fix: destroy uis after enemy died
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				|  | @ -150,7 +150,22 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI { | |||
|             this.owner.setAIActive(false, {}); | ||||
|             this.owner.isCollidable = false; | ||||
|             this.owner.visible = false; | ||||
|             if (this.healthBar) { | ||||
|                 this.healthBar.destroy(); | ||||
|                 this.healthBar = undefined; | ||||
|             } | ||||
|             if (this.poisonStat) { | ||||
|                 this.poisonStat.destroy(); | ||||
|                 this.poisonStat = undefined; | ||||
|             } | ||||
|             if (this.burnStat) { | ||||
|                 this.burnStat.destroy(); | ||||
|                 this.burnStat = undefined; | ||||
|             } | ||||
|             if (this.bleedStat) { | ||||
|                 this.bleedStat.destroy(); | ||||
|                 this.bleedStat = undefined; | ||||
|             } | ||||
|              | ||||
|             this.emitter.fireEvent(Player_Events.ENEMY_KILLED, {owner: this.owner.id, ai:this}); | ||||
| 
 | ||||
|  | @ -281,6 +296,7 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI { | |||
|          | ||||
| 
 | ||||
| 
 | ||||
|         if (this.healthBar) { | ||||
|             this.healthBar.position = this.owner.collisionShape.center.clone().add(new Vec2(0, -((<AABB>this.owner.collisionShape).hh+5))); | ||||
|             this.healthBar.fillWidth = this.CURRENT_HP/this.maxHealth * this.owner.collisionShape.hw * 3; | ||||
|             if (this.CURRENT_HP/this.maxHealth >= 2/3) { | ||||
|  | @ -292,13 +308,20 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI { | |||
|             else { | ||||
|                 this.healthBar.color = Color.RED; | ||||
|             } | ||||
|         } | ||||
|         if (this.poisonStat) { | ||||
|             this.poisonStat.position = this.owner.collisionShape.center.clone().add(new Vec2(-((<AABB>this.owner.collisionShape).hw)*1.5+10, -((<AABB>this.owner.collisionShape).hh+15))); | ||||
|         this.burnStat.position = this.poisonStat.position.clone().add(new Vec2(15, 0)); | ||||
|         this.bleedStat.position = this.poisonStat.position.clone().add(new Vec2(30, 0)); | ||||
|             this.poisonStat.visible = this.poisonCounter > 0; | ||||
|         } | ||||
|         if (this.burnStat) { | ||||
|             this.burnStat.position = this.poisonStat.position.clone().add(new Vec2(15, 0)); | ||||
|             this.burnStat.visible = this.burnCounter > 0; | ||||
|         } | ||||
|         if (this.bleedStat) { | ||||
|             this.bleedStat.position = this.poisonStat.position.clone().add(new Vec2(30, 0)); | ||||
|             this.bleedStat.visible = this.bleedCounter > 0; | ||||
|         }    | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| export enum EnemyStates { | ||||
|  |  | |||
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