Next commit 3
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@@ -4,7 +4,7 @@ using UnityEngine;
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public class BarricadeManager : MonoBehaviour
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{
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public int health = 0;
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public float 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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@@ -17,6 +17,10 @@ public class BarricadeManager : MonoBehaviour
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void Update()
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{
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viewHealthAsPlanks();
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if (health < 0)
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{
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health = 0;
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}
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}
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public void addPlank()
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@@ -26,6 +30,13 @@ public class BarricadeManager : MonoBehaviour
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}
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}
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public void Damage(float damage)
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{
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if (health > 0) {
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health -= damage;
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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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@@ -4,19 +4,42 @@ using UnityEngine;
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public class BlockManager : MonoBehaviour
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{
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public enum BlockType {None, Barricade};
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public enum BlockType {None, Barricade, Door, Wood, Ammo};
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public BlockType blockType = BlockType.None;
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public float health = 100;
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private Animator animator;
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private bool action = false;
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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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if (blockType == BlockType.Door)
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{
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animator = this.GetComponent<Animator>();
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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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public void Action()
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{
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if (blockType == BlockType.Door)
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{
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if (!action)
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{
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this.GetComponent<BoxCollider>().isTrigger = true;
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action = true;
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}
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else
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{
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this.GetComponent<BoxCollider>().isTrigger = false;
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action = false;
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}
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animator.ResetTrigger("Door");
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animator.SetTrigger("Door");
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}
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}
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}
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@@ -6,14 +6,19 @@ using UnityEngine.AI;
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public class EnemyManager : MonoBehaviour
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{
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public float health = 100;
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public float actualHealth;
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public float damage = 10;
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public float attackRate = 2;
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private float attackTime = 2;
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private float actualHealth;
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private NavMeshAgent navMeshAgent;
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private PlayerManager player;
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private BarricadeManager barricadeManager;
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public List<GameObject> bodyParts = 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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attackTime = attackRate;
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actualHealth = health;
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player = FindObjectOfType<PlayerManager>();
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navMeshAgent = GetComponent<NavMeshAgent>();
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@@ -22,30 +27,37 @@ public class EnemyManager : MonoBehaviour
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// Update is called once per frame
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void Update()
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{
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navMeshAgent.SetDestination(player.transform.position);
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DropBodyPart();
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if (actualHealth <= 0)
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{
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if (bodyParts.Count > 0) {
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foreach (GameObject bodyPart in bodyParts)
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{
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Destroy(bodyPart, 3);
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}
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}
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navMeshAgent.isStopped = true;
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navMeshAgent.enabled = false;
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Destroy(this.gameObject, 3);
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Destroy(this.gameObject);
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}
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DestroyBarricades();
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if (navMeshAgent != null && barricadeManager == null)
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{
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navMeshAgent.SetDestination(player.transform.position);
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}
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else if (navMeshAgent != null && barricadeManager != null)
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{
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navMeshAgent.SetDestination(barricadeManager.transform.position);
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}
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}
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void FixedUpdate()
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{
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if (actualHealth > 0)
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if (actualHealth > 0 && barricadeManager == null)
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{
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Vector3 _dir = player.transform.position - transform.position;
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_dir.Normalize();
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transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(_dir), 5 * Time.deltaTime);
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}
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else if (actualHealth > 0 && barricadeManager != null)
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{
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Vector3 _dir = barricadeManager.transform.position - transform.position;
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_dir.Normalize();
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transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(_dir), 5 * Time.deltaTime);
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}
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}
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public void Damage()
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@@ -56,6 +68,28 @@ public class EnemyManager : MonoBehaviour
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}
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}
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void DestroyBarricades()
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{
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Debug.Log(navMeshAgent.pathPending);
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if (navMeshAgent.pathStatus == NavMeshPathStatus.PathInvalid)
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{
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BarricadeManager[] barricadeManagers = FindObjectsOfType<BarricadeManager>();
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foreach(BarricadeManager localBarricadeManager in barricadeManagers)
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{
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if (barricadeManager == null)
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{
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barricadeManager = localBarricadeManager;
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}
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else
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{
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if (Vector3.Distance(barricadeManager.transform.position, transform.position) > Vector3.Distance(localBarricadeManager.transform.position, transform.position)) {
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barricadeManager = localBarricadeManager;
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}
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}
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}
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}
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}
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void DropBodyPart()
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{
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if (bodyParts.Count > 0)
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@@ -65,16 +99,42 @@ public class EnemyManager : MonoBehaviour
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{
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if ((health - actualHealth) / number > i)
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{
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bodyParts[i].transform.parent = null;
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bodyParts[i].AddComponent<Rigidbody>();
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Rigidbody rigidBodyEnemy = bodyParts[i].GetComponent<Rigidbody>() as Rigidbody;
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bodyParts[i].AddComponent<MeshCollider>();
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MeshCollider meshCollider = bodyParts[i].GetComponent<MeshCollider>() as MeshCollider;
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meshCollider.convex = true;
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if (i == bodyParts.Count -1) {
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rigidBodyEnemy.velocity = -bodyParts[i].transform.forward;
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if (bodyParts[i] != null && bodyParts[i].transform.parent != null) {
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bodyParts[i].transform.parent = null;
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bodyParts[i].AddComponent<Rigidbody>();
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Rigidbody rigidBodyEnemy = bodyParts[i].GetComponent<Rigidbody>() as Rigidbody;
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bodyParts[i].AddComponent<MeshCollider>();
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MeshCollider meshCollider = bodyParts[i].GetComponent<MeshCollider>() as MeshCollider;
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meshCollider.convex = true;
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if (i == bodyParts.Count - 1) {
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navMeshAgent.isStopped = true;
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navMeshAgent.enabled = false;
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navMeshAgent = null;
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rigidBodyEnemy.velocity = bodyParts[i].transform.forward;
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}
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rigidBodyEnemy.mass = 10 * bodyParts.Count;
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Destroy(bodyParts[i], 4);
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}
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rigidBodyEnemy.mass = 10 * bodyParts.Count;
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}
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}
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}
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}
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void Attack()
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{
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RaycastHit hit;
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if (Physics.Raycast(transform.position + new Vector3(0,1,0),transform.forward,out hit,2) && attackTime <= Time.time)
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{
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if (hit.transform.CompareTag("Player"))
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{
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player.Damage(damage);
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}
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else if (hit.transform.CompareTag("BarricadeField"))
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{
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BarricadeManager barricadeManager = hit.transform.GetComponent<BarricadeManager>();
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if (barricadeManager != null)
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{
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barricadeManager.Damage(damage);
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}
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}
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}
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@@ -1,6 +1,7 @@
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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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using UnityEngine.SceneManagement;
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public class PlayerManager : MonoBehaviour
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{
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@@ -10,6 +11,8 @@ public class PlayerManager : MonoBehaviour
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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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public float health = 100;
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private float actualHealth = 100;
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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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@@ -23,6 +26,7 @@ public class PlayerManager : MonoBehaviour
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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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actualHealth = health;
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buildTime = buildRate;
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playerCamera = GetComponentInChildren<Camera>();
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rigidBody = GetComponent<Rigidbody>();
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@@ -37,7 +41,12 @@ public class PlayerManager : MonoBehaviour
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RunSwitch();
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SelectWeapon();
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BuildBlock();
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BuildBarricade();
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Interact();
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if (actualHealth <= 0)
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{
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SceneManager.LoadScene(SceneManager.GetActiveScene().name, LoadSceneMode.Single);
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}
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}
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void FixedUpdate()
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@@ -54,6 +63,11 @@ public class PlayerManager : MonoBehaviour
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);
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}
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public void Damage(float damage)
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{
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actualHealth -= damage;
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}
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void Rotate()
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{
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rigidBody.freezeRotation = false;
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@@ -162,7 +176,7 @@ public class PlayerManager : MonoBehaviour
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}
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}
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void BuildBarricade()
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void Interact()
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{
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Ray ray = playerCamera.ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
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@@ -175,6 +189,11 @@ public class PlayerManager : MonoBehaviour
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//barricadeMaterials--; //než bude jistota že uděláme zbírání materiálu
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buildTime = buildRate + Time.time;
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}
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if (Input.GetAxisRaw("Build") > 0 && hit.transform.tag == "Interact")
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{
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BlockManager blockManager = hit.transform.GetComponent<BlockManager>();
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blockManager.Action();
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}
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}
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}
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}
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Reference in New Issue
Block a user