Ejemplo n.º 1
0
 // Update is called once per frame
 void Update()
 {
     if (stateInt == State.ChoosingAttack)
     {
         if (princeHealth.getHealthPercent() >= .8)
         {
             attack = Random.Range(0, 3);
             Debug.Log(attack);
             stateInt = State.Attacking;
         }
         else if (princeHealth.getHealthPercent() >= .5)
         {
             attack   = Random.Range(0, 4);
             stateInt = State.Attacking;
         }
         else if (princeHealth.getHealthPercent() > 0)
         {
             attack   = Random.Range(0, 6);
             stateInt = State.Attacking;
         }
         else
         {
             //Play death animation here
             stateInt = State.Dead;
             princeAnimator.SetInteger("stateInt", 0);
             GameManager.instance.returnCamera().m_Lens.OrthographicSize = 10;
             GameManager.instance.returnCamera().m_Follow = player.GetComponentInChildren <CameraReturnPoint>().returnThisTransform();
             Destroy(gameObject, 5f);
         }
     }
 }
Ejemplo n.º 2
0
/*
 * DONE: At some point (probably after animations come in for the rat boss) I need to hook up an animator to the boss and make the different placeholder warnings into animations?
 * or maybe I should keep the warnings in, ill see. Either way I need to implement the bite attack when the player gets/stays too close to the rat for too long.
 */


    // Update is called once per frame
    void Update()
    {
        //debug method to check if the abilities when he is at half hp works correctly
        if (halfHealthTest)
        {
            atHalfHealth();
            halfHealthTest = false;
        }
        if (bossFightStarted)
        {
            if (healthScript.getHealthPercent() <= .5)
            {
                Debug.Log(healthScript.getHealthPercent());
                atHalfHealth();
            }

            time        += Time.deltaTime;
            staggerTime += Time.deltaTime;
            if (!belowHalfHealth)
            {
                if (time > attackTimer - 1.5 && moveSelected == -1)
                {
                    moveSelected = Random.Range(1, moves);
                    if (moveSelected == 2)
                    {
                        moveWarning.SetActive(true);
                        spawnWarning.SetActive(false);
                    }
                    else
                    {
                        spawnWarning.SetActive(true);
                        moveWarning.SetActive(false);
                    }
                }
                if (time > attackTimer)
                {
                    moveWarning.SetActive(false);
                    spawnWarning.SetActive(false);

                    time = 0f;
                    ResetSpikes();
                    int numSpikes = Random.Range(1, spikes.Length);
                    for (int i = 0; i < numSpikes; ++i)
                    {
                        int chosenSpike = spikeNumberList[Random.Range(0, spikeNumberList.Count)];
                        spikeNumberList.Remove(chosenSpike);
                        spikes[chosenSpike].SetActive(true);
                        spikes[chosenSpike].GetComponentInChildren <Spike_Rat>().Appear();
                    }
                    switch (moveSelected)
                    {
                    case 1:             //Spawn attack
                        //spawnOffset = new Vector3(0, 0, 0);
                        int randRats = Random.Range(1, numRatz + 1);
                        for (int i = 0; i < randRats; ++i)
                        {
                            //spawnOffset = new Vector3(0, 2*i, 0);
                            GameObject spawnedRat = Instantiate(rat, transform.position, transform.rotation);
                            ratz.Add(spawnedRat);
                            if (transform.position.x <= leftLocation.transform.position.x)
                            {
                                spawnedRat.GetComponent <Rigidbody2D>().velocity = (new Vector3(Random.Range(velMin, velMax), Random.Range(velMin, velMax) / 2, 0f));
                            }
                            else if (transform.position.x >= originalLocation.transform.position.x)
                            {
                                spawnedRat.GetComponent <Rigidbody2D>().velocity = (new Vector3((Random.Range(-velMin, -velMax)), Random.Range(velMin, velMax) / 2, 0f));
                            }
                        }
                        break;

                    case 2:             //Move attack
                        //Debug.Log("attack2");
                        if (!movingLeft && !movingBack)
                        {
                            if (transform.position.x <= leftLocation.transform.position.x)
                            {
                                bossAnimation.SetInteger("StateInt", 1);
                                movingBack = true;
                            }
                            else if (transform.position.x >= originalLocation.transform.position.x)
                            {
                                bossAnimation.SetInteger("StateInt", 1);
                                movingLeft = true;
                            }
                        }
                        break;

                    case 3:             //Staggered Spawn Attack
                        spawnOffset       = new Vector3(0, 0, 0);
                        randStaggeredRatz = Random.Range(1, numRatz + 1);
                        spawning          = true;
                        break;

                    default:
                        Debug.Log("Selected move #" + moveSelected);
                        break;
                    }
                    moveSelected = -1;

                    for (int i = 0; i < ratz.Count; ++i)
                    {
                        if (ratz[i] != null)
                        {
                            ratz[i].GetComponent <Health_Script>().dealDamage(damagePerTickToSpawnedRats);
                        }
                        else
                        {
                            ratz.RemoveAt(i);
                        }
                    }
                }

                if (spawning && staggerTime > attackTimer / 2 && randStaggeredRatz != 0)
                {
                    staggerTime = 0f;
                    GameObject spawnedRat = Instantiate(rat, transform.position, transform.rotation);
                    ratz.Add(spawnedRat);
                    if (transform.position.x <= leftLocation.transform.position.x)
                    {
                        spawnedRat.GetComponent <Rigidbody2D>().velocity = (new Vector3(Random.Range(velMin, velMax), Random.Range(velMin, velMax), 0f));
                    }
                    else if (transform.position.x >= originalLocation.transform.position.x)
                    {
                        spawnedRat.GetComponent <Rigidbody2D>().velocity = (new Vector3((Random.Range(-velMin, -velMax)), Random.Range(velMin, velMax), 0f));
                    }
                    randStaggeredRatz -= 1;
                }
                else if (randStaggeredRatz == 0)
                {
                    spawning = false;
                }
            }

/*
 * I need to implement a case in the attack switch so that it can choose to activate its dive attack
 */

            else if (!isDoingDivingAttack)
            {
                //placeholder warning
                if (time > attackTimer / attackTimeDecreaseInPhase2 - 1)
                {
                    moveWarning.SetActive(true);
                }
                if (time > attackTimer / attackTimeDecreaseInPhase2 - .5)
                {
                    bossAnimation.SetInteger("StateInt", 2);
                    ratRigidBody.AddForce(transform.up * forceJumpValue);
                }

                //half health attack timer is shorter
                if (time > attackTimer / attackTimeDecreaseInPhase2)
                {
                    moveWarning.SetActive(false);
                    spawnWarning.SetActive(false);
                    diveWarning.SetActive(false);
                    time         = 0f;
                    moveSelected = Random.Range(1, moves);
                    ResetSpikes();
                    int numSpikes = Random.Range(1, spikes.Length / 2);
                    //spike attack
                    for (int i = 0; i < numSpikes; ++i)
                    {
                        int chosenSpike = spikeNumberList[Random.Range(0, spikeNumberList.Count)];
                        spikeNumberList.Remove(chosenSpike);
                        spikes[chosenSpike].SetActive(true);
                        spikes[chosenSpike].GetComponentInChildren <Spike_Rat>().Appear();
                    }
                    switch (moveSelected)
                    {
                    case 1:             //Spawn attack
                        //spawnOffset = new Vector3(0, 0, 0);
                        int randRats = Random.Range(1, numRatz + 1);
                        for (int i = 0; i < randRats; ++i)
                        {
                            //spawnOffset = new Vector3(0, 2*i, 0);
                            GameObject spawnedRat = Instantiate(rat, transform.position, transform.rotation);
                            ratz.Add(spawnedRat);
                            if (transform.position.x <= leftLocation.transform.position.x)
                            {
                                spawnedRat.GetComponent <Rigidbody2D>().velocity = (new Vector3(Random.Range(velMin, velMax), Random.Range(velMin, velMax), 0f));
                            }
                            else if (transform.position.x >= originalLocation.transform.position.x)
                            {
                                spawnedRat.GetComponent <Rigidbody2D>().velocity = (new Vector3((Random.Range(-velMin, -velMax)), Random.Range(velMin, velMax), 0f));
                            }
                        }
                        break;

                    case 2:             //Staggered Spawn Attack
                        spawnOffset       = new Vector3(0, 0, 0);
                        randStaggeredRatz = Random.Range(1, numRatz + 1);
                        spawning          = true;
                        break;

                    case 3:
                        //implement dive attack here
                        isDoingDivingAttack = true;
                        break;

                    default:
                        Debug.Log("Selected move #" + moveSelected);
                        break;
                    }
                    //Every time the boss makes a move it should jump up in the air and move to the opposite side of the arena, unless it is doing the dive attack
                    if (!movingLeft && !movingBack)
                    {
                        if (transform.position.x <= leftLocation.transform.position.x + 1)
                        {
                            movingBack = true;
                        }
                        else if (transform.position.x >= originalLocation.transform.position.x - 1)
                        {
                            movingLeft = true;
                        }
                    }

                    for (int i = 0; i < ratz.Count; ++i)
                    {
                        if (ratz[i] != null)
                        {
                            ratz[i].GetComponent <Health_Script>().dealDamage(damagePerTickToSpawnedRats);       //gotta change this into something that doesnt cause bleeding
                        }
                        else
                        {
                            ratz.RemoveAt(i);
                        }
                    }
                }

                if (spawning && staggerTime > attackTimer / 3 && randStaggeredRatz != 0)
                {
                    staggerTime = 0f;
                    GameObject spawnedRat = Instantiate(rat, transform.position, transform.rotation);
                    ratz.Add(spawnedRat);
                    if (transform.position.x <= leftLocation.transform.position.x)
                    {
                        spawnedRat.GetComponent <Rigidbody2D>().velocity = (new Vector3(Random.Range(velMin, velMax), Random.Range(velMin, velMax), 0f));
                    }
                    else if (transform.position.x >= originalLocation.transform.position.x)
                    {
                        spawnedRat.GetComponent <Rigidbody2D>().velocity = (new Vector3((Random.Range(-velMin, -velMax)), Random.Range(velMin, velMax), 0f));
                    }
                    randStaggeredRatz -= 1;
                }
                else if (randStaggeredRatz == 0)
                {
                    spawning = false;
                }
            }

            //Do the dive attack logic here.
            //the attack sCaution1hould first make the rat dive under the water.
            //It should then save the current x location of the player and move under neath it.
            //once it reaches there, it should give a warning to let the player know that it is there.
            //then it should jump straight out of the water. After that, it should stay above the water and move to the other side of the arena after a moment of delay.
            else
            {
                if (!hasDove && !readyToJump && !isFalling)
                {
                    platform.SetActive(false);
                    transform.position = Vector3.MoveTowards
                                         (
                        new Vector3(transform.position.x, transform.position.y, 0),
                        new Vector3(transform.position.x, diveLocation.position.y, 0),
                        16 * Time.deltaTime
                                         );
                    if (time > attackTimer / (2 * attackTimeDecreaseInPhase2))
                    {
                        time    = 0f;
                        hasDove = true;
                    }
                }
                else if (hasDove && !readyToJump && !isFalling)
                {
                    bossAnimation.SetInteger("StateInt", 0);
                    transform.position = Vector3.MoveTowards
                                         (
                        new Vector3(transform.position.x, transform.position.y, 0),
                        new Vector3(player.transform.position.x, diveLocation.position.y, 0),
                        16 * Time.deltaTime
                                         );
                    if (time > attackTimer / (2 * attackTimeDecreaseInPhase2) - 1)
                    {
                        diveWarning.SetActive(true);
                    }
                    if (time > attackTimer / (2 * attackTimeDecreaseInPhase2))
                    {
                        diveWarning.SetActive(false);
                        time        = 0f;
                        readyToJump = true;
                    }
                }
                else if (hasDove && readyToJump && !isFalling)
                {
                    bossAnimation.SetInteger("StateInt", 2);
                    ratRigidBody.AddForce(transform.up * forceJumpValue);
                    if (time > .5f)
                    {
                        time      = 0f;
                        isFalling = true;
                    }
                }
                else
                {
                    platform.SetActive(true);
                    if (time >= 2f)
                    {
                        moveWarning.SetActive(true);
                    }
                    if (time >= 3f)
                    {
                        hasDove             = false;
                        readyToJump         = false;
                        isFalling           = false;
                        isDoingDivingAttack = false;
                    }
                }
            }

            if (!isDoingDivingAttack && movingLeft)
            {
                bossAnimation.SetInteger("StateInt", 1);
                transform.position = Vector3.MoveTowards
                                     (
                    new Vector3(transform.position.x, transform.position.y, 0),
                    new Vector3(leftLocation.transform.position.x, transform.position.y, 0),
                    16 * Time.deltaTime
                                     );
                if (transform.position.x <= leftLocation.transform.position.x)
                {
                    transform.rotation = Quaternion.Euler(0, -180, 0);
                    bossAnimation.SetInteger("StateInt", 0);
                    movingLeft = false;
                    //movingBack = true;
                }
            }
            else if (!isDoingDivingAttack && movingBack)
            {
                bossAnimation.SetInteger("StateInt", 1);
                transform.position = Vector3.MoveTowards
                                     (
                    new Vector3(transform.position.x, transform.position.y, 0),
                    new Vector3(originalLocation.transform.position.x, transform.position.y, 0),
                    16 * Time.deltaTime
                                     );
                if (transform.position.x >= originalLocation.transform.position.x)
                {
                    transform.rotation = Quaternion.Euler(0, 0, 0);
                    bossAnimation.SetInteger("StateInt", 0);
                    movingLeft = false;
                    movingBack = false;
                }
            }
        }
    }