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a/Unity/Assets/Scripts/CameraFollow.cs +++ b/Unity/Assets/Scripts/CameraFollow.cs @@ -30,7 +30,13 @@ private void Start() { private void Update() { // move camera with player, interpolating based on amount of smoothing - Vector3 newPosition = target.position + offset; + Vector3 newPosition; + if (target){ + newPosition = target.position + offset; + } else { + newPosition = transform.position; + } + transform.position = Vector3.Lerp(transform.position, newPosition, smoothingSpeed); float clampedX = Mathf.Clamp(transform.position.x, minbounds.x+halfWidth, maxbounds.x - halfWidth); diff --git a/Unity/Assets/Scripts/Enemies/Enemy.cs b/Unity/Assets/Scripts/Enemies/Enemy.cs index 021e4c41..72bcf841 100644 --- a/Unity/Assets/Scripts/Enemies/Enemy.cs +++ b/Unity/Assets/Scripts/Enemies/Enemy.cs @@ -7,6 +7,7 @@ public class Enemy : Destructible public float speed = .1f; public float aggroRange = 5f; public float meleeRange = 1.5f; + public float closeRange = .5f; public float damage; public float swingTimer; @@ -15,7 +16,8 @@ public class Enemy : Destructible private Rigidbody2D enemyRb; public GameObject player; public GameManager gm; - + public AudioClip[] clips = new AudioClip[6]; //[0-3] are attacks, [4-5] are death noises + public AudioSource[] source; //[0-2 are creation noises] //private float pathFindingTimer; //private int currentPathIndex; @@ -29,6 +31,10 @@ void Awake() enemyRb = GetComponent(); player = GameObject.Find("Player"); gm = GameObject.Find("GameManager").GetComponent(); + source = this.gameObject.GetComponents(); + //source[Random.Range(0,3)].Play(); + //AudioSource.PlayClipAtPoint(clips[Random.Range(4,6)], transform.position); + enemyRb.constraints = RigidbodyConstraints2D.FreezeRotation; } // Update is called once per frame @@ -55,20 +61,29 @@ private float GetDistance(GameObject target){ private void MoveTowards(GameObject target){ Vector2 currentPosition = new Vector2(transform.position.x, transform.position.y); Vector2 targetPosition = new Vector2(target.transform.position.x, target.transform.position.y); - if (Vector2.Distance(currentPosition, targetPosition) > meleeRange){ + if (Vector2.Distance(currentPosition, targetPosition) > closeRange){ Vector2 moveDir = (targetPosition - currentPosition).normalized; - transform.position = new Vector3(currentPosition.x + moveDir.x * speed * Time.deltaTime, currentPosition.y + moveDir.y * speed * Time.deltaTime, 0); - } else{ + transform.Translate(moveDir * speed * Time.deltaTime); + } + if (Vector2.Distance(currentPosition, targetPosition) <= meleeRange) { Attack(target.GetComponent()); } } private void Attack(Destructible target){ if (lastSwing >= swingTimer){ + //source[Random.Range(0,4)].PlayClipAtPoint(); + AudioSource.PlayClipAtPoint(clips[Random.Range(0,4)], transform.position); target.TakeDamage(damage); lastSwing = 0; } } + + public override void Die(){ + //source[Random.Range(7,9)].Play(); + AudioSource.PlayClipAtPoint(clips[Random.Range(4,6)], transform.position); + Destroy(gameObject); + } } diff --git a/Unity/Assets/Scripts/Enemies/Zombie.cs b/Unity/Assets/Scripts/Enemies/Zombie.cs index 32a1d6b0..f53be9ce 100644 --- a/Unity/Assets/Scripts/Enemies/Zombie.cs +++ b/Unity/Assets/Scripts/Enemies/Zombie.cs @@ -7,8 +7,9 @@ public class Zombie : Enemy void Start() { speed = 1f; - aggroRange = 5f; - meleeRange = 1.5f; + aggroRange = 10f; + meleeRange = 1.8f; + closeRange = 1.5f; swingTimer = 2; damage = 10; hitPoints = 100; diff --git a/Unity/Assets/Scripts/GameManager.cs b/Unity/Assets/Scripts/GameManager.cs index 9d0672be..720e3f55 100644 --- a/Unity/Assets/Scripts/GameManager.cs +++ b/Unity/Assets/Scripts/GameManager.cs @@ -18,14 +18,16 @@ public class GameManager : MonoBehaviour public TextMeshProUGUI ammoText; public TextMeshProUGUI levelText; public Slider healthBar; - public Image pistol; + public Image shotgun; + public Image bow; // Non UI Fields public bool isActive = false; public GameObject[] enemy; // public PlayerData playerData; - public float spawnDelay = 0.05f; + public int spawnDelay = 2; public PlayerController player; + public int playerIndex; // Start is called before the first frame update void Start() @@ -33,7 +35,9 @@ void Start() startButton.gameObject.GetComponent