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[Part 10] How to let the boss Just Spawn Once when I translate to other scene
Home › Forums › Video Game Tutorial Series › Creating a Metroidvania in Unity › [Part 10] How to let the boss Just Spawn Once when I translate to other scene
- This topic has 14 replies, 2 voices, and was last updated 7 months, 2 weeks ago by Elvin Sim.
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June 5, 2024 at 3:33 am #14936::
<code>public class SpawnBoss : MonoBehaviour { public static SpawnBoss Instance; [SerializeField] Transform spawnPoint; [SerializeField] GameObject boss; [SerializeField] Vector2 exitDirection; bool callOnce; BoxCollider2D col; private void Awake() { if(Instance != null && Instance != this) { Destroy(gameObject); } else { Instance = this; } } // Start is called before the first frame update void Start() { col = GetComponent<BoxCollider2D>(); } // Update is called once per frame void Update() { } private void OnTriggerEnter2D(Collider2D _other) { if (_other.CompareTag("Player")) { if (!callOnce) { StartCoroutine(WalkIntoRoom()); callOnce = true; } } } IEnumerator WalkIntoRoom() { StartCoroutine(PlayerController.Instance.WalkIntoNewScene(exitDirection, 1)); yield return new WaitForSeconds(0.3f); col.isTrigger = false; Instantiate(boss, spawnPoint.position, Quaternion.identity); } public void IsNotTrigger() { col.isTrigger = true; } }</code>
June 5, 2024 at 3:35 am #14937June 5, 2024 at 10:44 am #14950::Take a look at point [6] in this post to see if it fixes the issue
[Part 10] Article Changes, Common Issues & Bugfixes
June 5, 2024 at 5:57 pm #14962::Thanks I will test it later, and I also want to ask that why when I attack the Hollow Knight in the diving attack form, before it is ok, now it will stop and no parry.
June 5, 2024 at 6:01 pm #14963June 5, 2024 at 6:02 pm #14964::<code>public class TheHollowKnight : Enemy { public static TheHollowKnight Instance; [SerializeField] GameObject slashEffect; public Transform SideAttackTransform; public Vector2 SideAttackArea; public Transform UpAttackTransform; public Vector2 UpAttackArea; public Transform DownAttackTransform; public Vector2 DownAttackArea; public float attackRange; public float attackTimer; public Transform wallCheckPoint; //point at which wall check happens [HideInInspector] public bool facingRight; [Header("Ground Check Settings:")] [SerializeField] public Transform groundCheckPoint; [SerializeField] private float groundCheckY = 0.2f; [SerializeField] private float groundCheckX = 0.5f; [SerializeField] private LayerMask whatIsGround; int hitCounter; bool stunned, canStun; bool alive; [HideInInspector] public float runSpeed; public GameObject impactParticle; private void Awake() { if(Instance != null && Instance != this) { Destroy(gameObject); } else { Instance = this; } } // Start is called before the first frame update protected override void Start() { base.Start(); sr = GetComponentInChildren<SpriteRenderer>(); anim = GetComponentInChildren<Animator>(); ChangeState(EnemyStates.THK_Stage1); alive = true; } public bool Grounded() { if (Physics2D.Raycast(groundCheckPoint.position, Vector2.down, groundCheckY, whatIsGround) || Physics2D.Raycast(groundCheckPoint.position + new Vector3(groundCheckX, 0, 0), Vector2.down, groundCheckY, whatIsGround) || Physics2D.Raycast(groundCheckPoint.position + new Vector3(-groundCheckX, 0, 0), Vector2.down, groundCheckY, whatIsGround)) { return true; } else { return false; } } public bool TouchedWall() { if (Physics2D.Raycast(wallCheckPoint.position, Vector2.down, groundCheckY, whatIsGround) || Physics2D.Raycast(wallCheckPoint.position + new Vector3(groundCheckX, 0, 0), Vector2.down, groundCheckY, whatIsGround) || Physics2D.Raycast(wallCheckPoint.position + new Vector3(-groundCheckX, 0, 0), Vector2.down, groundCheckY, whatIsGround)) { return true; } else { return false; } } private void OnDrawGizmos() { Gizmos.color = Color.red; Gizmos.DrawWireCube(SideAttackTransform.position, SideAttackArea); Gizmos.DrawWireCube(UpAttackTransform.position, UpAttackArea); Gizmos.DrawWireCube(DownAttackTransform.position, DownAttackArea); } float bloodCountdown; float bloodTimer; // Update is called once per frame protected override void Update() { base.Update(); if(health <= 0 && alive) { Death(0); } if (!attacking) { attackCountdown -= Time.deltaTime; } if (stunned) { rb.velocity = Vector2.zero; } bloodCountdown -= Time.deltaTime; if(bloodCountdown <= 0 && (currentEnemyState != EnemyStates.THK_Stage1 && currentEnemyState != EnemyStates.THK_Stage2)) { GameObject _orangeBlood = Instantiate(orangeBlood, groundCheckPoint.position, Quaternion.identity); Destroy(_orangeBlood, 4f); bloodCountdown = bloodTimer; } } public void Flip() { if(PlayerController.Instance.transform.position.x < transform.position.x && transform.localScale.x > 0) { transform.eulerAngles = new Vector2(transform.eulerAngles.x, 180); facingRight = false; } else { transform.eulerAngles = new Vector2(transform.eulerAngles.x, 0); facingRight = true; } } protected override void UpdateEnemyState() { if(PlayerController.Instance != null) { switch (GetCurrentEnemyState) { case EnemyStates.THK_Stage1: canStun = true; attackTimer = 2; runSpeed = speed; break; case EnemyStates.THK_Stage2: canStun = true; attackTimer = 2; break; case EnemyStates.THK_Stage3: canStun = true; attackTimer = 3; bloodTimer = 5f; break; case EnemyStates.THK_Stage4: canStun = false; attackTimer = 3; runSpeed = speed / 2; bloodTimer = 1.5f; break; } } } protected override void OnCollisionStay2D(Collision2D _other) { if (_other.gameObject.CompareTag("Player") && !PlayerController.Instance.pState.invincible && health > 0) { Attack(); if (PlayerController.Instance.pState.alive) { PlayerController.Instance.HitStopTime(0, 5, 0.5f); } } } #region attacking #region variables [HideInInspector] public bool attacking; [HideInInspector] public float attackCountdown; [HideInInspector] public bool damagedPlayer = false; [HideInInspector] public bool parrying; [HideInInspector] public Vector2 moveToPosition; [HideInInspector] public bool diveAttack; public GameObject divingCollider; public GameObject pillar; [HideInInspector] public bool barrageAttack; public GameObject barrageFireball; [HideInInspector] public bool outbreakAttack; [HideInInspector] public bool bounceAttack; [HideInInspector] public float rotationDirectionToTarget; [HideInInspector] public int bounceCount; #endregion #region Control public void AttackHandler() { if(currentEnemyState == EnemyStates.THK_Stage1) { if(Vector2.Distance(PlayerController.Instance.transform.position, rb.position) <= attackRange) { StartCoroutine(TripleSlash()); } else { StartCoroutine(Lunge()); } } if (currentEnemyState == EnemyStates.THK_Stage2) { if (Vector2.Distance(PlayerController.Instance.transform.position, rb.position) <= attackRange) { StartCoroutine(TripleSlash()); } else { int _attackChosen = Random.Range(1, 3); if(_attackChosen == 1) { StartCoroutine(Lunge()); } if(_attackChosen == 2) { DiveAttackJump(); } if(_attackChosen == 3) { BarrageBendDown(); } } } if (currentEnemyState == EnemyStates.THK_Stage3) { int _attackChosen = Random.Range(1, 3); if (_attackChosen == 1) { OutbreakBendDown(); } if (_attackChosen == 2) { DiveAttackJump(); } if (_attackChosen == 3) { BarrageBendDown(); } } if (currentEnemyState == EnemyStates.THK_Stage4) { if (Vector2.Distance(PlayerController.Instance.transform.position, rb.position) <= attackRange) { OutbreakBendDown(); } else { DiveAttackJump(); } } } public void ResetAllAttacks() { if (parrying) return; attacking = false; StopCoroutine(TripleSlash()); StopCoroutine(Lunge()); StopCoroutine(Parry()); StopCoroutine(Slash()); diveAttack = false; barrageAttack = false; outbreakAttack = false; bounceAttack = false; } #endregion #region Stage 1 IEnumerator TripleSlash() { attacking = true; rb.velocity = Vector2.zero; anim.SetTrigger("Slash"); SlashAngle(); yield return new WaitForSeconds(0.3f); anim.ResetTrigger("Slash"); anim.SetTrigger("Slash"); SlashAngle(); yield return new WaitForSeconds(0.5f); anim.ResetTrigger("Slash"); anim.SetTrigger("Slash"); SlashAngle(); yield return new WaitForSeconds(0.2f); anim.ResetTrigger("Slash"); ResetAllAttacks(); } void SlashAngle() { if(PlayerController.Instance.transform.position.x > transform.position.x || PlayerController.Instance.transform.position.x < transform.position.x) { Instantiate(slashEffect, SideAttackTransform); } else if (PlayerController.Instance.transform.position.y > transform.position.y) { SlashEffectAtAngle(slashEffect, 80, UpAttackTransform); } else if (PlayerController.Instance.transform.position.y < transform.position.y) { SlashEffectAtAngle(slashEffect, -90, DownAttackTransform); } } void SlashEffectAtAngle(GameObject _slashEffect, int _effectAngle, Transform _attackTransform) { _slashEffect = Instantiate(_slashEffect, _attackTransform); _slashEffect.transform.eulerAngles = new Vector3(0, 0, _effectAngle); _slashEffect.transform.localScale = new Vector2(transform.localScale.x, transform.localScale.y); } IEnumerator Lunge() { Flip(); attacking = true; anim.SetBool("Lunge", true); yield return new WaitForSeconds(1f); anim.SetBool("Lunge", false); damagedPlayer = false; ResetAllAttacks(); } IEnumerator Parry() { attacking = true; rb.velocity = Vector2.zero; anim.SetBool("Parry", true); yield return new WaitForSeconds(0.8f); anim.SetBool("Parry", false); parrying = false; ResetAllAttacks(); } IEnumerator Slash() { attacking = true; rb.velocity = Vector2.zero; anim.SetTrigger("Slash"); SlashAngle(); yield return new WaitForSeconds(0.2f); anim.ResetTrigger("Slash"); ResetAllAttacks(); } #endregion #region Stage 2 void DiveAttackJump() { attacking = true; moveToPosition = new Vector2(PlayerController.Instance.transform.position.x, rb.position.y + 10); diveAttack = true; anim.SetBool("Jump", true); } public void Dive() { anim.SetBool("Dive", true); anim.SetBool("Jump", false); } private void OnTriggerEnter2D(Collider2D _other) { if(_other.GetComponent<PlayerController>() != null && (diveAttack || bounceAttack)) { _other.GetComponent<PlayerController>().TakeDamage(damage * 2); PlayerController.Instance.pState.recoilingX = true; ResetAllAttacks(); } } public void DivingPillars() { Vector2 _impactPoint = groundCheckPoint.position; float _spawnDistance = 5; for(int i = 0; i < 10; i++) { Vector2 _pillarSpawnPointRight = _impactPoint + new Vector2(_spawnDistance, 0); Vector2 _pillarSpawnPointLeft = _impactPoint - new Vector2(_spawnDistance, 0); Instantiate(pillar, _pillarSpawnPointRight, Quaternion.Euler(0, 0, -90)); Instantiate(pillar, _pillarSpawnPointLeft, Quaternion.Euler(0, 0, -90)); _spawnDistance += 5; } ResetAllAttacks(); } void BarrageBendDown() { attacking = true; rb.velocity = Vector2.zero; rb.constraints = RigidbodyConstraints2D.FreezePosition; barrageAttack = true; anim.SetTrigger("BendDown"); } public IEnumerator Barrage() { rb.velocity = Vector2.zero; rb.constraints = RigidbodyConstraints2D.FreezePosition; float _currentAngle = 30f; for(int i = 0; i < 10; i++) { GameObject _projectile = Instantiate(barrageFireball, transform.position, Quaternion.Euler(0, 0, _currentAngle)); if (facingRight) { _projectile.transform.eulerAngles = new Vector3(_projectile.transform.eulerAngles.x, 0, _currentAngle); } else { _projectile.transform.eulerAngles = new Vector3(_projectile.transform.eulerAngles.x, 180, _currentAngle); } _currentAngle += 5f; yield return new WaitForSeconds(0.3f); } yield return new WaitForSeconds(0.1f); anim.SetBool("Cast", false); rb.constraints = RigidbodyConstraints2D.None; rb.constraints = RigidbodyConstraints2D.FreezeRotation; ResetAllAttacks(); } #endregion #region Stage 3 void OutbreakBendDown() { attacking = true; rb.velocity = Vector2.zero; moveToPosition = new Vector2(transform.position.x, rb.position.y + 5); outbreakAttack = true; anim.SetTrigger("BendDown"); } public IEnumerator Outbreak() { yield return new WaitForSeconds(1f); anim.SetBool("Cast", true); rb.velocity = Vector2.zero; for(int i = 0; i < 30; i++) { Instantiate(barrageFireball, transform.position, Quaternion.Euler(0, 0, Random.Range(110, 130))); //downwards Instantiate(barrageFireball, transform.position, Quaternion.Euler(0, 0, Random.Range(50, 70))); //diagonally right Instantiate(barrageFireball, transform.position, Quaternion.Euler(0, 0, Random.Range(260, 280))); //diagonally left yield return new WaitForSeconds(0.2f); } yield return new WaitForSeconds(0.1f); rb.constraints = RigidbodyConstraints2D.None; rb.constraints = RigidbodyConstraints2D.FreezeRotation; rb.velocity = new Vector2(rb.velocity.x, -10); yield return new WaitForSeconds(0.1f); anim.SetBool("Cast", false); ResetAllAttacks(); } void BounceAttack() { attacking = true; bounceCount = Random.Range(2, 5); BounceBendDown(); } int _bounces = 0; public void CheckBounce() { if(_bounces < bounceCount - 1) { _bounces++; BounceBendDown(); } else { _bounces = 0; anim.Play("Boss_Run"); } } public void BounceBendDown() { rb.velocity = Vector2.zero; moveToPosition = new Vector2(PlayerController.Instance.transform.position.x, rb.position.y + 10); bounceAttack = true; anim.SetTrigger("BendDown"); } public void CalculateTargetAngle() { Vector3 _directionToTarget = (PlayerController.Instance.transform.position - transform.position).normalized; float _angleOfTarget = Mathf.Atan2(_directionToTarget.y, _directionToTarget.x) * Mathf.Rad2Deg; rotationDirectionToTarget = _angleOfTarget; } #endregion #endregion public override void EnemyGetsHit(float _damageDone, Vector2 _hitDirection, float _hitForce) { if (!stunned) { if (!parrying) { if (canStun) { hitCounter++; if(hitCounter >= 3) { if (!attacking) { ResetAllAttacks(); StartCoroutine(Stunned()); } } } base.EnemyGetsHit(_damageDone, _hitDirection, _hitForce); if (currentEnemyState != EnemyStates.THK_Stage4) { if (!attacking) { ResetAllAttacks(); //cancel any current attack to avoid bugs StartCoroutine(Parry()); } } } else { StopCoroutine(Parry()); parrying = false; ResetAllAttacks(); StartCoroutine(Slash()); //riposte } } else { StopCoroutine(Stunned()); anim.SetBool("Stunned", false); stunned = false; } #region health to state if(health > 20) { ChangeState(EnemyStates.THK_Stage1); } if (health <= 20) { ChangeState(EnemyStates.THK_Stage2); } if (health <= 15) { ChangeState(EnemyStates.THK_Stage3); } if (health <= 10) { ChangeState(EnemyStates.THK_Stage4); } if(health <= 0 && alive) { Death(0); } #endregion } public IEnumerator Stunned() { stunned = true; hitCounter = 0; anim.SetBool("Stunned", true); yield return new WaitForSeconds(5f); anim.SetBool("Stunned", false); stunned = false; } protected override void Death(float _destroyTime) { ResetAllAttacks(); alive = false; rb.velocity = new Vector2(rb.velocity.x, -25); anim.SetTrigger("Die"); bloodTimer = 0.8f; } public void DestroyAfterDeath() { Destroy(gameObject); } }</code>
June 5, 2024 at 6:03 pm #14965::<code>public class THKEvents : MonoBehaviour { void SlashDamagePlayer() { if (PlayerController.Instance.transform.position.x > transform.position.x || PlayerController.Instance.transform.position.x < transform.position.x) { Hit(TheHollowKnight.Instance.SideAttackTransform, TheHollowKnight.Instance.SideAttackArea); } else if (PlayerController.Instance.transform.position.y > transform.position.y) { Hit(TheHollowKnight.Instance.UpAttackTransform, TheHollowKnight.Instance.UpAttackArea); } else if (PlayerController.Instance.transform.position.y < transform.position.y) { Hit(TheHollowKnight.Instance.DownAttackTransform, TheHollowKnight.Instance.DownAttackArea); } } void Hit(Transform _attackTransform, Vector2 _attackArea) { Collider2D[] _objectsToHit = Physics2D.OverlapBoxAll(_attackTransform.position, _attackArea, 0); for(int i = 0; i < _objectsToHit.Length; i++) { if (_objectsToHit[i].GetComponent<PlayerController>() != null && !PlayerController.Instance.pState.invincible) { _objectsToHit[i].GetComponent<PlayerController>().TakeDamage(TheHollowKnight.Instance.damage); } } } void Parrying() { TheHollowKnight.Instance.parrying = true; } void BendDownCheck() { if (TheHollowKnight.Instance.barrageAttack) { StartCoroutine(BarrageAttackTransition()); } if (TheHollowKnight.Instance.outbreakAttack) { StartCoroutine(OutbreakAttackTransition()); } if (TheHollowKnight.Instance.bounceAttack) { TheHollowKnight.Instance.anim.SetTrigger("Bounce1"); } } void BarrageOrOutbreak() { if (TheHollowKnight.Instance.barrageAttack) { TheHollowKnight.Instance.StartCoroutine(TheHollowKnight.Instance.Barrage()); } if (TheHollowKnight.Instance.outbreakAttack) { TheHollowKnight.Instance.StartCoroutine(TheHollowKnight.Instance.Outbreak()); } } IEnumerator BarrageAttackTransition() { yield return new WaitForSeconds(1f); TheHollowKnight.Instance.anim.SetBool("Cast", true); } IEnumerator OutbreakAttackTransition() { yield return new WaitForSeconds(1f); TheHollowKnight.Instance.anim.SetBool("Cast", true); } void DestroyAfterDeath() { SpawnBoss.Instance.IsNotTrigger(); TheHollowKnight.Instance.DestroyAfterDeath(); } }</code>
June 5, 2024 at 6:04 pm #14966June 5, 2024 at 9:42 pm #14970June 5, 2024 at 9:43 pm #14971June 5, 2024 at 9:57 pm #14974::Sorry it works now, it is the File.Exists(savePath) && new FileInfo(savePath).Length > 0 doen’t add to the code in loadBossData
June 5, 2024 at 10:12 pm #14979June 5, 2024 at 10:17 pm #14981June 5, 2024 at 10:24 pm #14982::For it not being able to find the GameManager, that means that the GameManager.cs has not been able to create a public instance of itself fast enough. Which should not be an issue if it is made before entering the scene.
This in itself is not really an issue as the backup of the
OnTriggerEnter2D()
method’s if statement also searching for the GameManager will prevent it from spawning the boss if it really has been defeated.if(_other.CompareTag("Player") && !callOnce && !GameManager.Instance.THKDefeated)
If your boss cannot spawn, simply test out if the single time spawn is working as intended by selecting the game object used as the wall/spawn boss script holder, turning
callOnce
false & setting it’s box collider trigger true.When
callOnce
is false, this will allow you to spawn the boss again. If this works, then the code is functional.If you want to be able to spawn the boss again, you will have to reset the saved
boss.data
of the boss in SaveData.cs by doing a similar method of resetting the saved data as in the previous post for resetting saved data[Part 7] My Maps cannot update when I quit the game
June 5, 2024 at 10:33 pm #14983 -
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