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22
Assets/Scripts/BlockManager.cs
Normal file
22
Assets/Scripts/BlockManager.cs
Normal file
@ -0,0 +1,22 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class BlockManager : MonoBehaviour
|
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|
{
|
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|
public enum BlockType {None, Barricade};
|
||||||
|
public BlockType blockType = BlockType.None;
|
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|
public GameObject block;
|
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|
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|
// Start is called before the first frame update
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|
void Start()
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|
{
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|
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|
}
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|
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|
// Update is called once per frame
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void Update()
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{
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}
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}
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11
Assets/Scripts/BlockManager.cs.meta
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11
Assets/Scripts/BlockManager.cs.meta
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119
Assets/Scripts/PlayerManager.cs
Normal file
119
Assets/Scripts/PlayerManager.cs
Normal file
@ -0,0 +1,119 @@
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|||||||
|
using System.Collections;
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||||||
|
using System.Collections.Generic;
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|
using UnityEngine;
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|
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||||||
|
public class PlayerManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public float speed = 10;
|
||||||
|
public float runSpeed = 25;
|
||||||
|
public float rotateSpeed = 5;
|
||||||
|
public float mouseSensitive = 200;
|
||||||
|
private bool run = false;
|
||||||
|
private Camera playerCamera;
|
||||||
|
private Rigidbody rigidBody;
|
||||||
|
public List<GameObject> weaponList = new List<GameObject>();
|
||||||
|
[HideInInspector]public int selectedWeapon = 0;
|
||||||
|
public List<GameObject> weaponHandList = new List<GameObject>();
|
||||||
|
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
playerCamera = GetComponentInChildren<Camera>();
|
||||||
|
rigidBody = GetComponent<Rigidbody>();
|
||||||
|
Cursor.lockState = CursorLockMode.Locked;
|
||||||
|
Cursor.visible = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
Move();
|
||||||
|
RunSwitch();
|
||||||
|
selectWeapon();
|
||||||
|
}
|
||||||
|
|
||||||
|
void FixedUpdate()
|
||||||
|
{
|
||||||
|
Rotate();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Move()
|
||||||
|
{
|
||||||
|
rigidBody.MovePosition(
|
||||||
|
transform.position +
|
||||||
|
(transform.forward * (run ? runSpeed : speed) * Input.GetAxis("Vertical") * Time.deltaTime) +
|
||||||
|
(transform.right * (run ? runSpeed : speed) * Input.GetAxis("Horizontal") * Time.deltaTime)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Rotate()
|
||||||
|
{
|
||||||
|
transform.Rotate(new Vector3(0, rotateSpeed * Input.GetAxis("Mouse X") * mouseSensitive * Time.deltaTime, 0));
|
||||||
|
if (
|
||||||
|
((playerCamera.transform.localEulerAngles.x >= 270 && playerCamera.transform.localEulerAngles.x <= 360) &&
|
||||||
|
playerCamera.transform.localEulerAngles.y == 0 &&
|
||||||
|
playerCamera.transform.localEulerAngles.z == 0) ||
|
||||||
|
((playerCamera.transform.localEulerAngles.x <= 90 && playerCamera.transform.localEulerAngles.x >= 0) &&
|
||||||
|
playerCamera.transform.localEulerAngles.y == 0 &&
|
||||||
|
playerCamera.transform.localEulerAngles.z == 0)
|
||||||
|
) {
|
||||||
|
playerCamera.transform.Rotate(new Vector3(rotateSpeed * -Input.GetAxis("Mouse Y") * mouseSensitive * Time.deltaTime, 0, 0));
|
||||||
|
} else if (
|
||||||
|
((playerCamera.transform.localEulerAngles.x >= 270 && playerCamera.transform.localEulerAngles.x <= 360) &&
|
||||||
|
playerCamera.transform.localEulerAngles.y == 180 &&
|
||||||
|
playerCamera.transform.localEulerAngles.z == 180)
|
||||||
|
) {
|
||||||
|
playerCamera.transform.Rotate(new Vector3(rotateSpeed * (-Input.GetAxis("Mouse Y") > 0 ? -Input.GetAxis("Mouse Y") : 0) * mouseSensitive * Time.deltaTime, 0, 0));
|
||||||
|
} else if (
|
||||||
|
((playerCamera.transform.localEulerAngles.x <= 90 && playerCamera.transform.localEulerAngles.x >= 0) &&
|
||||||
|
playerCamera.transform.localEulerAngles.y == 180 &&
|
||||||
|
playerCamera.transform.localEulerAngles.z == 180)
|
||||||
|
) {
|
||||||
|
playerCamera.transform.Rotate(new Vector3(rotateSpeed * (-Input.GetAxis("Mouse Y") < 0 ? -Input.GetAxis("Mouse Y") : 0) * mouseSensitive * Time.deltaTime, 0, 0));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void RunSwitch()
|
||||||
|
{
|
||||||
|
if (Input.GetAxisRaw("Run") > 0)
|
||||||
|
{
|
||||||
|
run = true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
run = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void selectWeapon()
|
||||||
|
{
|
||||||
|
if (weaponList.Count > 0 && weaponHandList.Count == weaponList.Count)
|
||||||
|
{
|
||||||
|
weaponHandList[selectedWeapon].SetActive(false);
|
||||||
|
if (Input.mouseScrollDelta.y > 0)
|
||||||
|
{
|
||||||
|
if (weaponList.Count > selectedWeapon + 1) {
|
||||||
|
selectedWeapon++;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
selectedWeapon = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (Input.mouseScrollDelta.y < 0)
|
||||||
|
{
|
||||||
|
if (selectedWeapon > 0)
|
||||||
|
{
|
||||||
|
selectedWeapon--;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
selectedWeapon = weaponList.Count - 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
weaponHandList[selectedWeapon].SetActive(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -1,56 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class Player_Manager : MonoBehaviour
|
|
||||||
{
|
|
||||||
|
|
||||||
public float speed = 10;
|
|
||||||
public float runSpeed = 15;
|
|
||||||
public float rotateSpeed = 5;
|
|
||||||
public float mouseSensitive = 200;
|
|
||||||
private bool run = false;
|
|
||||||
private Camera playerCamera;
|
|
||||||
private Rigidbody rigidBody;
|
|
||||||
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
playerCamera = GetComponentInChildren<Camera>();
|
|
||||||
rigidBody = GetComponent<Rigidbody>();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
Move();
|
|
||||||
}
|
|
||||||
|
|
||||||
void FixedUpdate()
|
|
||||||
{
|
|
||||||
Rotate();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Move()
|
|
||||||
{
|
|
||||||
rigidBody.MovePosition(
|
|
||||||
transform.position +
|
|
||||||
(transform.forward * (run ? runSpeed : speed) * Input.GetAxis("Vertical") * Time.deltaTime) +
|
|
||||||
(transform.right * (run ? runSpeed : speed) * Input.GetAxis("Horizontal") * Time.deltaTime)
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
void Rotate()
|
|
||||||
{
|
|
||||||
transform.Rotate(new Vector3(0, rotateSpeed * Input.GetAxis("Mouse X") * mouseSensitive * Time.deltaTime, 0));
|
|
||||||
|
|
||||||
if (
|
|
||||||
(playerCamera.transform.localEulerAngles.x > 271 && playerCamera.transform.localEulerAngles.x < 360) &&
|
|
||||||
playerCamera.transform.localEulerAngles.y == 0 &&
|
|
||||||
playerCamera.transform.localEulerAngles.z == 0
|
|
||||||
) {
|
|
||||||
playerCamera.transform.Rotate(new Vector3(rotateSpeed * -Input.GetAxis("Mouse Y") * mouseSensitive * Time.deltaTime, 0, 0));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -101,6 +101,22 @@ InputManager:
|
|||||||
type: 0
|
type: 0
|
||||||
axis: 0
|
axis: 0
|
||||||
joyNum: 0
|
joyNum: 0
|
||||||
|
- serializedVersion: 3
|
||||||
|
m_Name: Run
|
||||||
|
descriptiveName:
|
||||||
|
descriptiveNegativeName:
|
||||||
|
negativeButton:
|
||||||
|
positiveButton: left shift
|
||||||
|
altNegativeButton:
|
||||||
|
altPositiveButton:
|
||||||
|
gravity: 1000
|
||||||
|
dead: 0.001
|
||||||
|
sensitivity: 1000
|
||||||
|
snap: 0
|
||||||
|
invert: 0
|
||||||
|
type: 0
|
||||||
|
axis: 0
|
||||||
|
joyNum: 0
|
||||||
- serializedVersion: 3
|
- serializedVersion: 3
|
||||||
m_Name: Mouse X
|
m_Name: Mouse X
|
||||||
descriptiveName:
|
descriptiveName:
|
||||||
|
Loading…
Reference in New Issue
Block a user