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[Part 10] The Boss have some bugs and cannot respawn from other scene if die
Home › Forums › Video Game Tutorial Series › Creating a Metroidvania in Unity › [Part 10] The Boss have some bugs and cannot respawn from other scene if die
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April 22, 2024 at 5:37 pm #14148April 22, 2024 at 5:39 pm #14149April 22, 2024 at 5:47 pm #14150Elvin SimParticipant::
Sorry for the respawn, I saw the problem, my game manager somehow not attached to the canvas, now it works
April 22, 2024 at 5:47 pm #14151April 22, 2024 at 6:11 pm #14152Joseph TangModerator::For the boss not taking damage, check it’s inspector. Likely the Parry method isn’t completed correctly and parrying remained active. It’s most probably ResetAllAttacks(). So just put an if statement to return ResetAllAttacks at the start if your parrying bool is true.
Sorry, instead of the Ui Manager, can you show the Game Manager while trying to respawn? And again, try putting in print codes into the respawnplayer method to see what isn’t firing. Before you swapped to the canvas, we can see the Bench is missing in the game manager. Perhaps that has something to do with the issue.
April 22, 2024 at 6:11 pm #14153Joseph TangModeratorApril 22, 2024 at 6:35 pm #14154Elvin SimParticipant::Can you tell me where to change the code because I don’t which place to put it: For the boss not taking damage, check it’s inspector. Likely the Parry method isn’t completed correctly and parrying remained active. It’s most probably ResetAllAttacks(). So just put an if statement to return ResetAllAttacks at the start if your parrying bool is true.
April 22, 2024 at 9:20 pm #14161Elvin SimParticipant::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(); }
April 22, 2024 at 9:21 pm #14162Elvin SimParticipant::using System.Collections; using System.Collections.Generic; using UnityEngine; 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 = 2; break; case EnemyStates.THK_Stage3: canStun = false; attackTimer = 5; bloodTimer = 5f; break; case EnemyStates.THK_Stage4: canStun = false; attackTimer = 6; runSpeed = speed / 2; bloodTimer = 1.5f; break; } } } protected override void OnCollisionStay2D(Collision2D _other) { } #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, 4); if(_attackChosen == 1) { StartCoroutine(Lunge()); } if(_attackChosen == 2) { DiveAttackJump(); } if(_attackChosen == 3) { BarrageBendDown(); } if(_attackChosen == 4) { DivingPillars(); } } } 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) { StartCoroutine(Slash()); } else { BounceAttack(); } } } public void ResetAllAttacks() { 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, UpAttackTransform); } } 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) { ResetAllAttacks(); StartCoroutine(Stunned()); } } base.EnemyGetsHit(_damageDone, _hitDirection, _hitForce); if (currentEnemyState != EnemyStates.THK_Stage4) { ResetAllAttacks(); //cancel any current attack to avoid bugs StartCoroutine(Parry()); } } else { StopCoroutine(Parry()); 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 <= 15 && health < 10) { ChangeState(EnemyStates.THK_Stage2); } if (health <= 10 && health < 5) { ChangeState(EnemyStates.THK_Stage3); } if (health < 5) { 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(6f); 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); } }
April 22, 2024 at 9:54 pm #14163Joseph TangModerator::TheHollowKnight.cs
public void ResetAllAttacks()
Add a code:
if (parrying) return;
at the startApril 22, 2024 at 10:29 pm #14164Elvin SimParticipantApril 22, 2024 at 10:30 pm #14165Elvin SimParticipant::public override void EnemyGetsHit(float _damageDone, Vector2 _hitDirection, float _hitForce) { if (!stunned) { if (!parrying) { if (canStun) { hitCounter++; if(hitCounter >= 3) { ResetAllAttacks(); StartCoroutine(Stunned()); } } base.EnemyGetsHit(_damageDone, _hitDirection, _hitForce); if (currentEnemyState != EnemyStates.THK_Stage4) { ResetAllAttacks(); //cancel any current attack to avoid bugs StartCoroutine(Parry()); } } else { StopCoroutine(Parry()); 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 <= 15 && health < 10) { ChangeState(EnemyStates.THK_Stage2); } if (health <= 10 && health < 5) { ChangeState(EnemyStates.THK_Stage3); } if (health < 5) { 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(6f); anim.SetBool("Stunned", false); stunned = false; }
April 22, 2024 at 10:30 pm #14166April 23, 2024 at 2:58 am #14167Joseph TangModerator::What’s likely happening is that your enemy is getting hit multiple times from one attack.
My theory is that when attacked, your Boss’ EnemyGetsHit method is calling it’s if statement when not parrying to cast Parry. Then instantly thinking its getting attacked again to call the else statement to cancel Parry since its parrying, and cast Slash.
Perhaps find out if your Boss has multiple colliders that get hit by your player? If so then use the code from either of these:
[Part 3] Enemies with multiple colliders get hit multiple times
Otherwise, set up some print codes to check for what is firing mutliple times or not firing from EnemyGetsHit. It could also be that your Boss Parrying bool is set to true constantly for some reason.
April 23, 2024 at 12:52 pm #14169Elvin SimParticipant -
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