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Assets/.DS_Store
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||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: 0}
|
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m_Mesh1: {fileID: 0}
|
||||
m_Mesh2: {fileID: 0}
|
||||
|
|
@ -312943,13 +312977,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 0
|
||||
m_Pivot: {x: 0, y: 0, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_EnableGPUInstancing: 1
|
||||
m_ApplyActiveColorSpace: 1
|
||||
m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 00010304
|
||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: -7909654892493620595, guid: cd20e8790f3e4884ca3c74989aa84a83, type: 3}
|
||||
m_Mesh1: {fileID: 0}
|
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m_Mesh2: {fileID: 0}
|
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|
|
@ -335514,13 +335550,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 2
|
||||
m_Pivot: {x: 0, y: 0, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_EnableGPUInstancing: 1
|
||||
m_ApplyActiveColorSpace: 1
|
||||
m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 00010304
|
||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: 0}
|
||||
m_Mesh1: {fileID: 0}
|
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m_Mesh2: {fileID: 0}
|
||||
|
|
@ -340492,13 +340530,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 0
|
||||
m_Pivot: {x: 0, y: 0, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_EnableGPUInstancing: 0
|
||||
m_ApplyActiveColorSpace: 1
|
||||
m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 0001030405
|
||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: 0}
|
||||
m_Mesh1: {fileID: 0}
|
||||
m_Mesh2: {fileID: 0}
|
||||
|
|
@ -365948,13 +365988,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 0
|
||||
m_Pivot: {x: 0, y: 0, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_EnableGPUInstancing: 1
|
||||
m_ApplyActiveColorSpace: 1
|
||||
m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 00010304
|
||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: 0}
|
||||
m_Mesh1: {fileID: 0}
|
||||
m_Mesh2: {fileID: 0}
|
||||
|
|
@ -371061,13 +371103,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 0
|
||||
m_Pivot: {x: 0, y: 0.3, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_EnableGPUInstancing: 1
|
||||
m_ApplyActiveColorSpace: 1
|
||||
m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 00010304
|
||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: 0}
|
||||
m_Mesh1: {fileID: 0}
|
||||
m_Mesh2: {fileID: 0}
|
||||
|
|
@ -412891,13 +412935,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 0
|
||||
m_Pivot: {x: 0, y: 0.3, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_EnableGPUInstancing: 1
|
||||
m_ApplyActiveColorSpace: 1
|
||||
m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 00010304
|
||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: 0}
|
||||
m_Mesh1: {fileID: 0}
|
||||
m_Mesh2: {fileID: 0}
|
||||
|
|
@ -412981,13 +413027,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 0
|
||||
m_Pivot: {x: 0, y: 0, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_EnableGPUInstancing: 1
|
||||
m_ApplyActiveColorSpace: 1
|
||||
m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 00010304
|
||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: 0}
|
||||
m_Mesh1: {fileID: 0}
|
||||
m_Mesh2: {fileID: 0}
|
||||
|
|
@ -550934,13 +550982,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 0
|
||||
m_Pivot: {x: 0, y: 0, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
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m_EnableGPUInstancing: 1
|
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m_ApplyActiveColorSpace: 1
|
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m_AllowRoll: 1
|
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m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
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m_VertexStreams: 00010304
|
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m_UseCustomTrailVertexStreams: 0
|
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m_TrailVertexStreams: 00010304
|
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m_Mesh: {fileID: -7909654892493620595, guid: cd20e8790f3e4884ca3c74989aa84a83, type: 3}
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||||
m_Mesh1: {fileID: 0}
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m_Mesh2: {fileID: 0}
|
||||
|
|
@ -686475,13 +686525,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 2
|
||||
m_Pivot: {x: 0, y: 0, z: 0}
|
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m_Flip: {x: 0, y: 0, z: 0}
|
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m_UseCustomVertexStreams: 0
|
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m_EnableGPUInstancing: 1
|
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m_ApplyActiveColorSpace: 1
|
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m_AllowRoll: 1
|
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m_FreeformStretching: 0
|
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m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
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m_VertexStreams: 00010304
|
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m_UseCustomTrailVertexStreams: 0
|
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m_TrailVertexStreams: 00010304
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m_Mesh: {fileID: 0}
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m_Mesh1: {fileID: 0}
|
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m_Mesh2: {fileID: 0}
|
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|
|
@ -749640,13 +749692,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 0
|
||||
m_Pivot: {x: 0, y: 4.34, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_EnableGPUInstancing: 1
|
||||
m_ApplyActiveColorSpace: 1
|
||||
m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 00010304
|
||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: 0}
|
||||
m_Mesh1: {fileID: 0}
|
||||
m_Mesh2: {fileID: 0}
|
||||
|
|
@ -753092,13 +753146,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 0
|
||||
m_Pivot: {x: 0, y: 0, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_EnableGPUInstancing: 1
|
||||
m_ApplyActiveColorSpace: 1
|
||||
m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 00010304
|
||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: 0}
|
||||
m_Mesh1: {fileID: 0}
|
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m_Mesh2: {fileID: 0}
|
||||
|
|
@ -775118,13 +775174,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 2
|
||||
m_Pivot: {x: 0, y: 0, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_EnableGPUInstancing: 1
|
||||
m_ApplyActiveColorSpace: 1
|
||||
m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 00010304
|
||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: 0}
|
||||
m_Mesh1: {fileID: 0}
|
||||
m_Mesh2: {fileID: 0}
|
||||
|
|
@ -775205,13 +775263,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 0
|
||||
m_Pivot: {x: 0, y: 0, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_EnableGPUInstancing: 1
|
||||
m_ApplyActiveColorSpace: 1
|
||||
m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 00010304
|
||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: 0}
|
||||
m_Mesh1: {fileID: 0}
|
||||
m_Mesh2: {fileID: 0}
|
||||
|
|
@ -817727,13 +817787,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 0
|
||||
m_Pivot: {x: 0, y: 0, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_EnableGPUInstancing: 0
|
||||
m_ApplyActiveColorSpace: 1
|
||||
m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 0001030405
|
||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: 0}
|
||||
m_Mesh1: {fileID: 0}
|
||||
m_Mesh2: {fileID: 0}
|
||||
|
|
@ -817799,13 +817861,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 0
|
||||
m_Pivot: {x: 0, y: 0, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_EnableGPUInstancing: 0
|
||||
m_ApplyActiveColorSpace: 1
|
||||
m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 0001030405
|
||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: 0}
|
||||
m_Mesh1: {fileID: 0}
|
||||
m_Mesh2: {fileID: 0}
|
||||
|
|
@ -838763,13 +838827,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 2
|
||||
m_Pivot: {x: 0, y: 0, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_EnableGPUInstancing: 1
|
||||
m_ApplyActiveColorSpace: 1
|
||||
m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 00010304
|
||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: 0}
|
||||
m_Mesh1: {fileID: 0}
|
||||
m_Mesh2: {fileID: 0}
|
||||
|
|
@ -849074,13 +849140,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 2
|
||||
m_Pivot: {x: 0, y: 0, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_EnableGPUInstancing: 1
|
||||
m_ApplyActiveColorSpace: 1
|
||||
m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 00010304
|
||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: 0}
|
||||
m_Mesh1: {fileID: 0}
|
||||
m_Mesh2: {fileID: 0}
|
||||
|
|
@ -849165,13 +849233,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 2
|
||||
m_Pivot: {x: 0, y: 0, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_EnableGPUInstancing: 1
|
||||
m_ApplyActiveColorSpace: 1
|
||||
m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 00010304
|
||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: 0}
|
||||
m_Mesh1: {fileID: 0}
|
||||
m_Mesh2: {fileID: 0}
|
||||
|
|
@ -860328,13 +860398,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 0
|
||||
m_Pivot: {x: 0, y: 0, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_EnableGPUInstancing: 1
|
||||
m_ApplyActiveColorSpace: 1
|
||||
m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 00010304
|
||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: 0}
|
||||
m_Mesh1: {fileID: 0}
|
||||
m_Mesh2: {fileID: 0}
|
||||
|
|
@ -862748,13 +862820,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 2
|
||||
m_Pivot: {x: 0, y: 0, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_EnableGPUInstancing: 1
|
||||
m_ApplyActiveColorSpace: 1
|
||||
m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 00010304
|
||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: 0}
|
||||
m_Mesh1: {fileID: 0}
|
||||
m_Mesh2: {fileID: 0}
|
||||
|
|
@ -927554,13 +927628,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 0
|
||||
m_Pivot: {x: 0, y: 0, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_EnableGPUInstancing: 1
|
||||
m_ApplyActiveColorSpace: 1
|
||||
m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 00010304
|
||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: -7909654892493620595, guid: cd20e8790f3e4884ca3c74989aa84a83, type: 3}
|
||||
m_Mesh1: {fileID: 0}
|
||||
m_Mesh2: {fileID: 0}
|
||||
|
|
@ -931563,13 +931639,15 @@ ParticleSystemRenderer:
|
|||
m_RenderAlignment: 0
|
||||
m_Pivot: {x: 0, y: 0.3, z: 0}
|
||||
m_Flip: {x: 0, y: 0, z: 0}
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_EnableGPUInstancing: 1
|
||||
m_ApplyActiveColorSpace: 1
|
||||
m_AllowRoll: 1
|
||||
m_FreeformStretching: 0
|
||||
m_RotateWithStretchDirection: 1
|
||||
m_UseCustomVertexStreams: 0
|
||||
m_VertexStreams: 00010304
|
||||
m_UseCustomTrailVertexStreams: 0
|
||||
m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: 0}
|
||||
m_Mesh1: {fileID: 0}
|
||||
m_Mesh2: {fileID: 0}
|
||||
|
|
|
|||
|
|
@ -34,7 +34,7 @@ public class PlayerAttack : NetworkBehaviour{
|
|||
}
|
||||
|
||||
public void onStatChange(){
|
||||
damage = statManager.GetEffectiveValue("strength");
|
||||
damage = statManager.GetEffectiveValue("strength") + 10; // Added base damage bonus of 10
|
||||
}
|
||||
// void Update(){
|
||||
// //Get player look dir
|
||||
|
|
@ -62,7 +62,7 @@ public class PlayerAttack : NetworkBehaviour{
|
|||
if(hit.collider == null){return;}
|
||||
|
||||
if(hit.collider.transform.GetComponent<enemyScript>() != null){
|
||||
int damageamount = damage + (pnet.lvl*5);
|
||||
int damageamount = damage + (pnet.lvl*10); // damage amount
|
||||
if(isMagical){
|
||||
hit.collider.transform.GetComponent<enemyScript>().TakeMagicalDamage(damageamount, netId);
|
||||
}else{
|
||||
|
|
|
|||
60
Assets/Script/ResistanceTest.cs
Normal file
60
Assets/Script/ResistanceTest.cs
Normal file
|
|
@ -0,0 +1,60 @@
|
|||
using UnityEngine;
|
||||
|
||||
public class ResistanceTest : MonoBehaviour
|
||||
{
|
||||
[Header("Test Settings")]
|
||||
public int testLevel = 5;
|
||||
public int testPhysicalDamage = 25; // Increased test damage to show more impact
|
||||
public int testMagicalDamage = 30; // Increased test damage to show more impact
|
||||
|
||||
[Header("Results")]
|
||||
[SerializeField] private string resistanceInfo;
|
||||
[SerializeField] private int effectivePhysicalDamage;
|
||||
[SerializeField] private int effectiveMagicalDamage;
|
||||
[SerializeField] private bool shieldActive;
|
||||
|
||||
private enemyScript testEnemy;
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Create a test enemy
|
||||
GameObject enemyObj = new GameObject("TestEnemy");
|
||||
testEnemy = enemyObj.AddComponent<enemyScript>();
|
||||
|
||||
// Set the enemy level
|
||||
testEnemy.SetLevel(testLevel);
|
||||
|
||||
// Calculate and display results
|
||||
CalculateTestResults();
|
||||
}
|
||||
|
||||
void CalculateTestResults()
|
||||
{
|
||||
if (testEnemy == null) return;
|
||||
|
||||
resistanceInfo = testEnemy.GetResistanceInfo();
|
||||
effectivePhysicalDamage = testEnemy.CalculateEffectiveDamage(testPhysicalDamage, false);
|
||||
effectiveMagicalDamage = testEnemy.CalculateEffectiveDamage(testMagicalDamage, true);
|
||||
shieldActive = testEnemy.IsShieldActive();
|
||||
|
||||
Debug.Log($"=== Resistance & Shield Test Results ===");
|
||||
Debug.Log($"Enemy Level: {testLevel}");
|
||||
Debug.Log($"Resistance: {resistanceInfo}");
|
||||
Debug.Log($"Physical Damage: {testPhysicalDamage} -> {effectivePhysicalDamage}");
|
||||
Debug.Log($"Magical Damage: {testMagicalDamage} -> {effectiveMagicalDamage}");
|
||||
Debug.Log($"Shield Active: {shieldActive}");
|
||||
Debug.Log($"Shield Health: {testEnemy.magicalHealth}");
|
||||
Debug.Log($"Regular Health: {testEnemy.health}");
|
||||
Debug.Log($"===============================");
|
||||
}
|
||||
|
||||
[ContextMenu("Run Test")]
|
||||
void RunTest()
|
||||
{
|
||||
if (testEnemy != null)
|
||||
{
|
||||
testEnemy.SetLevel(testLevel);
|
||||
CalculateTestResults();
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Script/ResistanceTest.cs.meta
Normal file
11
Assets/Script/ResistanceTest.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5a18c72b0873842d1973b5396e0901cd
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
98
Assets/Script/ResistanceUI.cs
Normal file
98
Assets/Script/ResistanceUI.cs
Normal file
|
|
@ -0,0 +1,98 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
|
||||
public class ResistanceUI : MonoBehaviour
|
||||
{
|
||||
[Header("UI References")]
|
||||
public TextMeshProUGUI resistanceText;
|
||||
public Slider physicalResistanceSlider;
|
||||
public Slider magicalResistanceSlider;
|
||||
public TextMeshProUGUI shieldStatusText;
|
||||
public Image shieldStatusIcon;
|
||||
|
||||
[Header("Target Enemy")]
|
||||
public enemyScript targetEnemy;
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Initialize sliders
|
||||
if (physicalResistanceSlider != null)
|
||||
{
|
||||
physicalResistanceSlider.minValue = 0;
|
||||
physicalResistanceSlider.maxValue = 100;
|
||||
}
|
||||
|
||||
if (magicalResistanceSlider != null)
|
||||
{
|
||||
magicalResistanceSlider.minValue = 0;
|
||||
magicalResistanceSlider.maxValue = 100;
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (targetEnemy != null)
|
||||
{
|
||||
UpdateResistanceDisplay();
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateResistanceDisplay()
|
||||
{
|
||||
// Update text
|
||||
if (resistanceText != null)
|
||||
{
|
||||
resistanceText.text = $"Resistance: {targetEnemy.GetResistanceInfo()}";
|
||||
}
|
||||
|
||||
// Update sliders
|
||||
if (physicalResistanceSlider != null)
|
||||
{
|
||||
physicalResistanceSlider.value = targetEnemy.physicalResistance;
|
||||
}
|
||||
|
||||
if (magicalResistanceSlider != null)
|
||||
{
|
||||
magicalResistanceSlider.value = targetEnemy.magicalResistance;
|
||||
}
|
||||
|
||||
// Update shield status
|
||||
if (shieldStatusText != null)
|
||||
{
|
||||
string shieldStatus = targetEnemy.IsShieldActive() ? "Shield Active" : "Shield Broken";
|
||||
shieldStatusText.text = shieldStatus;
|
||||
}
|
||||
|
||||
if (shieldStatusIcon != null)
|
||||
{
|
||||
Color shieldColor = targetEnemy.IsShieldActive() ? Color.cyan : Color.gray;
|
||||
shieldStatusIcon.color = shieldColor;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetTargetEnemy(enemyScript enemy)
|
||||
{
|
||||
targetEnemy = enemy;
|
||||
}
|
||||
|
||||
public void ClearTarget()
|
||||
{
|
||||
targetEnemy = null;
|
||||
|
||||
if (resistanceText != null)
|
||||
resistanceText.text = "No Target";
|
||||
|
||||
if (physicalResistanceSlider != null)
|
||||
physicalResistanceSlider.value = 0;
|
||||
|
||||
if (magicalResistanceSlider != null)
|
||||
magicalResistanceSlider.value = 0;
|
||||
|
||||
if (shieldStatusText != null)
|
||||
shieldStatusText.text = "No Target";
|
||||
|
||||
if (shieldStatusIcon != null)
|
||||
shieldStatusIcon.color = Color.gray;
|
||||
}
|
||||
}
|
||||
11
Assets/Script/ResistanceUI.cs.meta
Normal file
11
Assets/Script/ResistanceUI.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6085d8ce013d8431c97ce8c9a356f781
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
66
Assets/Script/XPTest.cs
Normal file
66
Assets/Script/XPTest.cs
Normal file
|
|
@ -0,0 +1,66 @@
|
|||
using UnityEngine;
|
||||
|
||||
public class XPTest : MonoBehaviour
|
||||
{
|
||||
[Header("Test Settings")]
|
||||
public int testPlayerLevel = 1;
|
||||
public int maxEnemyLevel = 50;
|
||||
|
||||
[Header("Results")]
|
||||
[SerializeField] private string xpComparison;
|
||||
|
||||
void Start()
|
||||
{
|
||||
TestXPComparison();
|
||||
}
|
||||
|
||||
void TestXPComparison()
|
||||
{
|
||||
string comparison = "=== XP Comparison (Old vs New System) ===\n";
|
||||
comparison += $"Player Level: {testPlayerLevel}\n\n";
|
||||
comparison += "Enemy Level | Old XP | New XP | Difference\n";
|
||||
comparison += "-----------|--------|--------|------------\n";
|
||||
|
||||
for (int enemyLevel = 1; enemyLevel <= maxEnemyLevel; enemyLevel += 5)
|
||||
{
|
||||
int oldXP = enemyScript.CalculateLegacyXP(enemyLevel);
|
||||
int newXP = enemyScript.CalculateExponentialXP(enemyLevel, testPlayerLevel);
|
||||
int difference = newXP - oldXP;
|
||||
|
||||
comparison += $"{enemyLevel,10} | {oldXP,6} | {newXP,6} | {difference:+0;-0}\n";
|
||||
}
|
||||
|
||||
comparison += "\n=== Key Examples ===\n";
|
||||
comparison += $"Level 10 Enemy: {enemyScript.CalculateExponentialXP(10, testPlayerLevel)} XP\n";
|
||||
comparison += $"Level 20 Enemy: {enemyScript.CalculateExponentialXP(20, testPlayerLevel)} XP\n";
|
||||
comparison += $"Level 30 Enemy: {enemyScript.CalculateExponentialXP(30, testPlayerLevel)} XP\n";
|
||||
comparison += $"Level 40 Enemy: {enemyScript.CalculateExponentialXP(40, testPlayerLevel)} XP\n";
|
||||
comparison += $"Level 50 Enemy: {enemyScript.CalculateExponentialXP(50, testPlayerLevel)} XP\n";
|
||||
comparison += $"Level 60 Enemy: {enemyScript.CalculateExponentialXP(60, testPlayerLevel)} XP (Capped)\n";
|
||||
|
||||
xpComparison = comparison;
|
||||
Debug.Log(comparison);
|
||||
}
|
||||
|
||||
[ContextMenu("Run XP Test")]
|
||||
void RunXPTest()
|
||||
{
|
||||
TestXPComparison();
|
||||
}
|
||||
|
||||
[ContextMenu("Test Risk Reward")]
|
||||
void TestRiskReward()
|
||||
{
|
||||
Debug.Log("=== Risk Reward Testing ===");
|
||||
int enemyLevel = 40;
|
||||
|
||||
for (int playerLevel = 1; playerLevel <= 50; playerLevel += 10)
|
||||
{
|
||||
int xp = enemyScript.CalculateExponentialXP(enemyLevel, playerLevel);
|
||||
int levelDiff = enemyLevel - playerLevel;
|
||||
string risk = levelDiff > 0 ? $"Risk (+{levelDiff} levels)" : "Safe";
|
||||
|
||||
Debug.Log($"Player Level {playerLevel} vs Enemy Level {enemyLevel}: {xp} XP ({risk})");
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Script/XPTest.cs.meta
Normal file
11
Assets/Script/XPTest.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4765b4891053f4000aa0ae81c8429bd0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -1,37 +1,199 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
|
||||
public class cameraRPG : MonoBehaviour
|
||||
{
|
||||
[Header("Core Settings")]
|
||||
public static cameraRPG instance;
|
||||
|
||||
public Transform focus;
|
||||
public float smoothTime = 2;
|
||||
public Vector3 offset = new Vector3(0, 0, -10);
|
||||
|
||||
public Vector3 offset;
|
||||
[Header("Movement")]
|
||||
public float followSpeed = 2f;
|
||||
public bool useSmoothing = true;
|
||||
|
||||
[Header("Deadzone (Optional)")]
|
||||
public bool useDeadzone = false;
|
||||
public Vector2 deadzoneSize = new Vector2(2f, 1f);
|
||||
|
||||
|
||||
|
||||
[Header("Look Ahead")]
|
||||
public bool useLookAhead = false;
|
||||
public float lookAheadDistance = 2f;
|
||||
public float lookAheadSpeed = 1f;
|
||||
|
||||
[Header("Shake")]
|
||||
public float shakeDuration = 0.5f;
|
||||
public float shakeStrength = 1f;
|
||||
|
||||
// Private variables
|
||||
private Vector3 targetPosition;
|
||||
private Vector3 lookAheadOffset;
|
||||
private bool isPaused = false;
|
||||
private Tween currentMoveTween;
|
||||
private Camera cam;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
instance = this;
|
||||
|
||||
}
|
||||
public void SetTarget(Transform target){
|
||||
focus = target;
|
||||
//offset = focus.position - transform.position;
|
||||
}
|
||||
public bool isPaused =false;
|
||||
void Update()
|
||||
if (instance == null)
|
||||
{
|
||||
if(focus == null){return;}
|
||||
if(isPaused){return;}
|
||||
transform.position = Vector3.Lerp(transform.position, focus.position - offset, Time.deltaTime * smoothTime);
|
||||
instance = this;
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
public void Teleport(Vector3 newLocation){
|
||||
transform.position = newLocation - offset;
|
||||
cam = GetComponent<Camera>();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (focus != null)
|
||||
{
|
||||
transform.position = focus.position + offset;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetTarget(Transform target)
|
||||
{
|
||||
focus = target;
|
||||
}
|
||||
|
||||
public void SetPaused(bool paused)
|
||||
{
|
||||
isPaused = paused;
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (focus == null || isPaused) return;
|
||||
|
||||
CalculateTargetPosition();
|
||||
MoveCamera();
|
||||
}
|
||||
|
||||
void CalculateTargetPosition()
|
||||
{
|
||||
targetPosition = focus.position + offset;
|
||||
|
||||
// Look ahead based on movement
|
||||
if (useLookAhead)
|
||||
{
|
||||
Vector3 targetLookAhead = Vector3.zero;
|
||||
|
||||
// You might want to get velocity from your player controller instead
|
||||
Rigidbody2D focusRb = focus.GetComponent<Rigidbody2D>();
|
||||
if (focusRb != null)
|
||||
{
|
||||
Vector3 velocity = focusRb.velocity;
|
||||
targetLookAhead = velocity.normalized * lookAheadDistance;
|
||||
}
|
||||
|
||||
lookAheadOffset = Vector3.Lerp(lookAheadOffset, targetLookAhead, Time.deltaTime * lookAheadSpeed);
|
||||
targetPosition += lookAheadOffset;
|
||||
}
|
||||
|
||||
// Apply deadzone
|
||||
if (useDeadzone)
|
||||
{
|
||||
Vector3 currentPos = transform.position;
|
||||
Vector3 difference = targetPosition - currentPos;
|
||||
|
||||
// Only move if outside deadzone
|
||||
if (Mathf.Abs(difference.x) > deadzoneSize.x / 2f)
|
||||
{
|
||||
targetPosition.x = currentPos.x + (difference.x - Mathf.Sign(difference.x) * deadzoneSize.x / 2f);
|
||||
}
|
||||
else
|
||||
{
|
||||
targetPosition.x = currentPos.x;
|
||||
}
|
||||
|
||||
if (Mathf.Abs(difference.y) > deadzoneSize.y / 2f)
|
||||
{
|
||||
targetPosition.y = currentPos.y + (difference.y - Mathf.Sign(difference.y) * deadzoneSize.y / 2f);
|
||||
}
|
||||
else
|
||||
{
|
||||
targetPosition.y = currentPos.y;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void MoveCamera()
|
||||
{
|
||||
if (useSmoothing)
|
||||
{
|
||||
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * followSpeed);
|
||||
}
|
||||
else
|
||||
{
|
||||
transform.position = targetPosition;
|
||||
}
|
||||
}
|
||||
|
||||
// DOTween enhanced methods
|
||||
public void TeleportTo(Vector3 newPosition)
|
||||
{
|
||||
currentMoveTween?.Kill();
|
||||
transform.position = newPosition + offset;
|
||||
}
|
||||
|
||||
public void SmoothTeleportTo(Vector3 newPosition, float duration = 1f, Ease easeType = Ease.OutCubic)
|
||||
{
|
||||
currentMoveTween?.Kill();
|
||||
Vector3 targetPos = newPosition + offset;
|
||||
|
||||
|
||||
currentMoveTween = transform.DOMove(targetPos, duration).SetEase(easeType);
|
||||
}
|
||||
|
||||
public void Shake(float duration = -1, float strength = -1)
|
||||
{
|
||||
if (duration < 0) duration = shakeDuration;
|
||||
if (strength < 0) strength = shakeStrength;
|
||||
|
||||
transform.DOShakePosition(duration, strength);
|
||||
}
|
||||
|
||||
public void ZoomTo(float targetSize, float duration = 1f, Ease easeType = Ease.OutCubic)
|
||||
{
|
||||
if (cam != null)
|
||||
{
|
||||
cam.DOOrthoSize(targetSize, duration).SetEase(easeType);
|
||||
}
|
||||
}
|
||||
|
||||
public void PunchScale(float strength = 0.1f, float duration = 0.3f)
|
||||
{
|
||||
transform.DOPunchScale(Vector3.one * strength, duration);
|
||||
}
|
||||
|
||||
// Utility methods
|
||||
public Vector3 GetTargetPosition()
|
||||
{
|
||||
return targetPosition;
|
||||
}
|
||||
|
||||
public bool IsMoving()
|
||||
{
|
||||
return Vector3.Distance(transform.position, targetPosition) > 0.01f;
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
// Draw deadzone
|
||||
if (useDeadzone)
|
||||
{
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireCube(transform.position, new Vector3(deadzoneSize.x, deadzoneSize.y, 0));
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
|
@ -3,115 +3,126 @@ using UnityEngine;
|
|||
using Spine.Unity;
|
||||
using Spine.Unity.Examples;
|
||||
using Mirror;
|
||||
using DG.Tweening;
|
||||
|
||||
|
||||
public class enemyScript : NetworkBehaviour
|
||||
{
|
||||
// Health and Damage Constants
|
||||
public const int HEALTH_INC = 2;
|
||||
public const float DAMAGE_INC = 1.2f;
|
||||
public const float XP_GAIN = 1.5f;
|
||||
public const int XP_GAIN_Base = 5;
|
||||
|
||||
// XP System Constants
|
||||
public const float XP_GAIN = 1.5f; // Legacy
|
||||
public const int XP_GAIN_Base = 5; // Legacy
|
||||
public const float XP_EXPONENTIAL_BASE = 1.3f;
|
||||
public const float XP_LEVEL_MULTIPLIER = 8f;
|
||||
public const float XP_PLAYER_LEVEL_BONUS = 0.05f;
|
||||
|
||||
// Resistance and Shield Constants
|
||||
public const int RESISTANCE_INC = 1;
|
||||
public const int MAX_RESISTANCE = 15;
|
||||
public const float SHIELD_DAMAGE_DIVIDER = 2f;
|
||||
|
||||
[Header("Health & Shield System")]
|
||||
[SyncVar(hook = nameof(OnHealthChange))]
|
||||
public int health;
|
||||
[SyncVar(hook = nameof(OnMagicalHealthChange))]
|
||||
public int magicalHealth;
|
||||
|
||||
// NEW: Shield break boolean
|
||||
[SyncVar]
|
||||
public bool shieldBreak = false;
|
||||
public int physicalResistance;
|
||||
[SyncVar]
|
||||
public int magicalResistance;
|
||||
[SyncVar]
|
||||
public bool shieldActive = true;
|
||||
|
||||
[Header("UI Components")]
|
||||
public SpriteHealthBar healthBar;
|
||||
public SpriteHealthBar MagicalhealthBar;
|
||||
public Transform uiEnemy;
|
||||
public TextMesh enemyName;
|
||||
public TextMesh enemyLevel;
|
||||
|
||||
[Header("Movement & Combat")]
|
||||
public float speed;
|
||||
public float chaseRadius;
|
||||
public float attackRadius;
|
||||
public bool rotate;
|
||||
//public LayerMask layerMask;
|
||||
public int enemyAttackDamage = 10;
|
||||
public float damageTimingPercent = 0.6f;
|
||||
|
||||
[Header("Targeting & State")]
|
||||
public playerNetwork target;
|
||||
public bool isInChaseRange;
|
||||
public bool isInAttackRange;
|
||||
|
||||
[Header("Components")]
|
||||
private Rigidbody2D rb2;
|
||||
public SkeletonAnimation animator;
|
||||
private Vector2 movement;
|
||||
public Vector3 dir;
|
||||
|
||||
public TextMesh enemyName;
|
||||
public TextMesh enemyLevel;
|
||||
|
||||
public bool isInChaseRange;
|
||||
public bool isInAttackRange;
|
||||
public Transform uiEnemy;
|
||||
|
||||
public int enemyAttackDamage = 10;
|
||||
|
||||
MeshRenderer meshRenderer;
|
||||
public GameObject hitVfx;
|
||||
void Awake()
|
||||
{
|
||||
[SyncVar]
|
||||
public bool hasDealtDamage = false;
|
||||
|
||||
void Awake(){
|
||||
meshRenderer = GetComponent<MeshRenderer>();
|
||||
scanCooldown = Random.Range(0.5f, 1.5f);
|
||||
}
|
||||
private void Start()
|
||||
{
|
||||
private void Start(){
|
||||
rb2 = GetComponent<Rigidbody2D>();
|
||||
//target = GameObject.FindWithTag("Player").transform;
|
||||
UpdateAnimation(directionString, animationString);
|
||||
defaultPos = transform.position;
|
||||
|
||||
}
|
||||
[SyncVar(hook = nameof(OnLevelChanged))]
|
||||
[SyncVar(hook =nameof(OnLevelChanged))]
|
||||
public int level;
|
||||
void OnLevelChanged(int oldVal, int newVal)
|
||||
{
|
||||
if (isServer) { return; }
|
||||
void OnLevelChanged(int oldVal, int newVal){
|
||||
if(isServer){return;}
|
||||
|
||||
SetLevel(newVal);
|
||||
}
|
||||
public void SetLevel(int _level)
|
||||
{
|
||||
public void SetLevel(int _level){
|
||||
|
||||
if (enemyLevel != null)
|
||||
{
|
||||
if(enemyLevel != null){
|
||||
enemyLevel.text = _level.ToString();
|
||||
}
|
||||
|
||||
level = _level;
|
||||
int healthIncrement = level * HEALTH_INC;
|
||||
int healthIncrement =level * HEALTH_INC;
|
||||
maxHealth = 100 + healthIncrement;
|
||||
|
||||
health = (int)maxHealth;
|
||||
magicalHealth = (int)maxHealth;
|
||||
enemyAttackDamage += (int)(level * DAMAGE_INC);
|
||||
|
||||
// MODIFIED: Reset shield break when level is set
|
||||
shieldBreak = false;
|
||||
|
||||
// Debug.Log($"{health}/{maxHealth}");
|
||||
int resistanceIncrement = level * RESISTANCE_INC;
|
||||
physicalResistance = Mathf.Min(resistanceIncrement, MAX_RESISTANCE);
|
||||
magicalResistance = Mathf.Min(resistanceIncrement, MAX_RESISTANCE);
|
||||
|
||||
shieldActive = true;
|
||||
}
|
||||
public Vector3 defScale;
|
||||
Vector3 defaultPos;
|
||||
|
||||
float playerDistCheckTimer = 0f;
|
||||
void LateUpdate()
|
||||
{
|
||||
|
||||
float playerDistCheckTimer=0f;
|
||||
void LateUpdate(){
|
||||
LOD();
|
||||
}
|
||||
public const float disappearDistFromPlayer = 15f;
|
||||
void LOD()
|
||||
{
|
||||
if (playerDistCheckTimer > 0) { playerDistCheckTimer -= Time.deltaTime; return; }
|
||||
void LOD(){
|
||||
if(playerDistCheckTimer > 0){playerDistCheckTimer -= Time.deltaTime;return;}
|
||||
|
||||
playerDistCheckTimer = Random.Range(1.5f, 2.5f);
|
||||
if (playerNetwork.localPlayerTransform == null) { return; }
|
||||
playerDistCheckTimer = Random.Range(1.5f,2.5f);
|
||||
if(playerNetwork.localPlayerTransform == null){return;}
|
||||
float distToPlayer = Vector3.Distance(playerNetwork.localPlayerTransform.position, transform.position);
|
||||
meshRenderer.enabled = distToPlayer < disappearDistFromPlayer;
|
||||
}
|
||||
|
||||
|
||||
#if UNITY_SERVER || UNITY_EDITOR
|
||||
#if UNITY_SERVER || UNITY_EDITOR
|
||||
[Server]
|
||||
private void Update()
|
||||
{
|
||||
private void Update(){
|
||||
|
||||
// animator.skeleton.SetSkin
|
||||
// set animation state to running if in chase Range
|
||||
|
|
@ -119,64 +130,52 @@ public class enemyScript : NetworkBehaviour
|
|||
|
||||
// isInChaseRange = Physics2D.OverlapCircle(transform.position, chaseRadius , layerMask);
|
||||
// isInAttackRange = Physics2D.OverlapCircle(transform.position, attackRadius, layerMask);
|
||||
|
||||
// MODIFIED: Check both health and magicalHealth for death condition
|
||||
if (health <= 0 || (shieldBreak && magicalHealth <= 0))
|
||||
{
|
||||
if (health <= 0 ){
|
||||
return;
|
||||
}
|
||||
|
||||
if (target != null)
|
||||
{
|
||||
if(target != null){
|
||||
isInChaseRange = Vector3.Distance(transform.position, target.transform.position) < chaseRadius;
|
||||
isInAttackRange = Vector3.Distance(transform.position, target.transform.position) < attackRadius;
|
||||
}
|
||||
else
|
||||
{
|
||||
}else{
|
||||
isInChaseRange = false;
|
||||
isInAttackRange = false;
|
||||
|
||||
}
|
||||
|
||||
ScanPlayers();
|
||||
if (target != null)
|
||||
{
|
||||
if(target !=null){
|
||||
enemyFollow();
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
float scanTimer = 0;
|
||||
#endif
|
||||
[Header("Scanning & LOD")]
|
||||
float scanTimer =0;
|
||||
float scanCooldown;
|
||||
public void ScanPlayers()
|
||||
{
|
||||
public void ScanPlayers(){
|
||||
|
||||
if (scanTimer > 0) { scanTimer -= Time.deltaTime; return; }
|
||||
if(scanTimer >0){scanTimer-=Time.deltaTime; return;}
|
||||
|
||||
scanTimer = scanCooldown;
|
||||
playerNetwork[] playersinNetwork = FindObjectsOfType<playerNetwork>();
|
||||
float closestDist = float.MaxValue;
|
||||
playerNetwork closestPlayer = null;
|
||||
|
||||
foreach (playerNetwork player in playersinNetwork)
|
||||
{
|
||||
if (player.health <= 0) { continue; }
|
||||
foreach(playerNetwork player in playersinNetwork ){
|
||||
if(player.health <= 0 ){continue;}
|
||||
float dist = Vector3.Distance(transform.position, player.transform.position);
|
||||
if (dist < closestDist)
|
||||
{
|
||||
if(dist < closestDist){
|
||||
closestPlayer = player;
|
||||
closestDist = dist;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (closestDist < chaseRadius)
|
||||
{
|
||||
target = closestPlayer;
|
||||
if(closestDist < chaseRadius){
|
||||
target = closestPlayer ;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
target = null;
|
||||
}
|
||||
|
||||
|
|
@ -188,114 +187,96 @@ public class enemyScript : NetworkBehaviour
|
|||
// void RpcUpdateAnim(string animDir , string animName, bool isLoop){
|
||||
// UpdateAnimation(animDir , animName, isLoop);
|
||||
// }
|
||||
[SyncVar(hook = nameof(OnFlipped))]
|
||||
bool isFlipped = false;
|
||||
[SyncVar(hook =nameof(OnFlipped))]
|
||||
bool isFlipped= false;
|
||||
|
||||
void OnFlipped(bool oldVal, bool newVal)
|
||||
{
|
||||
if (isServer) { return; }
|
||||
transform.localScale = new Vector3(defScale.x * (newVal ? -1 : 1), defScale.y, defScale.z);
|
||||
void OnFlipped(bool oldVal, bool newVal){
|
||||
if(isServer){return;}
|
||||
transform.localScale = new Vector3(defScale.x * (newVal ? -1 : 1),defScale.y,defScale.z);
|
||||
HandleFlip();
|
||||
}
|
||||
|
||||
void HandleFlip()
|
||||
{
|
||||
if (uiEnemy == null)
|
||||
{
|
||||
void HandleFlip(){
|
||||
if(uiEnemy == null){
|
||||
return;
|
||||
}
|
||||
if (transform.localScale.x < 0)
|
||||
{
|
||||
uiEnemy.localScale = new Vector3(-1, 1, 1);
|
||||
if(transform.localScale.x < 0 ){
|
||||
uiEnemy.localScale = new Vector3(-1,1,1);
|
||||
}
|
||||
else
|
||||
{
|
||||
uiEnemy.localScale = new Vector3(1, 1, 1);
|
||||
else{
|
||||
uiEnemy.localScale = new Vector3(1,1,1);
|
||||
}
|
||||
}
|
||||
|
||||
private void enemyFollow()
|
||||
{
|
||||
private void enemyFollow(){
|
||||
|
||||
if (Mathf.Abs(dir.y) > Mathf.Abs(dir.x))
|
||||
{
|
||||
if (dir.y < 0)
|
||||
{
|
||||
if(Mathf.Abs(dir.y) > Mathf.Abs(dir.x)){
|
||||
if(dir.y < 0){
|
||||
directionString = "Back";
|
||||
}
|
||||
else
|
||||
{
|
||||
}else{
|
||||
directionString = "Front";
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
}else{
|
||||
directionString = "Side";
|
||||
|
||||
if (dir.x < 0)
|
||||
{
|
||||
transform.localScale = new Vector3(defScale.x, defScale.y, 0);
|
||||
isFlipped = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
transform.localScale = new Vector3(-defScale.x, defScale.y, 0);
|
||||
if(dir.x < 0){
|
||||
transform.localScale = new Vector3(defScale.x,defScale.y,0);
|
||||
isFlipped=false;
|
||||
}else{
|
||||
transform.localScale = new Vector3(-defScale.x,defScale.y,0);
|
||||
isFlipped = true;
|
||||
}
|
||||
HandleFlip();
|
||||
}
|
||||
if (animationHistory != directionString + animationString)
|
||||
{
|
||||
if(animationHistory != directionString + animationString){
|
||||
UpdateAnimation(directionString, animationString);
|
||||
// RpcUpdateAnim(directionString, animationString,true);
|
||||
}
|
||||
animationHistory = directionString + animationString;
|
||||
animationHistory=directionString + animationString;
|
||||
|
||||
if (target != null)
|
||||
{
|
||||
if(target != null){
|
||||
dir = transform.position - target.transform.position;
|
||||
}
|
||||
|
||||
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
|
||||
float angle = Mathf.Atan2(dir.y , dir.x ) * Mathf.Rad2Deg;
|
||||
dir.Normalize();
|
||||
|
||||
movement = dir;
|
||||
|
||||
if (rotate)
|
||||
{
|
||||
if(rotate){
|
||||
//set anim direction x, y dir
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
string animationHistory = "";
|
||||
[SyncVar(hook = nameof(OnAnimationDirectionChanged))]
|
||||
|
||||
[Header("Animation System")]
|
||||
string animationHistory ="";
|
||||
[SyncVar(hook =nameof(OnAnimationDirectionChanged))]
|
||||
public string directionString = "Side";
|
||||
[SyncVar(hook = nameof(OnAnimationNameChanged))]
|
||||
[SyncVar(hook =nameof(OnAnimationNameChanged))]
|
||||
public string animationString = "Idle";
|
||||
|
||||
void OnAnimationDirectionChanged(string oldVal, string newVal)
|
||||
{
|
||||
void OnAnimationDirectionChanged(string oldVal, string newVal){
|
||||
UpdateAnimation(newVal, animationString);
|
||||
}
|
||||
|
||||
void OnAnimationNameChanged(string oldVal, string newVal)
|
||||
{
|
||||
void OnAnimationNameChanged(string oldVal, string newVal){
|
||||
UpdateAnimation(directionString, newVal);
|
||||
}
|
||||
|
||||
[Header("Attack Timing")]
|
||||
float attackTimer = 0f;
|
||||
float attackDuration = 1.4f;
|
||||
|
||||
[SyncVar]
|
||||
public float maxHealth;
|
||||
|
||||
#if UNITY_SERVER || UNITY_EDITOR
|
||||
#if UNITY_SERVER || UNITY_EDITOR
|
||||
[Server]
|
||||
private void FixedUpdate()
|
||||
{
|
||||
// MODIFIED: Updated death condition
|
||||
if (health <= 0 || (shieldBreak && magicalHealth <= 0))
|
||||
private void FixedUpdate() {
|
||||
|
||||
if (health <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
|
@ -308,10 +289,17 @@ public class enemyScript : NetworkBehaviour
|
|||
MoveEnemy(movement);
|
||||
//Set animation to moving
|
||||
animationString = "Walk";
|
||||
// Reset attack state when not in attack range
|
||||
hasDealtDamage = false;
|
||||
attackTimer = 0;
|
||||
}
|
||||
if (isInAttackRange)
|
||||
else if (isInAttackRange)
|
||||
{
|
||||
rb2.velocity = Vector2.zero;
|
||||
|
||||
// MODIFIED: Only attack if enemy has stopped moving (velocity near zero)
|
||||
if (rb2.velocity.magnitude < 0.1f)
|
||||
{
|
||||
//Set animation to attack
|
||||
animationString = "Attack";
|
||||
|
||||
|
|
@ -319,58 +307,58 @@ public class enemyScript : NetworkBehaviour
|
|||
{
|
||||
attackTimer += Time.deltaTime;
|
||||
|
||||
// MODIFIED: Deal damage at specific timing in animation
|
||||
float attackProgress = attackTimer / attackDuration;
|
||||
if (!hasDealtDamage && attackProgress >= damageTimingPercent)
|
||||
{
|
||||
hasDealtDamage = true;
|
||||
Attack();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// MODIFIED: Reset for next attack cycle
|
||||
attackTimer = 0;
|
||||
Attack();
|
||||
hasDealtDamage = false;
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: ATTACK HERE
|
||||
|
||||
}
|
||||
|
||||
if (!isInAttackRange && !isInChaseRange)
|
||||
{
|
||||
//SetAnimation to idle
|
||||
animationString = "Idle";
|
||||
// Reset attack state when idle
|
||||
hasDealtDamage = false;
|
||||
attackTimer = 0;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
public void Attack()
|
||||
{
|
||||
public void Attack(){
|
||||
target.TakeDamage(enemyAttackDamage);
|
||||
}
|
||||
private void MoveEnemy(Vector2 dir)
|
||||
{
|
||||
private void MoveEnemy(Vector2 dir){
|
||||
rb2.MovePosition((Vector2)transform.position + (dir * speed * Time.deltaTime));
|
||||
}
|
||||
void UpdateAnimation(string direction, string animationName)
|
||||
{
|
||||
void UpdateAnimation(string direction, string animationName){
|
||||
// try{
|
||||
StartCoroutine(CoroutineUpdateAnim(direction, animationName));
|
||||
}
|
||||
|
||||
IEnumerator CoroutineUpdateAnim(string direction, string animationName)
|
||||
{
|
||||
while (animator == null)
|
||||
{
|
||||
IEnumerator CoroutineUpdateAnim(string direction, string animationName){
|
||||
while(animator == null){
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
Debug.LogError("animator is null!");
|
||||
}
|
||||
while (animator.skeleton == null)
|
||||
{
|
||||
while(animator.skeleton == null){
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
Debug.LogError("animator skelton is null!");
|
||||
|
||||
}
|
||||
while (animator.AnimationState == null)
|
||||
{
|
||||
while(animator.AnimationState == null){
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
Debug.LogError("animator state is null!");
|
||||
|
||||
}
|
||||
|
||||
animator.skeleton.SetSkin(direction);
|
||||
|
|
@ -382,140 +370,124 @@ public class enemyScript : NetworkBehaviour
|
|||
Debug.Log($"Updating enemy animation {direction}_{animationName}");
|
||||
}
|
||||
|
||||
[Command(requiresAuthority = false)]
|
||||
void CmdTakeDamage(int damage, uint id)
|
||||
{
|
||||
takedmg(damage, id);
|
||||
[Command(requiresAuthority =false)]
|
||||
void CmdTakeDamage(int damage,uint id){
|
||||
takedmg(damage,id);
|
||||
Debug.Log("Enemy Attack Recieved ");
|
||||
}
|
||||
|
||||
public void TakeDamage(int damage, uint id)
|
||||
{
|
||||
if (isServer)
|
||||
{
|
||||
takedmg(damage, id);
|
||||
public void TakeDamage(int damage, uint id){
|
||||
if(isServer){
|
||||
takedmg(damage,id);
|
||||
}
|
||||
else
|
||||
{
|
||||
CmdTakeDamage(damage, id);
|
||||
else{
|
||||
CmdTakeDamage(damage,id);
|
||||
}
|
||||
}
|
||||
|
||||
// MODIFIED: Completely rewritten damage system
|
||||
void takedmg(int damage, uint id)
|
||||
{
|
||||
if (health <= 0) { return; }
|
||||
void takedmg(int damage,uint id){
|
||||
if(health<=0){return;}
|
||||
|
||||
int finalDamage = damage;
|
||||
// Apply physical resistance to base damage
|
||||
int damageAfterResistance = Mathf.Max(1, damage - physicalResistance);
|
||||
|
||||
// If shield is not broken, reduce damage by half and damage magical health
|
||||
if (!shieldBreak && magicalHealth > 0)
|
||||
{
|
||||
finalDamage = damage / 2;
|
||||
// If shield is active, damage goes to both magical health (shield) AND regular health
|
||||
if(shieldActive && magicalHealth > 0){
|
||||
// Shield takes full damage after resistance
|
||||
magicalHealth -= damageAfterResistance;
|
||||
|
||||
// Calculate magical health damage based on player attack damage + enemy level
|
||||
int magicalDamage = damage + level;
|
||||
magicalHealth -= magicalDamage;
|
||||
// Regular health takes reduced damage (divided by shield divider)
|
||||
float shieldMultiplier = 1f / SHIELD_DAMAGE_DIVIDER;
|
||||
int healthDamage = Mathf.Max(1, Mathf.RoundToInt(damageAfterResistance * shieldMultiplier));
|
||||
health -= healthDamage;
|
||||
|
||||
// Check if shield breaks
|
||||
if (magicalHealth <= 0)
|
||||
{
|
||||
shieldBreak = true;
|
||||
magicalHealth = 0;
|
||||
Debug.Log("Shield Broken!");
|
||||
if(magicalHealth <= 0){
|
||||
shieldActive = false;
|
||||
PlayShieldBreakAnimation();
|
||||
}
|
||||
} else {
|
||||
// If shield is broken, damage goes directly to health with full resistance
|
||||
health -= damageAfterResistance;
|
||||
}
|
||||
|
||||
// Apply damage to health
|
||||
health -= finalDamage;
|
||||
|
||||
// Check for death
|
||||
if (health <= 0)
|
||||
{
|
||||
//hit vfx
|
||||
// GameObject newObject = Instantiate(hitVfx , transform.position , Quaternion.identity );
|
||||
// newObject.transform.localPosition = Vector3.zero;
|
||||
// newObject.transform.parent = transform;
|
||||
if(health<= 0 ){
|
||||
StartCoroutine(couroutineDeath());
|
||||
|
||||
foreach (playerNetwork player in FindObjectsOfType<playerNetwork>())
|
||||
{
|
||||
if (player.netId == id)
|
||||
{
|
||||
foreach(playerNetwork player in FindObjectsOfType<playerNetwork>()){
|
||||
if(player.netId == id){
|
||||
|
||||
//This one attacked me
|
||||
player.OnEnemyKilled(level);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log($"Enemy Takes Damage: {finalDamage} | Shield Broken: {shieldBreak} | Health: {health} | Magical Health: {magicalHealth}");
|
||||
// Debug logging removed for cleaner code
|
||||
|
||||
}
|
||||
|
||||
[Command(requiresAuthority = false)]
|
||||
void CmdTakeMagicalDamage(int damage, uint id)
|
||||
{
|
||||
takeMagicalDmg(damage, id);
|
||||
Debug.Log("Enemy Magical Attack Recieved ");
|
||||
[Command(requiresAuthority =false)]
|
||||
void CmdTakeMagicalDamage(int damage,uint id){
|
||||
takeMagicalDmg(damage,id);
|
||||
Debug.Log("Enemy Attack Recieved ");
|
||||
}
|
||||
|
||||
public void TakeMagicalDamage(int damage, uint id)
|
||||
{
|
||||
if (isServer)
|
||||
{
|
||||
takeMagicalDmg(damage, id);
|
||||
public void TakeMagicalDamage(int damage, uint id){
|
||||
if(isServer){
|
||||
takeMagicalDmg(damage,id);
|
||||
}
|
||||
else
|
||||
{
|
||||
CmdTakeMagicalDamage(damage, id);
|
||||
else{
|
||||
CmdTakeMagicalDamage(damage,id);
|
||||
}
|
||||
}
|
||||
|
||||
// MODIFIED: Updated magical damage to use same system
|
||||
void takeMagicalDmg(int damage, uint id)
|
||||
{
|
||||
if (magicalHealth <= 0 && shieldBreak) { return; }
|
||||
void takeMagicalDmg(int damage,uint id){
|
||||
if(health<=0){return;}
|
||||
|
||||
int finalDamage = damage;
|
||||
// Apply magical resistance to base damage
|
||||
int damageAfterResistance = Mathf.Max(1, damage - magicalResistance);
|
||||
|
||||
// If shield is not broken, reduce damage by half and damage magical health
|
||||
if (!shieldBreak && magicalHealth > 0)
|
||||
{
|
||||
finalDamage = damage / 2;
|
||||
// If shield is active, damage goes to both magical health (shield) AND regular health
|
||||
if(shieldActive && magicalHealth > 0){
|
||||
// Shield takes full damage after resistance
|
||||
magicalHealth -= damageAfterResistance;
|
||||
|
||||
// Calculate magical health damage based on player attack damage + enemy level
|
||||
int magicalDamage = damage + level;
|
||||
magicalHealth -= magicalDamage;
|
||||
// Regular health takes reduced damage (divided by shield divider)
|
||||
float shieldMultiplier = 1f / SHIELD_DAMAGE_DIVIDER;
|
||||
int healthDamage = Mathf.Max(1, Mathf.RoundToInt(damageAfterResistance * shieldMultiplier));
|
||||
health -= healthDamage;
|
||||
|
||||
// Check if shield breaks
|
||||
if (magicalHealth <= 0)
|
||||
{
|
||||
shieldBreak = true;
|
||||
magicalHealth = 0;
|
||||
Debug.Log("Shield Broken!");
|
||||
if(magicalHealth <= 0){
|
||||
shieldActive = false;
|
||||
PlayShieldBreakAnimation();
|
||||
}
|
||||
} else {
|
||||
// If shield is broken, damage goes directly to health with full resistance
|
||||
health -= damageAfterResistance;
|
||||
}
|
||||
|
||||
// Apply damage to health
|
||||
health -= finalDamage;
|
||||
|
||||
// Check for death
|
||||
if (health <= 0)
|
||||
{
|
||||
if(health<= 0 ){
|
||||
StartCoroutine(couroutineDeath());
|
||||
|
||||
foreach (playerNetwork player in FindObjectsOfType<playerNetwork>())
|
||||
{
|
||||
if (player.netId == id)
|
||||
{
|
||||
foreach(playerNetwork player in FindObjectsOfType<playerNetwork>()){
|
||||
if(player.netId == id){
|
||||
|
||||
//This one attacked me
|
||||
player.OnEnemyKilled(level);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log($"Enemy Takes Magical Damage: {finalDamage} | Shield Broken: {shieldBreak} | Health: {health} | Magical Health: {magicalHealth}");
|
||||
// Debug logging removed for cleaner code
|
||||
|
||||
}
|
||||
|
||||
IEnumerator couroutineDeath()
|
||||
{
|
||||
IEnumerator couroutineDeath(){
|
||||
|
||||
animationString = "Death";
|
||||
StartCoroutine(PopDisappearUI());
|
||||
UpdateAnimation(directionString, animationString);
|
||||
UpdateAnimation(directionString , animationString);
|
||||
// RpcUpdateAnim(directionString, animationString,false);
|
||||
Vector3 lootSpawnPos = transform.position;
|
||||
lootSpawnPos.z = GameManager.instance.LootSpawnPointsParent.GetChild(0).position.z;
|
||||
|
|
@ -523,8 +495,8 @@ public class enemyScript : NetworkBehaviour
|
|||
GameObject newLoot = Instantiate(GameManager.instance.GetRandomLoot(), lootSpawnPos, Quaternion.identity);
|
||||
|
||||
NetworkServer.Spawn(newLoot);
|
||||
yield return new WaitForSecondsRealtime(5);
|
||||
|
||||
yield return new WaitForSecondsRealtime(7);// dead corpse delay
|
||||
|
||||
if (!isServer)
|
||||
{
|
||||
|
|
@ -534,25 +506,34 @@ public class enemyScript : NetworkBehaviour
|
|||
{
|
||||
GameManager.OnEnemyDeath(this, defaultPos);
|
||||
}
|
||||
|
||||
/* transform.position = defaultPos;
|
||||
health = (int)maxHealth;
|
||||
magicalHealth = (int)maxHealth;*/
|
||||
|
||||
//animationString = "Idle";
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
[Command]
|
||||
void CmdDie()
|
||||
{
|
||||
GameManager.OnEnemyDeath(this, defaultPos);
|
||||
GameManager.OnEnemyDeath(this,defaultPos);
|
||||
}
|
||||
|
||||
public void OnHealthChange(int oldVlaue, int newValue)
|
||||
{
|
||||
healthBar.SetHealth(newValue, maxHealth);
|
||||
|
||||
|
||||
public void OnHealthChange(int oldVlaue, int newValue){
|
||||
healthBar.SetHealth(newValue,maxHealth);
|
||||
|
||||
}
|
||||
public void OnMagicalHealthChange(int oldVlaue, int newValue){
|
||||
MagicalhealthBar.SetHealth(newValue,maxHealth);
|
||||
}
|
||||
|
||||
public void OnMagicalHealthChange(int oldVlaue, int newValue)
|
||||
{
|
||||
MagicalhealthBar.SetHealth(newValue, maxHealth);
|
||||
}
|
||||
|
||||
//etc for ui Disspear coroutine
|
||||
//etc for ui Disspear coroutine
|
||||
IEnumerator PopDisappearUI()
|
||||
{
|
||||
Vector3 originalScale = uiEnemy.localScale;
|
||||
|
|
@ -587,4 +568,75 @@ public class enemyScript : NetworkBehaviour
|
|||
uiEnemy.localScale = Vector3.zero;
|
||||
uiEnemy.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
[Header("Shield Visual Effects")]
|
||||
public Transform shieldUI;
|
||||
public SpriteRenderer shieldIconUI;
|
||||
public ParticleSystem shieldBreakVfx;
|
||||
|
||||
public void PlayShieldBreakAnimation()
|
||||
{
|
||||
if (shieldBreakVfx != null) shieldBreakVfx.Play();
|
||||
|
||||
if (shieldUI != null)
|
||||
{
|
||||
shieldUI.DOScale(1.2f, 0.15f)
|
||||
.SetEase(Ease.OutBack)
|
||||
.OnComplete(() =>
|
||||
{
|
||||
shieldUI.DOScale(0f, 0.3f).SetEase(Ease.InQuad);
|
||||
if (shieldIconUI != null)
|
||||
{
|
||||
shieldIconUI.DOFade(0f, 0.3f).SetEase(Ease.InQuad)
|
||||
.OnComplete(() =>
|
||||
{
|
||||
shieldUI.gameObject.SetActive(false);
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Helper method to get resistance info for UI or debugging
|
||||
public string GetResistanceInfo()
|
||||
{
|
||||
string shieldStatus = shieldActive ? "Active" : "Broken";
|
||||
return $"Physical: {physicalResistance}, Magical: {magicalResistance}, Shield: {shieldStatus}";
|
||||
}
|
||||
|
||||
public int CalculateEffectiveDamage(int baseDamage, bool isMagical = false)
|
||||
{
|
||||
int resistance = isMagical ? magicalResistance : physicalResistance;
|
||||
|
||||
if(shieldActive && magicalHealth > 0){
|
||||
float shieldMultiplier = 1f / SHIELD_DAMAGE_DIVIDER;
|
||||
int damageAfterShield = Mathf.RoundToInt(baseDamage * shieldMultiplier);
|
||||
return Mathf.Max(1, damageAfterShield - resistance);
|
||||
} else {
|
||||
return Mathf.Max(1, baseDamage - resistance);
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsShieldActive()
|
||||
{
|
||||
return shieldActive && magicalHealth > 0;
|
||||
}
|
||||
|
||||
public static int CalculateExponentialXP(int enemyLevel, int playerLevel = 0)
|
||||
{
|
||||
float baseXP = XP_LEVEL_MULTIPLIER * Mathf.Pow(XP_EXPONENTIAL_BASE, enemyLevel - 1);
|
||||
|
||||
float levelDifference = Mathf.Max(0, enemyLevel - playerLevel);
|
||||
float bonusXP = baseXP * XP_PLAYER_LEVEL_BONUS * levelDifference;
|
||||
|
||||
int totalXP = Mathf.RoundToInt(baseXP + bonusXP);
|
||||
totalXP = Mathf.Min(totalXP, 5000);
|
||||
|
||||
return Mathf.Max(10, totalXP);
|
||||
}
|
||||
|
||||
public static int CalculateLegacyXP(int enemyLevel)
|
||||
{
|
||||
return XP_GAIN_Base + Mathf.FloorToInt(XP_GAIN * (enemyLevel - 1));
|
||||
}
|
||||
}
|
||||
|
|
@ -702,7 +702,10 @@ public class playerNetwork : NetworkBehaviour
|
|||
if (xpTimer > 0) { xpTimer -= Time.deltaTime; return; }
|
||||
|
||||
xpTimer = 1;
|
||||
xpText.text = (Mathf.RoundToInt(XP / 100f) * 100f).ToString();
|
||||
|
||||
int xpInt = Mathf.RoundToInt(XP / 100f) * 100;
|
||||
xpText.text = $"+ {xpInt} XP";
|
||||
|
||||
xpSlider.value = XpSliderVal;
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
|
|
@ -722,8 +725,13 @@ public class playerNetwork : NetworkBehaviour
|
|||
int prevValue = lvl;
|
||||
// SavePlayerData();
|
||||
enemyKillCount++;
|
||||
//XP += (int)(enemyScript.XP_GAIN * (enemyLevel/2f));
|
||||
XP += enemyScript.XP_GAIN_Base + Mathf.FloorToInt(enemyScript.XP_GAIN * (enemyLevel - 1));
|
||||
|
||||
// Use new exponential XP system
|
||||
int xpGained = enemyScript.CalculateExponentialXP(enemyLevel, lvl);
|
||||
XP += xpGained;
|
||||
|
||||
// Debug log for XP gain
|
||||
Debug.Log($"Killed Level {enemyLevel} enemy! Gained {xpGained} XP (Player Level: {lvl})");
|
||||
}
|
||||
|
||||
IEnumerator uiTxtDelay(float delayTime, int levelChange)
|
||||
|
|
@ -1051,7 +1059,7 @@ public class playerNetwork : NetworkBehaviour
|
|||
{
|
||||
//magical damage with intelligance stat ?
|
||||
//int damageamount = magicalDmg + (lvl * 5);
|
||||
int damageamount = magicalDmg + (statManager.GetEffectiveValue("intelligence") * 2);
|
||||
int damageamount = magicalDmg + (statManager.GetEffectiveValue("intelligence") * 4) + 15; // Increased intelligence multiplier and added base bonus
|
||||
Debug.Log("magic damage amount " + damageamount);
|
||||
victim.TakeMagicalDamage(damageamount, netId);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -11,7 +11,7 @@ public class teleporter : MonoBehaviour
|
|||
if(other.tag == "Player"){
|
||||
if(other.transform == playerNetwork.localPlayerTransform){
|
||||
other.transform.position = teleportLocation.position;
|
||||
cameraRPG.instance.Teleport(teleportLocation.position);
|
||||
cameraRPG.instance.TeleportTo(teleportLocation.position);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7664,6 +7664,10 @@ MonoBehaviour:
|
|||
m_Unicode: 102
|
||||
m_GlyphIndex: 74
|
||||
m_Scale: 1
|
||||
- m_ElementType: 1
|
||||
m_Unicode: 102
|
||||
m_GlyphIndex: 74
|
||||
m_Scale: 1
|
||||
- m_ElementType: 1
|
||||
m_Unicode: 103
|
||||
m_GlyphIndex: 75
|
||||
|
|
@ -10956,6 +10960,10 @@ MonoBehaviour:
|
|||
m_Unicode: 114
|
||||
m_GlyphIndex: 86
|
||||
m_Scale: 1
|
||||
- m_ElementType: 1
|
||||
m_Unicode: 114
|
||||
m_GlyphIndex: 86
|
||||
m_Scale: 1
|
||||
- m_ElementType: 1
|
||||
m_Unicode: 115
|
||||
m_GlyphIndex: 87
|
||||
|
|
@ -13928,6 +13936,10 @@ MonoBehaviour:
|
|||
m_Unicode: 116
|
||||
m_GlyphIndex: 88
|
||||
m_Scale: 1
|
||||
- m_ElementType: 1
|
||||
m_Unicode: 116
|
||||
m_GlyphIndex: 88
|
||||
m_Scale: 1
|
||||
- m_ElementType: 1
|
||||
m_Unicode: 117
|
||||
m_GlyphIndex: 89
|
||||
|
|
@ -15521,16 +15533,24 @@ MonoBehaviour:
|
|||
m_GlyphIndex: 459
|
||||
m_Scale: 1
|
||||
- m_ElementType: 1
|
||||
m_Unicode: 114
|
||||
m_GlyphIndex: 86
|
||||
m_Unicode: 8230
|
||||
m_GlyphIndex: 459
|
||||
m_Scale: 1
|
||||
- m_ElementType: 1
|
||||
m_Unicode: 102
|
||||
m_GlyphIndex: 74
|
||||
m_Unicode: 101
|
||||
m_GlyphIndex: 73
|
||||
m_Scale: 1
|
||||
- m_ElementType: 1
|
||||
m_Unicode: 116
|
||||
m_GlyphIndex: 88
|
||||
m_Unicode: 118
|
||||
m_GlyphIndex: 90
|
||||
m_Scale: 1
|
||||
- m_ElementType: 1
|
||||
m_Unicode: 108
|
||||
m_GlyphIndex: 80
|
||||
m_Scale: 1
|
||||
- m_ElementType: 1
|
||||
m_Unicode: 112
|
||||
m_GlyphIndex: 84
|
||||
m_Scale: 1
|
||||
m_AtlasTextures:
|
||||
- {fileID: 6711488626300308827}
|
||||
|
|
|
|||
File diff suppressed because one or more lines are too long
|
|
@ -12,19 +12,28 @@ public class sliderProgressSc : MonoBehaviour
|
|||
[SerializeField] private List<Transform> dots = new List<Transform>();
|
||||
[SerializeField] private List<Image> dotImages = new List<Image>();
|
||||
|
||||
[Header("Animation Settings")]
|
||||
[Header("Slider Animation")]
|
||||
[SerializeField] private float sliderAnimationDuration = 0.8f;
|
||||
[SerializeField] private Ease sliderEase = Ease.OutCubic;
|
||||
[SerializeField] private bool animateSliderValue = true;
|
||||
|
||||
[Header("Dot Animation Settings")]
|
||||
[SerializeField] private float scaleDuration = 0.3f;
|
||||
[SerializeField] private float colorDuration = 0.2f;
|
||||
[SerializeField] private Vector3 activeScale = Vector3.one * 1.2f;
|
||||
[SerializeField] private Vector3 inactiveScale = Vector3.one;
|
||||
[SerializeField] private Ease scaleEase = Ease.OutBack;
|
||||
[SerializeField] private float dotStaggerDelay = 0.05f; // Delay between dot activations
|
||||
|
||||
[Header("Colors")]
|
||||
[SerializeField] private Color inactiveColor = new Color(0.3f, 0.3f, 0.3f, 0.6f);
|
||||
[SerializeField] private Color activeColor = new Color(0f, 1f, 0.4f, 1f); // Bright green
|
||||
[SerializeField] private Color pulseColor = new Color(1f, 1f, 0.4f, 1f); // Yellow pulse
|
||||
|
||||
private float previousSliderValue;
|
||||
private int lastActivatedDot = -1;
|
||||
private Tween sliderTween;
|
||||
private bool isAnimating = false;
|
||||
|
||||
void Start()
|
||||
{
|
||||
|
|
@ -36,8 +45,15 @@ public class sliderProgressSc : MonoBehaviour
|
|||
{
|
||||
// Check if slider value changed
|
||||
if (Mathf.Abs(targetSlider.value - previousSliderValue) > 0.001f)
|
||||
{
|
||||
if (animateSliderValue && !isAnimating)
|
||||
{
|
||||
AnimateSliderToValue(targetSlider.value);
|
||||
}
|
||||
else
|
||||
{
|
||||
CheckAndAnimateDots(targetSlider.value);
|
||||
}
|
||||
previousSliderValue = targetSlider.value;
|
||||
}
|
||||
}
|
||||
|
|
@ -80,6 +96,26 @@ public class sliderProgressSc : MonoBehaviour
|
|||
lastActivatedDot = -1;
|
||||
}
|
||||
|
||||
void AnimateSliderToValue(float targetValue)
|
||||
{
|
||||
if (sliderTween != null && sliderTween.IsActive())
|
||||
{
|
||||
sliderTween.Kill();
|
||||
}
|
||||
|
||||
isAnimating = true;
|
||||
float startValue = targetSlider.value;
|
||||
|
||||
sliderTween = DOTween.To(() => targetSlider.value, x => {
|
||||
targetSlider.value = x;
|
||||
CheckAndAnimateDots(x);
|
||||
}, targetValue, sliderAnimationDuration)
|
||||
.SetEase(sliderEase)
|
||||
.OnComplete(() => {
|
||||
isAnimating = false;
|
||||
});
|
||||
}
|
||||
|
||||
void CheckAndAnimateDots(float sliderValue)
|
||||
{
|
||||
// Calculate how many dots should be active based on slider value
|
||||
|
|
@ -95,12 +131,13 @@ public class sliderProgressSc : MonoBehaviour
|
|||
// Check if we've moved forward to activate more dots
|
||||
if (targetActiveDot > lastActivatedDot)
|
||||
{
|
||||
// Activate dots from lastActivatedDot+1 to targetActiveDot
|
||||
// Activate dots with staggered delay for better visual effect
|
||||
for (int i = lastActivatedDot + 1; i <= targetActiveDot; i++)
|
||||
{
|
||||
if (i < dots.Count && i >= 0)
|
||||
{
|
||||
ActivateDot(i);
|
||||
float delay = (i - (lastActivatedDot + 1)) * dotStaggerDelay;
|
||||
ActivateDotWithDelay(i, delay);
|
||||
}
|
||||
}
|
||||
lastActivatedDot = targetActiveDot;
|
||||
|
|
@ -120,19 +157,35 @@ public class sliderProgressSc : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
void ActivateDotWithDelay(int dotIndex, float delay)
|
||||
{
|
||||
if (dotIndex >= dots.Count || dotIndex < 0 || dots[dotIndex] == null) return;
|
||||
|
||||
DOVirtual.DelayedCall(delay, () => ActivateDot(dotIndex));
|
||||
}
|
||||
|
||||
void ActivateDot(int dotIndex)
|
||||
{
|
||||
if (dotIndex >= dots.Count || dotIndex < 0 || dots[dotIndex] == null) return;
|
||||
|
||||
Transform dot = dots[dotIndex];
|
||||
|
||||
// Scale up animation
|
||||
// Scale up animation with bounce effect
|
||||
dot.DOScale(activeScale, scaleDuration).SetEase(scaleEase);
|
||||
|
||||
// Color change to active
|
||||
// Color change to active with pulse effect
|
||||
if (dotIndex < dotImages.Count && dotImages[dotIndex] != null)
|
||||
{
|
||||
dotImages[dotIndex].DOColor(activeColor, colorDuration);
|
||||
Image dotImage = dotImages[dotIndex];
|
||||
|
||||
// Initial color change
|
||||
dotImage.DOColor(activeColor, colorDuration);
|
||||
|
||||
// Add a subtle pulse effect
|
||||
dotImage.DOColor(pulseColor, colorDuration * 0.5f)
|
||||
.SetDelay(colorDuration)
|
||||
.SetLoops(2, LoopType.Yoyo)
|
||||
.SetEase(Ease.InOutSine);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -156,14 +209,35 @@ public class sliderProgressSc : MonoBehaviour
|
|||
public void SetSliderValue(float value)
|
||||
{
|
||||
if (targetSlider != null)
|
||||
{
|
||||
if (animateSliderValue)
|
||||
{
|
||||
AnimateSliderToValue(value);
|
||||
}
|
||||
else
|
||||
{
|
||||
targetSlider.value = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetSliderValueInstant(float value)
|
||||
{
|
||||
if (targetSlider != null)
|
||||
{
|
||||
targetSlider.value = value;
|
||||
CheckAndAnimateDots(value);
|
||||
}
|
||||
}
|
||||
|
||||
public void ResetDots()
|
||||
{
|
||||
// Kill any running animations
|
||||
if (sliderTween != null && sliderTween.IsActive())
|
||||
{
|
||||
sliderTween.Kill();
|
||||
}
|
||||
|
||||
for (int i = 0; i < dots.Count; i++)
|
||||
{
|
||||
if (dots[i] != null)
|
||||
|
|
@ -178,6 +252,7 @@ public class sliderProgressSc : MonoBehaviour
|
|||
|
||||
// Reset state
|
||||
lastActivatedDot = -1;
|
||||
isAnimating = false;
|
||||
SetupInitialState();
|
||||
}
|
||||
|
||||
|
|
@ -196,6 +271,11 @@ public class sliderProgressSc : MonoBehaviour
|
|||
void OnDestroy()
|
||||
{
|
||||
// Clean up any running tweens
|
||||
if (sliderTween != null && sliderTween.IsActive())
|
||||
{
|
||||
sliderTween.Kill();
|
||||
}
|
||||
|
||||
for (int i = 0; i < dots.Count; i++)
|
||||
{
|
||||
if (dots[i] != null)
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user