Boss Level vorerst fertig zum testen (Animationen für Königin/Josh fehlen noch)
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52
Assets/AssetsFORELLE/Script/BossLevel/KitchenGunBossMod.cs
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52
Assets/AssetsFORELLE/Script/BossLevel/KitchenGunBossMod.cs
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using System.Collections;
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using UnityEngine;
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using UnityEngine.Serialization;
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/*
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WICHTIG
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Für dieses Script muss ein Object namens "RespawnProjectile" vorhanden sein an dem man wieder spawnt
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Collider Disabled Seconds muss so gesetzt werden das das Projectil aus der Quelle rauskommt ohne zerstört zu werden
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*/
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public class KitchenGunBossMod : MonoBehaviour
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{
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private Bang bullet;
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private IEnumerator coroutine;
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// The shot projectiles
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public GameObject projectilePrefab;
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// Time between shots, game needs to be restarted to take effect
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public float shotIntervalSeconds = 1f;
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// Time alive for the projectiles or until they hit something
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public float shotAliveSeconds = 1f;
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// Time until collider gets enabled
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public float colliderDisabledSeconds = .2f;
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// Speed of projectiles
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public Vector2 shotSpeed = new Vector2(1f, 0f);
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// Smallest step size for shot speed
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private short shotSpeedStepSize = 50;
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[SerializeField] private bool dim1;
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private Transform dim;
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// Start is called before the first frame update
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void Start()
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{
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if(dim1){dim=GameObject.Find("Dim1").transform;} else {dim=GameObject.Find("Dim2").transform;}
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bullet = GameObject.Find("DimAll").GetComponent<Bang>();
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InvokeRepeating("RecurringBang",0f,shotIntervalSeconds);
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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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}
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void RecurringBang()
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{
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coroutine = bullet.Banger(projectilePrefab, transform, dim, shotSpeed, colliderDisabledSeconds, shotAliveSeconds);
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StartCoroutine(coroutine);
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}
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}
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