Commit fad6e199 by Álvaro Morales García

Merge branch 'Tipos_enemigos' into Release

parents e46f3a32 1a13433f
Showing with 781 additions and 27 deletions
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......@@ -52,7 +52,7 @@ public class Coleccionables : MonoBehaviour
//Habria que para cada nivel completar estas variables de cada array
// TOCAR AQUI{
enemigosTotales[0] = 10;
enemigosTotales[0] = GameObject.Find("Enemigos").transform.childCount;
nombreImagenPartitura[0] = "Partitura-completa-1";
coleccTotales[0] = 6; //El ultimo coleccionable se consigue al derrotar a todos los enemigos, asi que aqui abajo hay el numero de coleccTotales - 1 de coleccionables
posicionesColecNivel1[0] = new Vector3(-5.48f, 0.01f, 0);
......
......@@ -56,27 +56,27 @@ public class Enemigo1Move : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "BalaGuitarra")
{
vida--;
if(vida == 0) { //Como lo ponga menor o igual a 0 puede detectar como que has matado a dos enemigos en vez de solo a uno si disparas muy cerca. Por eso mejor ==
Destroy(collision.gameObject);
//Aqui se cuenta cuantos enemigos quedan para entregar el coleccionable que te dan por derrotar a todos los enemigos
if (Coleccionables.eDerrotados[Coleccionables.niActual] != Coleccionables.eTotales[Coleccionables.niActual])
{
if (Coleccionables.eDerrotados[Coleccionables.niActual] == Coleccionables.eTotales[Coleccionables.niActual] - 1)
{
//AQUI SE INSTANCIA EL PREFAB DEL COLECCIONABLE
Instantiate(prefabColeccionable, collision.transform.position, Quaternion.identity);
}
Coleccionables.eDerrotados[Coleccionables.niActual]++;
}
Destroy(this.gameObject);
}
}
// if (collision.tag == "BalaGuitarra")
// {
// vida--;
// if(vida == 0) { //Como lo ponga menor o igual a 0 puede detectar como que has matado a dos enemigos en vez de solo a uno si disparas muy cerca. Por eso mejor ==
// Destroy(collision.gameObject);
// //Aqui se cuenta cuantos enemigos quedan para entregar el coleccionable que te dan por derrotar a todos los enemigos
// if (Coleccionables.eDerrotados[Coleccionables.niActual] != Coleccionables.eTotales[Coleccionables.niActual])
// {
// if (Coleccionables.eDerrotados[Coleccionables.niActual] == Coleccionables.eTotales[Coleccionables.niActual] - 1)
// {
// //AQUI SE INSTANCIA EL PREFAB DEL COLECCIONABLE
// Instantiate(prefabColeccionable, collision.transform.position, Quaternion.identity);
// }
// Coleccionables.eDerrotados[Coleccionables.niActual]++;
// }
// Destroy(this.gameObject);
// }
// }
if (collision.tag == "BalaFlauta")
{
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemigo2Move : MonoBehaviour
{
public GameObject prefabColeccionable;
private int vida = 1;
private Vector3 start, end;
public Transform target;
// Transforms to act as start and end markers for the journey.
//RECUPERAR ESTADO ANTERIOR
//private Vector3 startMarker;
//private Vector3 endMarker;
// Movement speed in units per second.
public float speed = 1.0F;
private float _timePassed;
void Start()
{
if (target != null)
{
target.parent = null;
start = transform.position;
end = target.position;
}
//RECUPERAR ESTADO ANTERIOR
//startMarker = this.transform.position;
//endMarker = startMarker + new Vector3(3, 0, 0);
//_timePassed = 0;
}
// Move to the target end position.
void Update()
{
//RECUPERAR ESTADO ANTERIOR
//_timePassed += speed*Time.deltaTime;
// Set our position as a fraction of the distance between the markers.
//transform.position = Vector3.Lerp(startMarker, endMarker, Mathf.PingPong(_timePassed, 1));
}
private void FixedUpdate()
{
if (target != null)
{
float fixedSpeed = speed * Time.deltaTime;
transform.position = Vector3.MoveTowards(transform.position, target.position, fixedSpeed);
}
if (transform.position == target.position)
{
target.position = (target.position == start) ? end : start;
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "BalaGuitarra")
{
vida--;
if (vida == 0)
{ //Como lo ponga menor o igual a 0 puede detectar como que has matado a dos enemigos en vez de solo a uno si disparas muy cerca. Por eso mejor ==
Destroy(collision.gameObject);
//Aqui se cuenta cuantos enemigos quedan para entregar el coleccionable que te dan por derrotar a todos los enemigos
if (Coleccionables.eDerrotados[Coleccionables.niActual] != Coleccionables.eTotales[Coleccionables.niActual])
{
if (Coleccionables.eDerrotados[Coleccionables.niActual] == Coleccionables.eTotales[Coleccionables.niActual] - 1)
{
//AQUI SE INSTANCIA EL PREFAB DEL COLECCIONABLE
Instantiate(prefabColeccionable, collision.transform.position, Quaternion.identity);
}
Coleccionables.eDerrotados[Coleccionables.niActual]++;
}
Destroy(this.gameObject);
}
}
//if (collision.tag == "BalaFlauta")
//{
// vida--;
// if (vida == 0)
// {
// Destroy(collision.gameObject);
// //Aqui se cuenta cuantos enemigos quedan para entregar el coleccionable que te dan por derrotar a todos los enemigos
// if (Coleccionables.eDerrotados[Coleccionables.niActual] != Coleccionables.eTotales[Coleccionables.niActual])
// {
// if (Coleccionables.eDerrotados[Coleccionables.niActual] == Coleccionables.eTotales[Coleccionables.niActual] - 1)
// {
// //AQUI SE INSTANCIA EL PREFAB DEL COLECCIONABLE
// Instantiate(prefabColeccionable, collision.transform.position, Quaternion.identity);
// }
// Coleccionables.eDerrotados[Coleccionables.niActual]++;
// }
// Destroy(this.gameObject);
// }
//}
if (collision.tag == "HitBoxMelee")
{
vida--;
if (vida == 0)
{
//Aqui se cuenta cuantos enemigos quedan para entregar el coleccionable que te dan por derrotar a todos los enemigos
if (Coleccionables.eDerrotados[Coleccionables.niActual] != Coleccionables.eTotales[Coleccionables.niActual])
{
if (Coleccionables.eDerrotados[Coleccionables.niActual] == Coleccionables.eTotales[Coleccionables.niActual] - 1)
{
//AQUI SE INSTANCIA EL PREFAB DEL COLECCIONABLE
Instantiate(prefabColeccionable, collision.transform.position, Quaternion.identity);
}
Coleccionables.eDerrotados[Coleccionables.niActual]++;
}
Destroy(this.gameObject);
}
}
}
}
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Base path: C:/Program Files/Unity/Hub/Editor/2019.1.11f1/Editor/Data
Base path: C:/Program Files/Unity/Editor/Data
Cmd: initializeCompiler
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