Merge branch 'master' of https://git.steelants.cz/PragueGameJam/GlobalGameJame
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45
Assets/Scripts/BarricadeManager.cs
Normal file
45
Assets/Scripts/BarricadeManager.cs
Normal file
@ -0,0 +1,45 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BarricadeManager : MonoBehaviour
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{
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public int health = 0;
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public List<GameObject> barricadePlanks = new List<GameObject>();
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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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// Update is called once per frame
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void Update()
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{
|
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viewHealthAsPlanks();
|
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}
|
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|
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public void addPlank()
|
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{
|
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if (health < (barricadePlanks.Count * 10)) {
|
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health += 10;
|
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}
|
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}
|
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void viewHealthAsPlanks()
|
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{
|
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if (barricadePlanks.Count > 0)
|
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{
|
||||
for (int i = 0; i < barricadePlanks.Count; i++)
|
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{
|
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if (i < (health / 10)) {
|
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barricadePlanks[i].SetActive(true);
|
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}
|
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else
|
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{
|
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barricadePlanks[i].SetActive(false);
|
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}
|
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}
|
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}
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}
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}
|
11
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Normal file
11
Assets/Scripts/BarricadeManager.cs.meta
Normal file
@ -0,0 +1,11 @@
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@ -6,7 +6,7 @@ public class BlockManager : MonoBehaviour
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{
|
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public enum BlockType {None, Barricade};
|
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public BlockType blockType = BlockType.None;
|
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public GameObject block;
|
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public float health = 100;
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// Start is called before the first frame update
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void Start()
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|
@ -9,17 +9,21 @@ public class PlayerManager : MonoBehaviour
|
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public float runSpeed = 25;
|
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public float rotateSpeed = 5;
|
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public float mouseSensitive = 200;
|
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public float buildRate = 0.5f;
|
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private float buildTime;
|
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private bool run = false;
|
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private Camera playerCamera;
|
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private Rigidbody rigidBody;
|
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public int barricadeMaterials = 10;
|
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public List<GameObject> weaponList = new List<GameObject>();
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private GameObject createWeapon;
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[HideInInspector]public int selectedWeapon = 0;
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public List<GameObject> weaponHandList = new List<GameObject>();
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|
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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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buildTime = buildRate;
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playerCamera = GetComponentInChildren<Camera>();
|
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rigidBody = GetComponent<Rigidbody>();
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Cursor.lockState = CursorLockMode.Locked;
|
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@ -31,7 +35,9 @@ public class PlayerManager : MonoBehaviour
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{
|
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Move();
|
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RunSwitch();
|
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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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
47
Assets/Scripts/WeaponManager.cs
Normal file
47
Assets/Scripts/WeaponManager.cs
Normal 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;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/WeaponManager.cs.meta
Normal file
11
Assets/Scripts/WeaponManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: deacf945ec0a8c64f9d87f0a522f9a03
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -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:
|
||||
|
@ -3,7 +3,8 @@
|
||||
--- !u!78 &1
|
||||
TagManager:
|
||||
serializedVersion: 2
|
||||
tags: []
|
||||
tags:
|
||||
- BarricadeField
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
@ -13,8 +14,8 @@ TagManager:
|
||||
- UI
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
- BuildPlace
|
||||
- BarricadeField
|
||||
-
|
||||
-
|
||||
-
|
||||
|
Loading…
Reference in New Issue
Block a user