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102013b228
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175
Assets/Scripts/SwordsGame/SwordsEnemyController.cs
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175
Assets/Scripts/SwordsGame/SwordsEnemyController.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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using UnityEngine.UI;
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public class SwordsEnemyController : MonoBehaviour
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{
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[SerializeField] ScenesTransitionController scenesTransition = default;
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[SerializeField] GameTutorialControler tutorial = default;
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[SerializeField] Transform player = default;
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NavMeshAgent agent;
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[SerializeField] Animator charAnim = default;
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[System.Serializable] public enum Personality {Shy, Hyperactive, Balanced}
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[Space]
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public Personality personality;
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[SerializeField] float maxHp = 100;
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public float hp;
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[SerializeField] float currentRadius = 10;
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[SerializeField, Range(0, 3)] float angryLevel;
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float angryLevelIncreaseTime;
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[SerializeField] float healthAlert;
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[Space]
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[SerializeField] SwordCharacterType shyStats = default;
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[SerializeField] SwordCharacterType angryStats = default;
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[SerializeField] SwordCharacterType balancedStats = default;
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[Space]
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[SerializeField] Image healthBar = default;
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[SerializeField, Range(0, 1f)] float stepsInterval = .5f;
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float currentTime;
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bool scoreDistributed;
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// Start is called before the first frame update
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void Awake(){
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charAnim = charAnim = GetComponent<CharacterIdController>().SetRandomNpcCustom();
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agent = GetComponent<NavMeshAgent>();
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switch (personality){
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case Personality.Balanced:
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currentRadius = balancedStats.detectArea;
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healthAlert = balancedStats.healthAlert;
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angryLevelIncreaseTime = balancedStats.angryIncreaseTime;
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agent.speed = balancedStats.speed;
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break;
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case Personality.Hyperactive:
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currentRadius = angryStats.detectArea;
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healthAlert = angryStats.healthAlert;
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angryLevelIncreaseTime = angryStats.angryIncreaseTime;
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agent.speed = angryStats.speed;
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break;
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case Personality.Shy:
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currentRadius = shyStats.detectArea;
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healthAlert = shyStats.healthAlert;
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angryLevelIncreaseTime = shyStats.angryIncreaseTime;
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agent.speed = shyStats.speed;
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break;
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}
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hp = maxHp;
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}
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// Update is called once per frame
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void Update(){
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if (tutorial.gameStarted)
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{
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agent.SetDestination(new Vector3(player.position.x, 0, player.position.z));
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if ((player.position - transform.position).sqrMagnitude < agent.stoppingDistance * agent.stoppingDistance)
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{
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transform.LookAt(new Vector3(player.position.x, transform.position.y, player.position.z));
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}
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charAnim.SetFloat("VelocityY", 1);
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currentTime += Time.deltaTime;
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if (currentTime >= stepsInterval)
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{
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AudioManager.instance.PlayOneShot("SFX_paso" + Random.Range(1, 6), true);
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currentTime = 0;
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}
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angryLevel += angryLevelIncreaseTime * Time.deltaTime;
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angryLevel = Mathf.Clamp(angryLevel, 0, 3);
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}
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}
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public void Damage(float amount){
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if (hp > 0){
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hp -= amount;
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healthBar.transform.localScale = new Vector3(Mathf.Clamp(hp / maxHp, 0, 1), 1, 1);
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ScreenShakeCall.instance.ShakeCamera(12.5f, .4f);
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if (hp > 0f){
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float randomAnim = Random.Range(0, 200);
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if (randomAnim > 100){
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GameObject pow = ObjectPooler.instance.SpawnFromPool("Pow", transform.position + Vector3.up);
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pow.transform.LookAt(Camera.main.transform);
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}else{
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GameObject pam = ObjectPooler.instance.SpawnFromPool("Pam", transform.position + Vector3.up);
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pam.transform.LookAt(Camera.main.transform);
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}
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charAnim.SetTrigger("Damage");
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}else{
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GameObject kapow = ObjectPooler.instance.SpawnFromPool("Kapow", transform.position);
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kapow.transform.LookAt(Camera.main.transform);
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charAnim.SetTrigger("Die");
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ReturnToMenu(GameObject.Find("Player").GetComponent<CharacterIdController>().CharacterId, gameObject.GetComponent<CharacterIdController>().CharacterId);
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}
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}
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}
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void OnDrawGizmosSelected(){
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Gizmos.DrawWireSphere(transform.position, currentRadius);
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}
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void ReturnToMenu(int winner, int looser)
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{
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if (!scoreDistributed)
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{
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AudioManager.instance.PlayOneShot("SFX_campanillas");
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StartCoroutine(BetweenScenePass.instance.DistributeScore(
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BetweenScenePass.Games.Swords,
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winner,
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null));
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int newWinner1 = winner;
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int i = 0;
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while (i < 100)
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{
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newWinner1 = Random.Range(0, 6);
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i++;
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if (newWinner1 != winner && newWinner1 != looser)
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{
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break;
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}
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}
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StartCoroutine(BetweenScenePass.instance.DistributeScore(
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BetweenScenePass.Games.Swords,
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newWinner1,
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null));
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int newWinner2;
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newWinner2 = winner;
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i = 0;
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while (i < 100)
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{
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newWinner2 = Random.Range(0, 6);
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i++;
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if (newWinner2 != winner && newWinner2 != looser && newWinner2 != newWinner1)
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{
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break;
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}
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}
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StartCoroutine(BetweenScenePass.instance.DistributeScore(
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BetweenScenePass.Games.Swords,
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newWinner2,
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scenesTransition));
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scoreDistributed = true;
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}
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}
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}
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