Fixed small visual bugs

This commit is contained in:
weedmjac000
2026-01-21 10:56:26 -07:00
parent fc5efd89bf
commit 649345ec01
814 changed files with 1649 additions and 8 deletions

View File

@@ -0,0 +1,177 @@
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using Pathfinding;
using System.Threading.Tasks;
using System;
using System.Linq;
using System.Text;
public class Sector6BossScript : MonoBehaviour
{
// Designed by Jacob Weedman
GameObject Player;
GameObject ChosenSpawnZone;
GameObject Camera;
public Dictionary<string, int> EnemyDict = new Dictionary<string, int>();
public List<string> EnemyList;
public float Phase = 1f;
public float Health = 1200;
bool canSpawn = true;
public List<GameObject> SpawnLocations;
float InitialSpawnCooldown = 10;
public float SpawnCooldown;
void Start()
{
// Add spawn locations to list
SpawnLocations = GameObject.FindGameObjectsWithTag("1").ToList();
// Setup
SpawnCooldown = InitialSpawnCooldown;
EnemyDict["Grunt"] = 1;
SpawnEnemy();
SpawnEnemy();
SpawnEnemy();
SpawnEnemy();
SpawnEnemy();
SpawnEnemy();
}
void FixedUpdate()
{
// Health
GameObject.Find("HealthIndicator").transform.localScale = new Vector3(Health / 1200 * 30, 1, 1);
if (Health >= 1100)
{
EnemyDict["Grunt"] = 1;
InitialSpawnCooldown = 10;
}
else if (Health >= 1000)
{
EnemyDict["Grunt"] = 2;
EnemyDict["Sniper"] = 1;
InitialSpawnCooldown = 8;
}
else if (Health >= 900)
{
EnemyDict["Grunt"] = 5;
EnemyDict["Sniper"] = 2;
//EnemyDict["Brute"] = 1;
InitialSpawnCooldown = 6;
}
else if (Health >= 800)
{
EnemyDict["Grunt"] = 6;
EnemyDict["Sniper"] = 3;
//EnemyDict["Brute"] = 2;
EnemyDict["Warper"] = 1;
InitialSpawnCooldown = 4;
}
else if (Health >= 700)
{
EnemyDict["Grunt"] = 3;
EnemyDict["Sniper"] = 4;
//EnemyDict["Brute"] = 3;
EnemyDict["Warper"] = 3;
InitialSpawnCooldown = 2;
}
else if (Health >= 600)
{
EnemyDict["Sniper"] = 1;
EnemyDict["Warper"] = 1;
EnemyDict["Grunt"] = 0;
//EnemyDict["Brute"] = 0;
InitialSpawnCooldown = 1;
}
switch (Phase)
{
#region Phase1
case 1: // Phase 1
// Decriment Health Automatically
Health -= Time.deltaTime * 5;
SpawnCooldown -= Time.deltaTime;
if (SpawnCooldown <= 0)
{
SpawnCooldown = InitialSpawnCooldown;
SpawnEnemy();
SpawnEnemy();
SpawnEnemy();
}
break;
#endregion
#region Cutscene between 1 - 2
case 1.5f: // Cutscene between plases 1 & 2
break;
#endregion
#region Phase2
case 2: // Phase 2
break;
#region Death Animation
case 2.5f:
Phase = 3;
break;
#endregion
#region Death
case 3:
break;
#endregion
default:
break;
}
#endregion
}
void SpawnEnemy()
{
// Put enemies into a list
EnemyList.Clear();
foreach (KeyValuePair<string, int> entry in EnemyDict)
{
int EndAmmount = entry.Value;
for (int j = 0; j < EndAmmount; j++)
{
EnemyList.Add(entry.Key);
}
}
// Choose spawn zone
ChosenSpawnZone = SpawnLocations[UnityEngine.Random.Range(0, SpawnLocations.Count)];
// Choose enemy to spawn
GameObject ChosenEnemy = GameObject.Find("EnemiesToSpawn").transform.Find(EnemyList[UnityEngine.Random.Range(0, EnemyList.Count())]).gameObject;
// Give life
GameObject InstantiatedEnemy = Instantiate(ChosenEnemy, ChosenSpawnZone.transform.position, Quaternion.identity);
InstantiatedEnemy.GetComponent<Rigidbody2D>().gravityScale = 1.5f;
InstantiatedEnemy.GetComponent<MasterEnemyAI>().enabled = true;
InstantiatedEnemy.GetComponent<Seeker>().enabled = true;
InstantiatedEnemy.GetComponent<MasterEnemyAI>().AbilityPlayerESP = true;
}
}