Repair spikes add health bar and change vizualization of info about amout of wood and ammo

This commit is contained in:
Kotrba Filip 2020-02-02 04:12:43 +01:00
parent ae9a9b51a0
commit 3e48e0aea5
32 changed files with 12086 additions and 5113 deletions

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@ -38,6 +38,7 @@ public class BlockManager : MonoBehaviour
// Update is called once per frame
void Update()
{
SpikeHit();
if (blockType == BlockType.Wood)
{
if (health < 100 && healthTime < Time.time)
@ -133,18 +134,26 @@ public class BlockManager : MonoBehaviour
}
}
void OnCollisionEnter(Collision collision)
void SpikeHit()
{
if (blockType == BlockType.Barricade) {
Debug.Log(collision.transform.tag);
if (collision.transform.CompareTag("Enemy"))
RaycastHit hit;
if (Physics.BoxCast(this.transform.position + new Vector3(-0.05f, 0.75f, 1.0f), new Vector3(0.5f, 0.75f, 1.0f), this.transform.forward, out hit, transform.rotation,1.0f))
{
EnemyManager enemyManager = collision.transform.GetComponent<EnemyManager>();
if (enemyManager != null)
if (hit.collider.CompareTag("Enemy"))
{
enemyManager.Damage(100);
health = 0;
Destroy(this.gameObject, 3);
EnemyManager enemyManager = hit.collider.transform.GetComponent<EnemyManager>();
if (enemyManager != null)
{
enemyManager.Damage(100);
health = 0;
for (int i = 0; i < amountModels.Count; i++)
{
amountModels[i].transform.parent = null;
Destroy(amountModels[i], 4);
}
Destroy(this.gameObject);
}
}
}
}

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@ -10,6 +10,8 @@ public class EnemyManager : MonoBehaviour
public float attackRate = 2;
private float attackTime = 2;
public float actualHealth;
public float findRate = 1;
private float findTime = 1;
private NavMeshAgent navMeshAgent;
private PlayerManager player;
public BarricadeManager barricadeManager;
@ -18,6 +20,7 @@ public class EnemyManager : MonoBehaviour
// Start is called before the first frame update
void Start()
{
findTime = findRate;
attackTime = attackRate;
actualHealth = health;
player = FindObjectOfType<PlayerManager>();
@ -35,32 +38,31 @@ public class EnemyManager : MonoBehaviour
DestroyBarricades();
Attack();
if (navMeshAgent != null && barricadeManager == null)
if (navMeshAgent != null && barricadeManager == null && findTime < Time.time)
{
navMeshAgent.SetDestination(player.transform.position);
findTime = findRate + Time.time;
}
else if (navMeshAgent != null && barricadeManager != null)
else if (navMeshAgent != null && barricadeManager != null && findTime < Time.time)
{
navMeshAgent.SetDestination(new Vector3(barricadeManager.walkPoint.position.x, 0, barricadeManager.walkPoint.position.z));
navMeshAgent.SetDestination(barricadeManager.transform.position);
findTime = findRate + Time.time;
}
}
void FixedUpdate()
{
if (navMeshAgent != null && navMeshAgent.pathStatus == NavMeshPathStatus.PathComplete)
if (actualHealth > 0 && barricadeManager == null)
{
if (actualHealth > 0 && barricadeManager == null)
{
Vector3 _dir = player.transform.position - transform.position;
_dir.Normalize();
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(_dir), 5 * Time.deltaTime);
}
else if (actualHealth > 0 && barricadeManager != null)
{
Vector3 _dir = barricadeManager.transform.position - transform.position;
_dir.Normalize();
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(_dir), 5 * Time.deltaTime);
}
Vector3 _dir = player.transform.position - transform.position;
_dir.Normalize();
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(_dir), 5 * Time.deltaTime);
}
else if (actualHealth > 0 && barricadeManager != null)
{
Vector3 _dir = barricadeManager.transform.position - transform.position;
_dir.Normalize();
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(_dir), 5 * Time.deltaTime);
}
}
@ -83,6 +85,7 @@ public class EnemyManager : MonoBehaviour
NavMeshPath path = new NavMeshPath();
if (navMeshAgent != null) {
navMeshAgent.CalculatePath(player.transform.position, path);
Debug.Log(path.status);
if (path.status == NavMeshPathStatus.PathPartial)
{
BarricadeManager[] barricadeManagers = GameObject.FindObjectsOfType<BarricadeManager>();
@ -94,8 +97,14 @@ public class EnemyManager : MonoBehaviour
}
else
{
if (localBarricadeManager.health < barricadeManager.health || Vector3.Distance(barricadeManager.transform.position, transform.position) > Vector3.Distance(localBarricadeManager.transform.position, transform.position)) {
if (localBarricadeManager.health < barricadeManager.health) {
barricadeManager = localBarricadeManager;
continue;
}
if (Vector3.Distance(barricadeManager.transform.position, transform.position) > Vector3.Distance(localBarricadeManager.transform.position, transform.position))
{
barricadeManager = localBarricadeManager;
continue;
}
}
}
@ -197,19 +206,4 @@ public class EnemyManager : MonoBehaviour
}
}
}
void OnCollisionEnter(Collision collision)
{
if (collision.transform.CompareTag("Spikes"))
{
BlockManager blockManager = GetComponent<Collider>().transform.GetComponent<BlockManager>();
if (blockManager != null && blockManager.blockType == BlockManager.BlockType.Barricade)
{
Damage(100);
blockManager.health = 0;
Destroy(blockManager);
Destroy(blockManager.gameObject, 3);
}
}
}
}

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@ -8,6 +8,7 @@ public class GuiManager : MonoBehaviour
public GameObject InteractIcon;
public Text Wood;
public Text Ammo;
public Image healthBar;
// Start is called before the first frame update
void Start()
@ -29,4 +30,9 @@ public class GuiManager : MonoBehaviour
InteractIcon.GetComponent<Image>().sprite = image;
}
}
public void SetHealth(float health)
{
healthBar.fillAmount = health;
}
}

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@ -56,6 +56,9 @@ public class PlayerManager : MonoBehaviour
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name, LoadSceneMode.Single);
}
float hpInPrcent = (actualHealth / (health / 100.0f));
guiManager.SetHealth((1.0f / 100.0f) * hpInPrcent);
}
void FixedUpdate()
@ -223,11 +226,12 @@ public class PlayerManager : MonoBehaviour
BlockManager blockManager = hit.transform.GetComponent<BlockManager>();
blockManager.Action();
}
else if (hit.transform.gameObject.layer == LayerMask.NameToLayer("BuildPlace") && Input.GetKeyDown(KeyCode.E) && buildTime < Time.time)
else if (hit.transform.gameObject.layer == LayerMask.NameToLayer("BuildPlace") && Input.GetKeyDown(KeyCode.E) && buildTime < Time.time && barricadeMaterials > 0)
{
BlockManager blockManager = spikes.GetComponent<BlockManager>();
if (blockManager != null)
{
barricadeMaterials-=3;
Instantiate<GameObject>(spikes, hit.point, transform.rotation);
buildTime = buildRate + Time.time;
}

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