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[Part 10] My DiveAttackJump() have bugs
Home › Forums › Video Game Tutorial Series › Creating a Metroidvania in Unity › [Part 10] My DiveAttackJump() have bugs
- This topic has 9 replies, 2 voices, and was last updated 7 months, 2 weeks ago by Elvin Sim.
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April 30, 2024 at 1:14 am #14397::
<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; [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; } } 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 = 3; runSpeed = speed; break; case EnemyStates.THK_Stage2: canStun = true; attackTimer = 3; break; case EnemyStates.THK_Stage3: canStun = false; attackTimer = 4; bloodTimer = 5f; break; case EnemyStates.THK_Stage4: canStun = false; attackTimer = 4; 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) { DiveAttackJump(); } 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, 4); if (_attackChosen == 1) { OutbreakBendDown(); } if (_attackChosen == 2) { DiveAttackJump(); } if (_attackChosen == 3) { BarrageBendDown(); } if(_attackChosen == 4) { BounceAttack(); } } if (currentEnemyState == EnemyStates.THK_Stage4) { if (Vector2.Distance(PlayerController.Instance.transform.position, rb.position) <= attackRange) { DiveAttackJump(); } else { BounceAttack(); } } } 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; } } 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; barrageAttack = true; anim.SetTrigger("BendDown"); } public IEnumerator Barrage() { rb.velocity = Vector2.zero; 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); 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); } #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) { 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>
April 30, 2024 at 1:14 am #14398April 30, 2024 at 1:16 am #14399::<code>public class Boss_Jump : StateMachineBehaviour { Rigidbody2D rb; // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { rb = animator.GetComponentInParent<Rigidbody2D>(); } // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { DiveAttack(); } void DiveAttack() { if (TheHollowKnight.Instance.diveAttack) { TheHollowKnight.Instance.Flip(); Vector2 _newPos = Vector2.MoveTowards(rb.position, TheHollowKnight.Instance.moveToPosition, TheHollowKnight.Instance.speed * 3 * Time.fixedDeltaTime); rb.MovePosition(_newPos); float _distance = Vector2.Distance(rb.position, _newPos); if( _distance < 0.1f) { TheHollowKnight.Instance.Dive(); } } } // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { } }</code>
April 30, 2024 at 1:17 am #14400::<code>public class Boss_Dive : StateMachineBehaviour { Rigidbody2D rb; bool callOnce; // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { rb = animator.GetComponentInParent<Rigidbody2D>(); } // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { TheHollowKnight.Instance.divingCollider.SetActive(true); if (TheHollowKnight.Instance.Grounded()) { TheHollowKnight.Instance.divingCollider.SetActive(false); if (!callOnce) { GameObject _impactParticle = Instantiate(TheHollowKnight.Instance.impactParticle, TheHollowKnight.Instance.groundCheckPoint.position, Quaternion.identity); Destroy(_impactParticle, 4f); TheHollowKnight.Instance.DivingPillars(); animator.SetBool("Dive", false); TheHollowKnight.Instance.ResetAllAttacks(); callOnce = true; } } } // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { callOnce = false; } }</code>
April 30, 2024 at 1:18 am #14401::<code>public class Boss_Bounce2 : StateMachineBehaviour { Rigidbody2D rb; bool callOnce; // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { rb = animator.GetComponentInParent<Rigidbody2D>(); } // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Vector2 _forceDirection = new Vector2(Mathf.Cos(Mathf.Deg2Rad * TheHollowKnight.Instance.rotationDirectionToTarget), Mathf.Sin(Mathf.Deg2Rad * TheHollowKnight.Instance.rotationDirectionToTarget)); rb.AddForce(_forceDirection * 3, ForceMode2D.Impulse); TheHollowKnight.Instance.divingCollider.SetActive(true); if (TheHollowKnight.Instance.Grounded()) { TheHollowKnight.Instance.divingCollider.SetActive(false); if (!callOnce) { GameObject _impactParticle = Instantiate(TheHollowKnight.Instance.impactParticle, TheHollowKnight.Instance.groundCheckPoint.position, Quaternion.identity); Destroy(_impactParticle, 4f); TheHollowKnight.Instance.ResetAllAttacks(); TheHollowKnight.Instance.CheckBounce(); callOnce = true; } animator.SetTrigger("Grounded"); } } // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.ResetTrigger("Bounce2"); animator.ResetTrigger("Grounded"); callOnce = false; } }</code>
April 30, 2024 at 1:19 am #14402::I don’t why it will not function, before it was ok, but now cannot. I just change other codes that don’t even related to the DiveAttackJump() function
April 30, 2024 at 1:20 am #14403April 30, 2024 at 1:23 am #14404April 30, 2024 at 11:34 am #14407::Nothing is wrong with the attack. What is wrong is how the boss is being controlled to drop to the ground.
As you can see, the mechanics do not have a code to influence the velocity.y of the Boss’ Rigidbody2D. Rather, the reason why the Boss can fall is due to Boss_Run.cs, where it’s given that if the Boss is off the ground, the velocity.y will be changed to -25. However, the same is not done in Boss_Idle.cs. This means that if the boss is further than it’s set distance from the player (where run starts), it can fall as per normal. Otherwise, if the Boss doesn’t run towards the player as the Player is too close, it cannot fall. The same situation occurs with Outbreak.
To fix this, simply recreate the code again in the Boss_Idle.cs
OnStateUpdate()
.if (!TheHollowKnight.Instance.Grounded()) { rb.velocity = new Vector2(rb.velocity.x, -25); //if knight is not grounded, fall to ground }
April 30, 2024 at 1:00 pm #14409 -
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