Attack cooldown works now
This commit is contained in:
@@ -104,10 +104,14 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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health: 100
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maxHealth: 100
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moveSpeed: 15
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swingRange: 2
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swingDistance: 10
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damageStrength: 10
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attackCooldownSeconds: 2
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dashDistance: 5
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dashCooldownSeconds: 5
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--- !u!50 &-4152331571693237436
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Rigidbody2D:
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serializedVersion: 5
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@@ -314,6 +314,10 @@ PrefabInstance:
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propertyPath: m_RenderPostProcessing
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 6118034672792182209, guid: e05928a0d673caf999d31b31b994a112, type: 3}
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propertyPath: attackCooldownSeconds
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value: 3
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objectReference: {fileID: 0}
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m_RemovedComponents:
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- {fileID: 0}
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m_RemovedGameObjects: []
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@@ -851,7 +855,7 @@ MonoBehaviour:
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m_GameObject: {fileID: 1394869898}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 07e7096bcd8103c3faadeefc30c8a2f4, type: 3}
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m_Name:
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--- !u!1 &1873397570
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@@ -96,6 +96,19 @@ TextureImporter:
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: WebGL
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@@ -134,7 +147,8 @@ TextureImporter:
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nameFileIdTable: {}
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damage_0: 370836429328893637
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mipmapLimitGroupName:
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pSDRemoveMatte: 0
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userData:
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@@ -96,6 +96,19 @@ TextureImporter:
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@@ -8,12 +8,12 @@ public class Teo : MonoBehaviour
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public float swingRange = 3;
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public float swingDistance = 10;
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public float damageStrength = 10;
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public float attackCooldownSeconds = 2;
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public float attackCooldownSeconds = 10;
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public float dashDistance = 5;
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public float dashCooldownSeconds = 5;
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Rigidbody2D controller;
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GameState gameState;
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float lastAttackTime;
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float lastAttackTime = 0;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start() {
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controller = GetComponent<Rigidbody2D>();
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@@ -29,7 +29,15 @@ public class Teo : MonoBehaviour
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).normalized * moveSpeed;
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// Attack on click if not on cooldown
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if (Input.GetMouseButtonDown(0) && Time.fixedTime > lastAttackTime + attackCooldownSeconds) {
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if (Input.GetMouseButtonDown(0)) {
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Attack();
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lastAttackTime = Time.fixedTime;
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}
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}
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void Attack() {
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if (Time.fixedTime-attackCooldownSeconds > lastAttackTime) {
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return;
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}
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// Get all objects in range in the direction of cursor
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RaycastHit2D[] hits = Physics2D.CircleCastAll(
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transform.position,
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@@ -47,4 +55,3 @@ public class Teo : MonoBehaviour
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}
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}
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}
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}
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17
Assets/UI overlay/HealthIndicator.cs
Normal file
17
Assets/UI overlay/HealthIndicator.cs
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@@ -0,0 +1,17 @@
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using UnityEngine;
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public class HealthIndicator : MonoBehaviour
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{
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Teo player;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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player = GameObject.FindGameObjectWithTag("Player").GetComponent<Teo>();
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}
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// Update is called once per frame
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void Update()
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{
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GetComponent<TMPro.TMP_Text>().text = "Health: "+player.health+"/"+player.maxHealth;
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}
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}
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2
Assets/UI overlay/HealthIndicator.cs.meta
Normal file
2
Assets/UI overlay/HealthIndicator.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: d13803709cc4d9259a92b5dc9f49fe05
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@@ -1,17 +0,0 @@
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using UnityEngine;
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public class healthIndicator : MonoBehaviour
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{
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GameObject player;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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player = GameObject.FindGameObjectWithTag("Player");
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}
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// Update is called once per frame
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void Update()
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{
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GetComponent<TMPro.TMP_Text>().text = "Health: "+player.GetComponent<Teo>().health.ToString()+"/100";
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 07e7096bcd8103c3faadeefc30c8a2f4
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