Collisions, AI tweaks
This commit is contained in:
@@ -52,6 +52,8 @@ public class EnemyAttack : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public float GetAttackRange() => attackRange;
|
||||
|
||||
// Metoda pro pokus o útok - volána z EnemyMovement
|
||||
public bool TryAttack()
|
||||
{
|
||||
@@ -63,19 +65,17 @@ public class EnemyAttack : MonoBehaviour
|
||||
|
||||
// Kontrola vzdálenosti a úhlu k hráèi
|
||||
float distanceToPlayer = Vector3.Distance(transform.position, player.position);
|
||||
bool inRange = distanceToPlayer <= attackRange;
|
||||
bool inRange = IsPlayerInAttackRange();
|
||||
bool inAngle = IsPlayerInAttackAngle();
|
||||
bool cooldownReady = Time.time - lastAttackTime >= attackRate;
|
||||
|
||||
Debug.Log($"TryAttack: range={inRange}, angle={inAngle}, cooldown={cooldownReady}, distance={distanceToPlayer}");
|
||||
|
||||
if (inRange && cooldownReady)
|
||||
{
|
||||
StartCoroutine(PerformAttack());
|
||||
return true;
|
||||
}
|
||||
|
||||
Debug.Log("Attack conditions not met");
|
||||
Debug.Log("Attack conditions not met. Conditions: range: " + inRange + "angle: " + inAngle + "cooldown: " + cooldownReady);
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -100,10 +100,9 @@ public class EnemyAttack : MonoBehaviour
|
||||
if (player == null) return false;
|
||||
|
||||
float distance = Vector3.Distance(transform.position, player.position);
|
||||
bool inRange = distance <= attackRange * 1.1f;
|
||||
bool inAngle = IsPlayerInAttackAngle();
|
||||
bool inRange = distance <= attackRange * 1.2f;
|
||||
|
||||
return inRange && inAngle;
|
||||
return inRange;
|
||||
}
|
||||
|
||||
private IEnumerator PerformAttack()
|
||||
@@ -126,7 +125,7 @@ public class EnemyAttack : MonoBehaviour
|
||||
}
|
||||
|
||||
// Poèkej chvíli pøed aplikováním poškození
|
||||
yield return new WaitForSeconds(0.3f);
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
|
||||
bool playerDashing = skillHandler.IsDashing();
|
||||
// Aplikuj poškození, pokud je hráè stále v dosahu
|
||||
@@ -141,7 +140,7 @@ public class EnemyAttack : MonoBehaviour
|
||||
}
|
||||
|
||||
// Poèkej na dokonèení animace
|
||||
yield return new WaitForSeconds(0.7f);
|
||||
yield return new WaitForSeconds(0.3f);
|
||||
|
||||
// Obnov pohyb pouze pokud nebyl pùvodnì zastavený
|
||||
if (!wasStopped)
|
||||
@@ -173,7 +172,7 @@ public class EnemyAttack : MonoBehaviour
|
||||
// Public metody pro komunikaci s EnemyMovement
|
||||
public bool CanAttack()
|
||||
{
|
||||
return canAttack && !isAttacking;
|
||||
return canAttack && !isAttacking && IsPlayerInAttackRange();
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user