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Enemies recharge energy during the day

DasGewehr пре 9 година
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комит
b46fe82b44
2 измењених фајлова са 47 додато и 0 уклоњено
  1. 15 0
      game/Assets/Scenes/Main.unity
  2. 32 0
      game/Assets/Scripts/Enemy/Enemy.cs

+ 15 - 0
game/Assets/Scenes/Main.unity

@@ -197,6 +197,11 @@ Prefab:
       propertyPath: m_Name
       propertyPath: m_Name
       value: SolarBotSpawner (2)
       value: SolarBotSpawner (2)
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
+    - target: {fileID: 114228307958694658, guid: 33baed11feb9da44b9aa11678990fc51,
+        type: 2}
+      propertyPath: cooldownForSpawning
+      value: 1
+      objectReference: {fileID: 0}
     m_RemovedComponents: []
     m_RemovedComponents: []
   m_ParentPrefab: {fileID: 100100000, guid: 33baed11feb9da44b9aa11678990fc51, type: 2}
   m_ParentPrefab: {fileID: 100100000, guid: 33baed11feb9da44b9aa11678990fc51, type: 2}
   m_IsPrefabParent: 0
   m_IsPrefabParent: 0
@@ -381,6 +386,11 @@ Prefab:
       propertyPath: m_Name
       propertyPath: m_Name
       value: SolarBotSpawner (1)
       value: SolarBotSpawner (1)
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
+    - target: {fileID: 114228307958694658, guid: 33baed11feb9da44b9aa11678990fc51,
+        type: 2}
+      propertyPath: cooldownForSpawning
+      value: 1
+      objectReference: {fileID: 0}
     m_RemovedComponents: []
     m_RemovedComponents: []
   m_ParentPrefab: {fileID: 100100000, guid: 33baed11feb9da44b9aa11678990fc51, type: 2}
   m_ParentPrefab: {fileID: 100100000, guid: 33baed11feb9da44b9aa11678990fc51, type: 2}
   m_IsPrefabParent: 0
   m_IsPrefabParent: 0
@@ -1002,6 +1012,11 @@ Prefab:
       propertyPath: m_RootOrder
       propertyPath: m_RootOrder
       value: 8
       value: 8
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
+    - target: {fileID: 114228307958694658, guid: 33baed11feb9da44b9aa11678990fc51,
+        type: 2}
+      propertyPath: cooldownForSpawning
+      value: 1
+      objectReference: {fileID: 0}
     m_RemovedComponents: []
     m_RemovedComponents: []
   m_ParentPrefab: {fileID: 100100000, guid: 33baed11feb9da44b9aa11678990fc51, type: 2}
   m_ParentPrefab: {fileID: 100100000, guid: 33baed11feb9da44b9aa11678990fc51, type: 2}
   m_IsPrefabParent: 0
   m_IsPrefabParent: 0

+ 32 - 0
game/Assets/Scripts/Enemy/Enemy.cs

@@ -14,6 +14,7 @@ public class Enemy : MonoBehaviour
     private DayTimeManager dayTimeManager;
     private DayTimeManager dayTimeManager;
     private bool dead = false;
     private bool dead = false;
 
 
+    private DayTimeLabel lastCharging;
 
 
     void OnCollisionEnter(Collision collision)
     void OnCollisionEnter(Collision collision)
     {
     {
@@ -40,6 +41,7 @@ public class Enemy : MonoBehaviour
     {
     {
         if (!dead)
         if (!dead)
         {
         {
+            // AI
             EnemyAI.Blackboard blackboard = behaviorController.blackboard;
             EnemyAI.Blackboard blackboard = behaviorController.blackboard;
             if (dayTimeManager.dayTimeLabel == DayTimeLabel.Night)
             if (dayTimeManager.dayTimeLabel == DayTimeLabel.Night)
             {
             {
@@ -53,6 +55,36 @@ public class Enemy : MonoBehaviour
             blackboard.EnemyPosition = transform.position;
             blackboard.EnemyPosition = transform.position;
 
 
             behaviorController.Update();
             behaviorController.Update();
+
+
+            // Energy collection
+            if (dayTimeManager.dayTimeLabel != lastCharging)
+            {
+                switch (dayTimeManager.dayTimeLabel)
+                { 
+                    case (DayTimeLabel.Night):
+                        powerLevel = PowerLevels.Full;
+                        power = 16;
+                        lastCharging = dayTimeManager.dayTimeLabel;
+                        break;
+                    case (DayTimeLabel.Morning):
+                        powerLevel = PowerLevels.VeryLow;
+                        power = 1;
+                        lastCharging = dayTimeManager.dayTimeLabel;
+                        break;
+                    case (DayTimeLabel.Noon):
+                        powerLevel = PowerLevels.Low;
+                        power = 2;
+                        lastCharging = dayTimeManager.dayTimeLabel;
+                        break;
+                    case (DayTimeLabel.Evening):
+                        powerLevel = PowerLevels.Medium;
+                        power = 4;
+                        lastCharging = dayTimeManager.dayTimeLabel;
+                        break;
+                }
+            }
+
         }
         }
 	}
 	}