When player respawn, enemy cant hit player
Here my enemy hitBox script
public class HitBoxCheck : MonoBehaviour
{
public int damage;
private CharacterController2D player;
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.tag==("Player"))
{
Debug.Log(collision.name);
CharacterController2D player = collision.GetComponent<CharacterController2D>();
player.TakeDamage(damage);
}
}
}
Here enemy script
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemy_behaviour : MonoBehaviour
{
#region Public Variables
public float attackDistance; //Minimum distance for attack
public float moveSpeed;
public float timer; //Timer for cooldown between attacks
public Transform leftLimit;
public Transform rightLimit;
[HideInInspector]public Transform target;
[HideInInspector]public bool inRange; //Check if Player is in range
public GameObject hotZone;
public GameObject triggerArea;
public GameObject hitBox;
public int health = 100;
#endregion
#region Private Variables
private Animator anim;
private float distance; //Store the distance b/w enemy and player
private bool attackMode;
private bool cooling; //Check if Enemy is cooling after attack
private float intTimer;
#endregion
void Awake()
{
SelectTarget();
intTimer = timer; //Store the inital value of timer
anim = GetComponent<Animator>();
}
void Update()
{
if(!attackMode)
{
Move();
}
if(!InsideofLimit()&&!inRange&&!anim.GetCurrentAnimatorStateInfo(0).IsName("attack"))
{
SelectTarget();
}
if (inRange)
{
EnemyLogic();
}
}
void EnemyLogic()
{
distance = Vector2.Distance(transform.position, target.position);
if (distance > attackDistance)
{
StopAttack();
}
else if (attackDistance >= distance && cooling == false)
{
Attack();
}
if (cooling)
{
Cooldown();
anim.SetBool("Attack", false);
}
}
void Move()
{
if (!anim.GetCurrentAnimatorStateInfo(0).IsName("attack"))
{
Vector2 targetPosition = new Vector2(target.position.x, transform.position.y);
transform.position = Vector2.MoveTowards(transform.position, targetPosition, moveSpeed * Time.deltaTime);
}
}
void Attack()
{
timer = intTimer; //Reset Timer when Player enter Attack Range
attackMode = true; //To check if Enemy can still attack or not
anim.SetBool("Attack", true);
}
void Cooldown()
{
timer -= Time.deltaTime;
if (timer <= 0 && cooling && attackMode)
{
cooling = false;
timer = intTimer;
}
}
void StopAttack()
{
cooling = false;
attackMode = false;
anim.SetBool("Attack", false);
}
public void TriggerCooling()
{
cooling = true;
}
private bool InsideofLimit()
{
return transform.position.x > leftLimit.position.x && transform.position.x < rightLimit.position.x;
}
public void SelectTarget()
{
float distanceToLeft = Vector2.Distance(transform.position, leftLimit.position);
float distanceToRight = Vector2.Distance(transform.position, rightLimit.position);
if( distanceToLeft > distanceToRight )
{
target = leftLimit;
}
else
{
target = rightLimit;
}
Flip();
}
public void Flip()
{
Vector3 rotation = transform.eulerAngles;
if (transform.position.x > target.position.x)
{
rotation.y = 180f;
}
else
rotation.y = 0f;
transform.eulerAngles = rotation;
}
///Brackey
public void TakeDamage (int damage)
{
health -= damage;
anim.SetTrigger("damaged");
if (health<=0)
{
anim.SetBool("Death", true);
GetComponent<Collider2D>().enabled = false;
this.enabled = false;
//Destroy(gameObject, anim.GetCurrentAnimatorStateInfo(0).length);
}
}
}
And player controller
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.SceneManagement;
public class CharacterController2D : MonoBehaviour
{
//Invul
Renderer rend;
Color c;
bool isHurting;
Rigidbody2D rb;
//Invul end
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool m_Grounded; // Whether or not the player is grounded.
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;
[Header("Events")]
[Space]
public UnityEvent OnLandEvent;
[System.Serializable]
public class BoolEvent : UnityEvent<bool> { }
public BoolEvent OnCrouchEvent;
private bool m_wasCrouching = false;
//HealthBar
//XXXXXXXXXXXXXXXXX
public int maxHealth = 100;
public int currentHealth;
public HealthBar healthBar;
void Start()
{
currentHealth = maxHealth;
healthBar.SetMaxHealth(maxHealth);
rb = GetComponent<Rigidbody2D>();
//Invulnerable
rend = GetComponent<Renderer>();
c = rend.material.color;
}
public void TakeDamage (int damage)
{
currentHealth -= damage;
StartCoroutine("GetInvulnerable");
StartCoroutine("Hurt");
healthBar.SetHealth(currentHealth);
if(currentHealth<=0)
{
Destroy(gameObject);
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
IEnumerator GetInvulnerable()
{
Physics2D.IgnoreLayerCollision(8, 14, true);
c.a = 0.5f;
rend.material.color = c;
yield return new WaitForSeconds(2f);
Physics2D.IgnoreLayerCollision(8, 14, false);
c.a = 1f;
rend.material.color = c;
}
IEnumerator Hurt()
{
isHurting = true;
rb.velocity = Vector2.zero;
if (m_FacingRight)
rb.AddForce(new Vector2(-200f, 200f));
else
rb.AddForce(new Vector2(200f, 200f));
yield return new WaitForSeconds(0.5f);
isHurting = false;
}
//XXXXXXXXXXXXXXXXXXXXXXX
//End health bar
private void Awake()
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
if (OnLandEvent == null)
OnLandEvent = new UnityEvent();
if (OnCrouchEvent == null)
OnCrouchEvent = new BoolEvent();
}
private void FixedUpdate()
{
void FixedUpdate()
{
if (!isHurting)
rb.velocity = new Vector2(m_JumpForce, rb.velocity.y);
}
bool wasGrounded = m_Grounded;
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
{
m_Grounded = true;
if (!wasGrounded)
OnLandEvent.Invoke();
}
}
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!crouch)
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// If crouching
if (crouch)
{
if (!m_wasCrouching)
{
m_wasCrouching = true;
OnCrouchEvent.Invoke(true);
}
// Reduce the speed by the crouchSpeed multiplier
move *= m_CrouchSpeed;
// Disable one of the colliders when crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = false;
}
else
{
// Enable the collider when not crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = true;
if (m_wasCrouching)
{
m_wasCrouching = false;
OnCrouchEvent.Invoke(false);
}
}
// Move the character by finding the target velocity
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
// And then smoothing it out and applying it to the character
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
// If the input is moving the player right and the player is facing left...
if (move > 0 && !m_FacingRight)
{
// ... flip the player.
Flip();
}
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && m_FacingRight)
{
// ... flip the player.
Flip();
}
}
// If the player should jump...
if (m_Grounded && jump)
{
// Add a vertical force to the player.
m_Grounded = true;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
}
private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
// Multiply the player's x local scale by -1.
transform.Rotate(0f, 180f, 0f);
}
}
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