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enemy.position = new Vector3(Convert.ToSingle(Math.Cos(Time.time * speed)) * range, 0, Convert.ToSingle(Math.Sin(Time.time * speed)) * range); + if (movementType == MovementTypes.Line) + { + enemy.position = new Vector3(Convert.ToSingle(Math.Cos(Time.time * speed)) * range, enemy.position.y, Time.deltaTime * speed); + } + else if (movementType == MovementTypes.Circle) + { + enemy.position = new Vector3(Convert.ToSingle(Math.Cos(Time.time * speed)) * range, enemy.position.y, Convert.ToSingle(Math.Sin(Time.time * speed)) * range); + } + else if (movementType == MovementTypes.ThroughPlayer) + { + enemy.position -= Time.deltaTime * enemy.forward * speed; + } + else if (movementType == MovementTypes.Follow) + { + enemy.position -= Time.deltaTime * enemy.forward * speed; + + Vector3 newlookDirection = new Vector3(player.position.x, enemy.position.y, player.position.z); + + // if (timeTillNewLookDirection <= 0) { + // newlookDirection = new Vector3(player.position.x, enemy.position.y, player.position.z); + // timeTillNewLookDirection = 0.2f; + // } else { + // newlookDirection = currentLookDirection; + // } + + timeTillNewLookDirection -= Time.deltaTime; + + enemy.LookAt(Vector3.Slerp(currentLookDirection, newlookDirection, 0.1f / (100000 * 10000))); + enemy.Rotate(180.0f, 0.0f, 180.0f, Space.World); + + currentLookDirection = newlookDirection; + } } } diff --git a/Assets/Scripts/EnemySpawner.cs b/Assets/Scripts/EnemySpawner.cs new file mode 100644 index 0000000..faae24b --- /dev/null +++ b/Assets/Scripts/EnemySpawner.cs @@ -0,0 +1,44 @@ +using UnityEngine; +using System.Collections; + +public class EnemySpawner : MonoBehaviour +{ + public GameObject enemyPrefab; // Reference to the enemy prefab + public float spawnInterval = 3f; // Time between each spawn (in seconds) + public float enemyLifetime = 5f; // Time before the enemy is destroyed (in seconds) + public Vector3 spawnPosition = new Vector3(0f, 0.6f, 0f); // Position to spawn enemies + + void Start() + { + // Start the coroutine to spawn enemies at intervals + StartCoroutine(SpawnEnemies()); + } + + IEnumerator SpawnEnemies() + { + // Infinite loop to keep spawning enemies at intervals + while (true) + { + SpawnEnemy(); // Call method to spawn an enemy + yield return new WaitForSeconds(spawnInterval); // Wait for the spawn interval before spawning the next enemy + } + } + + void SpawnEnemy() + { + // Instantiate the enemy at the spawn position + GameObject newEnemy = Instantiate(enemyPrefab, spawnPosition, Quaternion.identity); + + // Start a coroutine to destroy the enemy after a set time + StartCoroutine(DestroyEnemyAfterTime(newEnemy, enemyLifetime)); + } + + IEnumerator DestroyEnemyAfterTime(GameObject enemy, float time) + { + // Wait for the specified time + yield return new WaitForSeconds(time); + + // Destroy the enemy after the time has passed + Destroy(enemy); + } +} diff --git a/Assets/Scripts/EnemySpawner.cs.meta b/Assets/Scripts/EnemySpawner.cs.meta new file mode 100644 index 0000000..7448cd6 --- /dev/null +++ b/Assets/Scripts/EnemySpawner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4034626f7ccadd840a8984e642c7feb3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index 8600185..9b6a280 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -16,6 +16,7 @@ public class PlayerController : MonoBehaviour [Header("Speed")] public float speed = 5; public float curSpeed = 0f; + public bool canMove = true; [Header("Dash")] public float dashSpeed = 10; @@ -25,6 +26,11 @@ public class PlayerController : MonoBehaviour public bool canDash = true; public float dashCooldownTimer = 0f; + [Header("Particles")] + public ParticleSystem particleSystem; + public Transform particleTransform; + + [Header("Lives")] public string enemyTag = "Enemy"; public float invulnerabilityTimeSeconds = 0.25f; @@ -58,44 +64,37 @@ public class PlayerController : MonoBehaviour if (Input.GetKey(dashKey) && canDash) { - StartCoroutine(DashCooldown()); // Start Dash Coroutine when dash is pressed - curSpeed = dashSpeed; + StartCoroutine(Dash()); + } + else if (canMove) + { rb.velocity = new Vector3( moveDirection.x * curSpeed, rb.velocity.y, moveDirection.z * curSpeed ); } - else if (Mathf.Pow(rb.velocity.x, 2) + Mathf.Pow(rb.velocity.z, 2) < speed) - { - rb.AddForce(new Vector3 (moveDirection.x * curSpeed, 0, moveDirection.z * curSpeed), ForceMode.Force); - } } - void HandleDash() + IEnumerator Dash() { - - } - - IEnumerator DashCooldown() - { - // Start dash + canMove = false; canDash = false; - Vector3 dashDirection = GetPlayerDirection().normalized; - rb.velocity = dashDirection * dashSpeed; // Apply dash velocity + rb.velocity = dashDirection * dashSpeed; + + particleSystem.Play(); + particleTransform.SetLocalPositionAndRotation(dashDirection * -1.5f, particleTransform.localRotation); - // Wait for the dash to finish yield return new WaitForSeconds(dashDuration); - // End dash: reset velocity and start cooldown - rb.velocity = Vector3.zero; // Optionally reset velocity after dash (for more control) - dashCooldownTimer = dashCooldown; + particleSystem.Stop(); + + rb.velocity = Vector3.zero; + canMove = true; - // Wait for cooldown yield return new WaitForSeconds(dashCooldown); - // Allow next dash canDash = true; }