apply language lints

This commit is contained in:
2026-05-05 10:54:55 +02:00
parent af5ab14002
commit 0d63b7bcce
+24 -18
View File
@@ -1,20 +1,26 @@
using UnityEngine; using UnityEngine;
[RequireComponent(typeof(Animator))]
public class ZombieController : MonoBehaviour public class ZombieController : MonoBehaviour
{ {
private static readonly int DieHash = Animator.StringToHash("Die");
private static readonly int IsAttackingHash = Animator.StringToHash("isAttacking");
private static readonly int IsWalkingHash = Animator.StringToHash("isWalking");
private static readonly int IsRunningHash = Animator.StringToHash("isRunning");
[Header("Health")] [Header("Health")]
private float maxHealth = 50; private readonly float maxHealth = 50;
private float currentHealth; private float currentHealth;
[Header("Movement")] [Header("Movement")]
private float walkSpeed = 1f; private readonly float walkSpeed = 1f;
private float runSpeed = 2f; private readonly float runSpeed = 2f;
private float runDistance = 5f; // od kedy začne bežať private readonly float runDistance = 5f; // od kedy začne bežať
private float attackDistance = 1.5f; // od kedy útočí private readonly float attackDistance = 1.5f; // od kedy útočí
[Header("Attack")] [Header("Attack")]
private float attackDamage = 10f; private readonly float attackDamage = 10f;
private float attackCooldown = 1f; private readonly float attackCooldown = 1f;
private float lastAttackTime; private float lastAttackTime;
private Transform player; private Transform player;
@@ -46,35 +52,35 @@ public class ZombieController : MonoBehaviour
else if (distance <= runDistance) else if (distance <= runDistance)
{ {
MoveToPlayer(runSpeed); MoveToPlayer(runSpeed);
animator.SetBool("isRunning", true); animator.SetBool(IsRunningHash, true);
animator.SetBool("isWalking", false); animator.SetBool(IsWalkingHash, false);
animator.SetBool("isAttacking", false); animator.SetBool(IsAttackingHash, false);
} }
else else
{ {
MoveToPlayer(walkSpeed); MoveToPlayer(walkSpeed);
animator.SetBool("isWalking", true); animator.SetBool(IsWalkingHash, true);
animator.SetBool("isRunning", false); animator.SetBool(IsRunningHash, false);
animator.SetBool("isAttacking", false); animator.SetBool(IsAttackingHash, false);
} }
} }
private void MoveToPlayer(float speed) private void MoveToPlayer(float speed)
{ {
Vector3 direction = (player.position - transform.position).normalized; Vector3 direction = (player.position - transform.position).normalized;
transform.position += direction * speed * Time.deltaTime; transform.position += speed * Time.deltaTime * direction;
transform.LookAt(new Vector3(player.position.x, transform.position.y, player.position.z)); transform.LookAt(new Vector3(player.position.x, transform.position.y, player.position.z));
} }
private void StopMoving() private void StopMoving()
{ {
animator.SetBool("isWalking", false); animator.SetBool(IsWalkingHash, false);
animator.SetBool("isRunning", false); animator.SetBool(IsRunningHash, false);
} }
private void TryAttack() private void TryAttack()
{ {
animator.SetBool("isAttacking", true); animator.SetBool(IsAttackingHash, true);
if (Time.time - lastAttackTime >= attackCooldown) if (Time.time - lastAttackTime >= attackCooldown)
{ {
@@ -96,7 +102,7 @@ public class ZombieController : MonoBehaviour
private void Die() private void Die()
{ {
Debug.Log($"{gameObject.name} je mŕtvy!"); Debug.Log($"{gameObject.name} je mŕtvy!");
animator.SetTrigger("Die"); animator.SetTrigger(DieHash);
Destroy(gameObject, 2f); Destroy(gameObject, 2f);
} }
} }