This commit is contained in:
JonatanRek 2020-02-01 06:21:05 +01:00
commit 418c2928d3
27 changed files with 9292 additions and 336 deletions

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View File

@ -0,0 +1,45 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BarricadeManager : MonoBehaviour
{
public int health = 0;
public List<GameObject> barricadePlanks = new List<GameObject>();
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
viewHealthAsPlanks();
}
public void addPlank()
{
if (health < (barricadePlanks.Count * 10)) {
health += 10;
}
}
void viewHealthAsPlanks()
{
if (barricadePlanks.Count > 0)
{
for (int i = 0; i < barricadePlanks.Count; i++)
{
if (i < (health / 10)) {
barricadePlanks[i].SetActive(true);
}
else
{
barricadePlanks[i].SetActive(false);
}
}
}
}
}

View File

@ -0,0 +1,11 @@
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@ -6,7 +6,7 @@ public class BlockManager : MonoBehaviour
{
public enum BlockType {None, Barricade};
public BlockType blockType = BlockType.None;
public GameObject block;
public float health = 100;
// Start is called before the first frame update
void Start()

View File

@ -9,17 +9,21 @@ public class PlayerManager : MonoBehaviour
public float runSpeed = 25;
public float rotateSpeed = 5;
public float mouseSensitive = 200;
public float buildRate = 0.5f;
private float buildTime;
private bool run = false;
private Camera playerCamera;
private Rigidbody rigidBody;
public int barricadeMaterials = 10;
public List<GameObject> weaponList = new List<GameObject>();
private GameObject createWeapon;
[HideInInspector]public int selectedWeapon = 0;
public List<GameObject> weaponHandList = new List<GameObject>();
// Start is called before the first frame update
void Start()
{
buildTime = buildRate;
playerCamera = GetComponentInChildren<Camera>();
rigidBody = GetComponent<Rigidbody>();
Cursor.lockState = CursorLockMode.Locked;
@ -31,7 +35,9 @@ public class PlayerManager : MonoBehaviour
{
Move();
RunSwitch();
selectWeapon();
SelectWeapon();
BuildBlock();
BuildBarricade();
}
void FixedUpdate()
@ -73,6 +79,10 @@ public class PlayerManager : MonoBehaviour
) {
playerCamera.transform.Rotate(new Vector3(rotateSpeed * (-Input.GetAxis("Mouse Y") < 0 ? -Input.GetAxis("Mouse Y") : 0) * mouseSensitive * Time.deltaTime, 0, 0));
}
else
{
playerCamera.transform.Rotate(new Vector3(rotateSpeed * -Input.GetAxis("Mouse Y") * mouseSensitive * Time.deltaTime, 0, 0));
}
}
void RunSwitch()
@ -87,13 +97,17 @@ public class PlayerManager : MonoBehaviour
}
}
void selectWeapon()
void SelectWeapon()
{
if (weaponList.Count > 0 && weaponHandList.Count == weaponList.Count)
if (weaponList.Count > 0)
{
weaponHandList[selectedWeapon].SetActive(false);
if (Input.mouseScrollDelta.y > 0)
{
WeaponManager weaponManager = weaponList[selectedWeapon].GetComponent<WeaponManager>();
if (weaponManager != null && createWeapon != null)
{
Destroy(createWeapon);
}
if (weaponList.Count > selectedWeapon + 1) {
selectedWeapon++;
}
@ -104,6 +118,11 @@ public class PlayerManager : MonoBehaviour
}
else if (Input.mouseScrollDelta.y < 0)
{
WeaponManager weaponManager = weaponList[selectedWeapon].GetComponent<WeaponManager>();
if (weaponManager != null && createWeapon != null)
{
Destroy(createWeapon);
}
if (selectedWeapon > 0)
{
selectedWeapon--;
@ -113,7 +132,47 @@ public class PlayerManager : MonoBehaviour
selectedWeapon = weaponList.Count - 1;
}
}
weaponHandList[selectedWeapon].SetActive(true);
WeaponManager weaponManager2 = weaponList[selectedWeapon].GetComponent<WeaponManager>();
if (weaponManager2 != null && createWeapon == null)
{
createWeapon = Instantiate(weaponList[selectedWeapon]) as GameObject;
createWeapon.transform.parent = playerCamera.transform;
createWeapon.transform.localPosition = Vector3.zero;
createWeapon.transform.localEulerAngles = Vector3.zero;
}
}
}
void BuildBlock ()
{
if (Input.GetAxisRaw("Fire1") > 0 && buildTime < Time.time && weaponList.Count > 0)
{
Ray ray = playerCamera.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, Mathf.Infinity, LayerMask.GetMask("BuildPlace")))
{
BlockManager blockManager = weaponList[selectedWeapon].GetComponent<BlockManager>();
if (blockManager != null) {
Instantiate(weaponList[selectedWeapon], hit.point, transform.rotation);
buildTime = buildRate + Time.time;
}
}
}
}
void BuildBarricade()
{
Ray ray = playerCamera.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 1))
{
if (Input.GetAxisRaw("Build") > 0 && buildTime < Time.time && barricadeMaterials > 0 && hit.transform.tag == "BarricadeField")
{
BarricadeManager barricadeManager = hit.transform.GetComponent<BarricadeManager>();
barricadeManager.addPlank();
barricadeMaterials--;
buildTime = buildRate + Time.time;
}
}
}
}

View File

@ -0,0 +1,47 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WeaponManager : MonoBehaviour
{
public enum WeaponType { None, Shoot, Meele };
public WeaponType weaponType = WeaponType.None;
public float weaponRange = 1;
public GameObject spawnShoot;
public GameObject particleShoot;
public float damage = 0;
public float fireRate = 0.5f;
private float fireTime;
// Start is called before the first frame update
void Start()
{
fireTime = fireRate;
}
// Update is called once per frame
void Update()
{
WeaponAttack();
}
public void WeaponAttack()
{
if (Input.GetMouseButtonDown(0) && fireTime <= Time.time) {
if (weaponType == WeaponType.Shoot)
{
if (particleShoot != null)
{
Debug.Log(transform.position);
GameObject shoot = Instantiate(particleShoot, spawnShoot.transform.position, spawnShoot.transform.rotation);
Destroy(shoot, 0.3f);
}
}
else if (weaponType == WeaponType.Meele)
{
}
fireTime = fireRate + Time.time;
}
}
}

View File

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@ -42,7 +42,7 @@ InputManager:
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: left ctrl
positiveButton:
altNegativeButton:
altPositiveButton: mouse 0
gravity: 1000
@ -53,6 +53,22 @@ InputManager:
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Build
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: e
altNegativeButton:
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Fire2
descriptiveName:

View File

@ -3,7 +3,8 @@
--- !u!78 &1
TagManager:
serializedVersion: 2
tags: []
tags:
- BarricadeField
layers:
- Default
- TransparentFX
@ -13,8 +14,8 @@ TagManager:
- UI
-
-
-
-
- BuildPlace
- BarricadeField
-
-
-