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130 lines (105 loc) · 2.9 KB
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130 lines (105 loc) · 2.9 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GuardScript : MonoBehaviour
{
//health
private int maxHealth = 15;
private int health;
//damage
private int damage = 1;
//movement variables
public float direction = 1;
private float speed;
private float phaseOneSpeed = 6;
private float phaseTwoSpeed = 8;
private Vector3 yFlip = new Vector3(0, 180, 0);
public bool canFlip = true;
//variables for timers
public float timeToFreeze = 1;
private float flipFreezeTime = 1;
private float timeRemaining = 0;
private float flipTimeRemaining = 0;
//its weak spot
private GameObject head;
//sound fx
public AudioClip hitArmour;
// Start is called before the first frame update
void Start()
{
speed = phaseOneSpeed;
health = maxHealth;
transform.eulerAngles = Vector3.zero;
head = GameObject.Find("Weak Spot");
}
// Update is called once per frame
void Update()
{
if(health == 10)
{
speed = phaseTwoSpeed;
}
//timer for freezing after hitting player
if (timeRemaining <= 0)
{
transform.Translate(Vector3.right * speed * Time.deltaTime);
}
else
{
timeRemaining -= Time.deltaTime;
}
//timer for flipping around
if (flipTimeRemaining <= 0)
{
canFlip = true;
}
else
{
flipTimeRemaining -= Time.deltaTime;
}
}
private void OnTriggerEnter2D(Collider2D other)
{
if(other.tag == "Attack")
{
GetComponent<AudioSource>().PlayOneShot(hitArmour);
}
}
private void OnCollisionEnter2D(Collision2D other)
{
//switch directions when something is hit
if (other.gameObject.tag != "Floor")
{
if(canFlip)
{
if (direction == 1)
{
transform.Rotate(yFlip);
direction = -1;
}
else if (direction == -1)
{
transform.Rotate(yFlip);
direction = 1;
}
canFlip = false;
flipTimeRemaining = flipFreezeTime;
}
}
if(other.gameObject.tag == "Player")
{
other.gameObject.GetComponent<PlayerController>().DamagePlayer(damage);
}
}
//Set speed and health back to their defaults
public void ResetStats()
{
health = maxHealth;
speed = phaseOneSpeed;
transform.eulerAngles = Vector3.zero;
direction = 1;
head.GetComponent<GuardWeakSpot>().ResetPhases();
}
//deal damage to the enemy
public void DoDamage(int damage)
{