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[Part 10] When I collide with the boss, player doesn’t take damage
Home › Forums › Video Game Tutorial Series › Creating a Metroidvania in Unity › [Part 10] When I collide with the boss, player doesn’t take damage
- This topic has 18 replies, 2 voices, and was last updated 7 months, 4 weeks ago by Joseph Tang.
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April 27, 2024 at 12:53 am #14355April 27, 2024 at 12:54 am #14356::
<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 = 4; 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) { } #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, 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(0.4f); anim.ResetTrigger("Slash"); anim.SetTrigger("Slash"); SlashAngle(); yield return new WaitForSeconds(0.5f); anim.ResetTrigger("Slash"); anim.SetTrigger("Slash"); SlashAngle(); yield return new WaitForSeconds(0.3f); 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(0.5f); 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()); 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) { 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); } }</code>
April 27, 2024 at 12:55 am #14357::<code>public 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); } }</code>
April 27, 2024 at 3:32 pm #14358April 27, 2024 at 3:36 pm #14359April 27, 2024 at 3:37 pm #14360::<code>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); }</code>
April 28, 2024 at 6:44 pm #14376::If you mean, why the slash effect doesn’t look synced up on the attacks, that has to do with how your animation is set up.
I presume the transition to your slash animation doesn’t have exit time nor transition duration? This would allow the animation to play immediately after being triggered,
As for the code, in
TripleSlas()
, you can see that there is code that dictates how long the boss needs to wait in between attacks. You can adjust the float value to a more suitable pace. Finally, the slasheffect. This has to do with the animation of the slash itself. You can set the animation to play faster or slower by the space in between their keyframes in the animation.For your Boss not dealing damage on collision, this is intentional as there isn’t a code to allow the Boss to do that. You can simply grab the code from the Crawler, Charger or Bat enemy’s attack method to add it onto the boss.
April 29, 2024 at 10:28 am #14383::Thks for the collision damage, it works now, but for the slash animation still doesn’t have a fine solution
April 29, 2024 at 12:33 pm #14384::I would like to ask that for the bounce attack or any other attack, how do I fix this situation, and other situation is when the boss is casting the skills, how to let player attack wouldn’t stop them for casting
April 29, 2024 at 12:41 pm #14385April 29, 2024 at 12:44 pm #14386April 29, 2024 at 12:46 pm #14387::Because in hollow knight, the boss is bounce attack towards the player but only hit the ground, it will not towards the player and hit the wall and stuck
April 29, 2024 at 12:47 pm #14388::<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 = 2; runSpeed = speed; break; case EnemyStates.THK_Stage2: canStun = true; attackTimer = 2; break; case EnemyStates.THK_Stage3: canStun = false; 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) { BounceAttack(); } 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) { 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()); 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) { 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 29, 2024 at 12:50 pm #14389::I try to use the comparetag(“Wall”) and set the wall to “Wall”
<code>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); } } if (_other.gameObject.CompareTag("Wall")) { ResetAllAttacks(); } }</code>
April 29, 2024 at 12:50 pm #14390 -
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