public GameObject healthBarUI; | |
public Slider slider; | |
public GameObject enemie; | |
public Transform ghost; | |
public GameObject score; //shuriken | |
public GameObject key; //drop key | |
public int Shurikendamage = 10; | |
public Transform player; | |
public bool isFlipped = false; | |
//Same as other scripts | |
void Start() | |
{ | |
currentHealth = maxHealth; | |
slider.value = CalculateHealth(); | |
ghost.position = new Vector3(ghost.position.x, ghost.position.y, ghost.position.z); | |
} | |
void Update() | |
{ | |
slider.value = CalculateHealth(); | |
if (currentHealth < maxHealth) | |
{ | |
healthBarUI.SetActive(true); | |
} | |
} | |
//this way the sprite is alwyas facing the correct direction | |
public void LookAtPlayer() | |
{ | |
//ysed local scale | |
Vector3 flipped = transform.localScale; | |
flipped.z *= -1f; | |
if (transform.position.x > player.position.x && isFlipped) | |
{ | |
//not flipped | |
transform.localScale = flipped; | |
transform.Rotate(0f, 180f, 0f); | |
isFlipped = false; | |
} | |
else if (transform.position.x < player.position.x && !isFlipped) | |
{ | |
//flipped | |
transform.localScale = flipped; | |
transform.Rotate(0f, 180f, 0f); | |
isFlipped = true; | |
} | |
} | |
public void TakeDamage(int damage) | |
{ | |
healthBarUI.SetActive(true); | |
currentHealth -= damage; | |
slider.value = CalculateHealth(); | |
//Hurt Animation | |
SoundManagerScript.PlaySound("KnightHurt"); | |
if (currentHealth < 50) | |
{ | |
GetComponent<Animator>().SetBool("IsEnraged", true); | |
} | |
if (currentHealth <= 0) | |
{ | |
//drop score and key | |
Instantiate(key, new Vector3(ghost.position.x, ghost.position.y, ghost.position.z), Quaternion.identity); | |
Instantiate(score, new Vector3(ghost.position.x, ghost.position.y, ghost.position.z), Quaternion.identity); | |
Instantiate(score, new Vector3(ghost.position.x, ghost.position.y, ghost.position.z), Quaternion.identity); | |
Instantiate(score, new Vector3(ghost.position.x, ghost.position.y, ghost.position.z), Quaternion.identity); | |
Instantiate(score, new Vector3(ghost.position.x, ghost.position.y, ghost.position.z), Quaternion.identity); | |
Instantiate(score, new Vector3(ghost.position.x, ghost.position.y, ghost.position.z), Quaternion.identity); | |
Instantiate(score, new Vector3(ghost.position.x, ghost.position.y, ghost.position.z), Quaternion.identity); | |
Instantiate(score, new Vector3(ghost.position.x, ghost.position.y, ghost.position.z), Quaternion.identity); | |
Die(); | |
} | |
} | |
void Die() | |
{ | |
enemie.SetActive(false); | |
} | |
//if hi tby bullet | |
private void OnTriggerEnter2D(Collider2D other) | |
{ | |
if (other.gameObject.CompareTag("Bullet")) | |
{ | |
other.gameObject.SetActive(false); | |
TakeDamage(Shurikendamage); | |
healthBarUI.SetActive(true); | |
slider.value = CalculateHealth(); | |
SoundManagerScript.PlaySound("KnightHurt"); | |
} | |
} | |
float CalculateHealth() | |
{ | |
return currentHealth / maxHealth; | |
} | |
} |