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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 23, 2024 at 12:57 pm #14170Elvin SimParticipant
now I test change the health but randomly it will also cause the boss invincible
April 23, 2024 at 12:58 pm #14171Elvin SimParticipantpublic 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 = 5; runSpeed = speed; break; case EnemyStates.THK_Stage2: canStun = true; attackTimer = 4; break; case EnemyStates.THK_Stage3: canStun = false; attackTimer = 7; bloodTimer = 5f; break; case EnemyStates.THK_Stage4: canStun = false; attackTimer = 8; 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() { 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, 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 23, 2024 at 12:59 pm #14172Elvin SimParticipantpublic 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) { _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(); } }
April 23, 2024 at 1:00 pm #14173Elvin SimParticipantpublic class Enemy : MonoBehaviour { [SerializeField] protected float health; [SerializeField] protected float recoilLength; [SerializeField] protected float recoilFactor; [SerializeField] protected bool isRecoiling = false; [SerializeField] public float speed; [SerializeField] public float damage; [SerializeField] protected GameObject orangeBlood; [SerializeField] AudioClip hurtSound; protected float recoilTimer; [HideInInspector] public Rigidbody2D rb; protected SpriteRenderer sr; public Animator anim; protected AudioSource audioSource; protected enum EnemyStates { //Crawler Crawler_Idle, Crawler_Flip, //Bat Bat_Idle, Bat_Chase, Bat_Stunned, Bat_Death, //Charger Charger_Idle, Charger_Suprised, Charger_Charge, //Shade Shade_Idle, Shade_Chase, Shade_Stunned, Shade_Death, //THK THK_Stage1, THK_Stage2, THK_Stage3, THK_Stage4 } protected EnemyStates currentEnemyState; protected virtual EnemyStates GetCurrentEnemyState { get { return currentEnemyState; } set { if (currentEnemyState != value) { currentEnemyState = value; ChangeCurrentAnimation(); } } } // Start is called before the first frame update protected virtual void Start() { rb = GetComponent<Rigidbody2D>(); sr = GetComponent<SpriteRenderer>(); anim = GetComponent<Animator>(); audioSource = GetComponent<AudioSource>(); } // Update is called once per frame protected virtual void Update() { if (GameManager.Instance.gameIsPaused) return; if(isRecoiling) { if(recoilTimer < recoilLength) { recoilTimer += Time.deltaTime; } else { isRecoiling = false; recoilTimer = 0; } } else { UpdateEnemyState(); } } public virtual void EnemyGetsHit(float _damageDone, Vector2 _hitDirection, float _hitForce) { health -= _damageDone; if (!isRecoiling) { audioSource.PlayOneShot(hurtSound); GameObject _orangeBlood = Instantiate(orangeBlood, transform.position, Quaternion.identity); Destroy(_orangeBlood, 5.5f); rb.velocity = _hitForce * recoilFactor * _hitDirection; } } protected virtual 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); } } } protected virtual void Death(float _destroyTime) { Destroy(gameObject, _destroyTime); } protected virtual void UpdateEnemyState() { } protected virtual void ChangeCurrentAnimation() { } protected void ChangeState(EnemyStates _newState) { GetCurrentEnemyState = _newState; } protected virtual void Attack() { PlayerController.Instance.TakeDamage(damage); } }
April 23, 2024 at 1:08 pm #14174Elvin SimParticipantThe Slash always Trigger if you see the animator
April 23, 2024 at 1:11 pm #14175Elvin SimParticipantApril 23, 2024 at 1:16 pm #14176Elvin SimParticipantYou can see the SlashAngle() and others related to the Slash
April 23, 2024 at 1:17 pm #14177Elvin SimParticipantI am so sorry for bother you all, because I try as much as I could but still cannot find the solution
April 23, 2024 at 1:44 pm #14178Joseph TangModeratorWhile testing the bug, can you show the rest of the Boss’ inspector? Particularly the bools.
Also, at 21 health, the boss shouldn’t be changing states as it should not have crossed the threshold to do so and to be stunned.
While in your else statement for
EnemyGetsHit()
, change the following code:else { StopCoroutine(Parry()); parrying = false; ResetAllAttacks(); StartCoroutine(Slash()); //riposte }
April 23, 2024 at 3:17 pm #14181Elvin SimParticipantThank you it fix now!!!
April 23, 2024 at 10:51 pm #14228EthanParticipantelvin would you be able to send me your project as im having some bugs and want to compare and see where im going wrong
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