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Add ZombieAnimator controller and animations
- Created a new Animator Controller for the Zombie character, including states for Idle, Walk, Run, Attack, and Die. - Defined transitions between states based on conditions such as isWalking, isRunning, isAttacking, and Die. - Added a new Animations folder and associated meta files for proper asset management.
This commit is contained in:
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@@ -2,12 +2,86 @@ using UnityEngine;
|
||||
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||||
public class ZombieController : MonoBehaviour
|
||||
{
|
||||
[Header("Health")]
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||||
[SerializeField] private float maxHealth = 100f;
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private float currentHealth;
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||||
[Header("Movement")]
|
||||
[SerializeField] private float walkSpeed = 2f;
|
||||
[SerializeField] private float runSpeed = 4f;
|
||||
[SerializeField] private float runDistance = 5f; // od kedy začne bežať
|
||||
[SerializeField] private float attackDistance = 1.5f; // od kedy útočí
|
||||
|
||||
[Header("Attack")]
|
||||
[SerializeField] private float attackDamage = 10f;
|
||||
[SerializeField] private float attackCooldown = 1f;
|
||||
private float lastAttackTime;
|
||||
|
||||
private Transform player;
|
||||
private Animator animator;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
currentHealth = maxHealth;
|
||||
animator = GetComponent<Animator>();
|
||||
|
||||
GameObject playerObject = GameObject.FindGameObjectWithTag("Player");
|
||||
if (playerObject != null)
|
||||
player = playerObject.transform;
|
||||
else
|
||||
Debug.LogWarning("Zombie nenašiel hráča — skontroluj tag 'Player'");
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (player == null) return;
|
||||
|
||||
float distance = Vector3.Distance(transform.position, player.position);
|
||||
|
||||
if (distance <= attackDistance)
|
||||
{
|
||||
StopMoving();
|
||||
TryAttack();
|
||||
}
|
||||
else if (distance <= runDistance)
|
||||
{
|
||||
MoveToPlayer(runSpeed);
|
||||
animator.SetBool("isRunning", true);
|
||||
animator.SetBool("isWalking", false);
|
||||
animator.SetBool("isAttacking", false);
|
||||
}
|
||||
else
|
||||
{
|
||||
MoveToPlayer(walkSpeed);
|
||||
animator.SetBool("isWalking", true);
|
||||
animator.SetBool("isRunning", false);
|
||||
animator.SetBool("isAttacking", false);
|
||||
}
|
||||
}
|
||||
|
||||
private void MoveToPlayer(float speed)
|
||||
{
|
||||
Vector3 direction = (player.position - transform.position).normalized;
|
||||
transform.position += direction * speed * Time.deltaTime;
|
||||
transform.LookAt(new Vector3(player.position.x, transform.position.y, player.position.z));
|
||||
}
|
||||
|
||||
private void StopMoving()
|
||||
{
|
||||
animator.SetBool("isWalking", false);
|
||||
animator.SetBool("isRunning", false);
|
||||
}
|
||||
|
||||
private void TryAttack()
|
||||
{
|
||||
animator.SetBool("isAttacking", true);
|
||||
|
||||
if (Time.time - lastAttackTime >= attackCooldown)
|
||||
{
|
||||
lastAttackTime = Time.time;
|
||||
Debug.Log($"{gameObject.name} útočí na hráča za {attackDamage} damage!");
|
||||
// player.GetComponent<PlayerHealth>()?.TakeDamage(attackDamage);
|
||||
}
|
||||
}
|
||||
|
||||
public void TakeDamage(float amount)
|
||||
@@ -16,14 +90,13 @@ public class ZombieController : MonoBehaviour
|
||||
Debug.Log($"{gameObject.name} dostal {amount} damage. HP: {currentHealth}/{maxHealth}");
|
||||
|
||||
if (currentHealth <= 0)
|
||||
{
|
||||
Die();
|
||||
}
|
||||
}
|
||||
|
||||
private void Die()
|
||||
{
|
||||
Debug.Log($"{gameObject.name} je mŕtvy!");
|
||||
Destroy(gameObject);
|
||||
animator.SetTrigger("die");
|
||||
Destroy(gameObject, 2f);
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user