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								Assets/Animator.meta
									
									
									
									
									
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										8
									
								
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										101
									
								
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  m_PrefabInstance: {fileID: 0}
 | 
			
		||||
  m_PrefabAsset: {fileID: 0}
 | 
			
		||||
  m_GameObject: {fileID: 8296172668023712159}
 | 
			
		||||
  m_Enabled: 1
 | 
			
		||||
  serializedVersion: 3
 | 
			
		||||
  m_Shape: 1
 | 
			
		||||
  m_Extents: {x: 0.527, y: 7.36, z: 12.028001}
 | 
			
		||||
  m_MoveThreshold: 0.1
 | 
			
		||||
  m_Carve: 1
 | 
			
		||||
  m_CarveOnlyStationary: 1
 | 
			
		||||
  m_Center: {x: -0.046000004, y: 7.7770004, z: 12.01}
 | 
			
		||||
  m_TimeToStationary: 0.5
 | 
			
		||||
 
 | 
			
		||||
@@ -4,7 +4,7 @@ using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class BarricadeManager : MonoBehaviour
 | 
			
		||||
{
 | 
			
		||||
    public int health = 0;
 | 
			
		||||
    public float health = 0;
 | 
			
		||||
    public List<GameObject> barricadePlanks = new List<GameObject>();
 | 
			
		||||
 | 
			
		||||
    // Start is called before the first frame update
 | 
			
		||||
@@ -17,6 +17,10 @@ public class BarricadeManager : MonoBehaviour
 | 
			
		||||
    void Update()
 | 
			
		||||
    {
 | 
			
		||||
        viewHealthAsPlanks();
 | 
			
		||||
        if (health < 0)
 | 
			
		||||
        {
 | 
			
		||||
            health = 0;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void addPlank()
 | 
			
		||||
@@ -26,6 +30,13 @@ public class BarricadeManager : MonoBehaviour
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void Damage(float damage)
 | 
			
		||||
    {
 | 
			
		||||
        if (health > 0) {
 | 
			
		||||
            health -= damage;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void viewHealthAsPlanks()
 | 
			
		||||
    {
 | 
			
		||||
        if (barricadePlanks.Count > 0)
 | 
			
		||||
 
 | 
			
		||||
@@ -4,19 +4,42 @@ using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class BlockManager : MonoBehaviour
 | 
			
		||||
{
 | 
			
		||||
    public enum BlockType {None, Barricade};
 | 
			
		||||
    public enum BlockType {None, Barricade, Door, Wood, Ammo};
 | 
			
		||||
    public BlockType blockType = BlockType.None;
 | 
			
		||||
    public float health = 100;
 | 
			
		||||
    private Animator animator;
 | 
			
		||||
    private bool action = false;
 | 
			
		||||
 | 
			
		||||
    // Start is called before the first frame update
 | 
			
		||||
    void Start()
 | 
			
		||||
    {
 | 
			
		||||
        
 | 
			
		||||
        if (blockType == BlockType.Door)
 | 
			
		||||
        {
 | 
			
		||||
            animator = this.GetComponent<Animator>();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Update is called once per frame
 | 
			
		||||
    void Update()
 | 
			
		||||
    {
 | 
			
		||||
        
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void Action()
 | 
			
		||||
    {
 | 
			
		||||
        if (blockType == BlockType.Door)
 | 
			
		||||
        {
 | 
			
		||||
            if (!action)
 | 
			
		||||
            {
 | 
			
		||||
                this.GetComponent<BoxCollider>().isTrigger = true;
 | 
			
		||||
                action = true;
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                this.GetComponent<BoxCollider>().isTrigger = false;
 | 
			
		||||
                action = false;
 | 
			
		||||
            }
 | 
			
		||||
            animator.ResetTrigger("Door");
 | 
			
		||||
            animator.SetTrigger("Door");
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -6,14 +6,19 @@ using UnityEngine.AI;
 | 
			
		||||
public class EnemyManager : MonoBehaviour
 | 
			
		||||
{
 | 
			
		||||
    public float health = 100;
 | 
			
		||||
    public float actualHealth;
 | 
			
		||||
    public float damage = 10;
 | 
			
		||||
    public float attackRate = 2;
 | 
			
		||||
    private float attackTime = 2;
 | 
			
		||||
    private float actualHealth;
 | 
			
		||||
    private NavMeshAgent navMeshAgent;
 | 
			
		||||
    private PlayerManager player;
 | 
			
		||||
    private BarricadeManager barricadeManager;
 | 
			
		||||
    public List<GameObject> bodyParts = new List<GameObject>();
 | 
			
		||||
 | 
			
		||||
    // Start is called before the first frame update
 | 
			
		||||
    void Start()
 | 
			
		||||
    {
 | 
			
		||||
        attackTime = attackRate;
 | 
			
		||||
        actualHealth = health;
 | 
			
		||||
        player = FindObjectOfType<PlayerManager>();
 | 
			
		||||
        navMeshAgent = GetComponent<NavMeshAgent>();
 | 
			
		||||
@@ -22,30 +27,37 @@ public class EnemyManager : MonoBehaviour
 | 
			
		||||
    // Update is called once per frame
 | 
			
		||||
    void Update()
 | 
			
		||||
    {
 | 
			
		||||
        navMeshAgent.SetDestination(player.transform.position);
 | 
			
		||||
        DropBodyPart();
 | 
			
		||||
        if (actualHealth <= 0)
 | 
			
		||||
        {
 | 
			
		||||
            if (bodyParts.Count > 0) {
 | 
			
		||||
                foreach (GameObject bodyPart in bodyParts)
 | 
			
		||||
                {
 | 
			
		||||
                    Destroy(bodyPart, 3);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            navMeshAgent.isStopped = true;
 | 
			
		||||
            navMeshAgent.enabled = false;
 | 
			
		||||
            Destroy(this.gameObject, 3);
 | 
			
		||||
            Destroy(this.gameObject);
 | 
			
		||||
        }
 | 
			
		||||
        DestroyBarricades();
 | 
			
		||||
 | 
			
		||||
        if (navMeshAgent != null && barricadeManager == null)
 | 
			
		||||
        {
 | 
			
		||||
            navMeshAgent.SetDestination(player.transform.position);
 | 
			
		||||
        }
 | 
			
		||||
        else if (navMeshAgent != null && barricadeManager != null)
 | 
			
		||||
        {
 | 
			
		||||
            navMeshAgent.SetDestination(barricadeManager.transform.position);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void FixedUpdate()
 | 
			
		||||
    {
 | 
			
		||||
        if (actualHealth > 0)
 | 
			
		||||
        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);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void Damage()
 | 
			
		||||
@@ -56,6 +68,28 @@ public class EnemyManager : MonoBehaviour
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void DestroyBarricades()
 | 
			
		||||
    {
 | 
			
		||||
        Debug.Log(navMeshAgent.pathPending);
 | 
			
		||||
        if (navMeshAgent.pathStatus == NavMeshPathStatus.PathInvalid)
 | 
			
		||||
        {
 | 
			
		||||
            BarricadeManager[] barricadeManagers = FindObjectsOfType<BarricadeManager>();
 | 
			
		||||
            foreach(BarricadeManager localBarricadeManager in barricadeManagers)
 | 
			
		||||
            {
 | 
			
		||||
                if (barricadeManager == null)
 | 
			
		||||
                {
 | 
			
		||||
                    barricadeManager = localBarricadeManager;
 | 
			
		||||
                }
 | 
			
		||||
                else
 | 
			
		||||
                {
 | 
			
		||||
                    if (Vector3.Distance(barricadeManager.transform.position, transform.position) > Vector3.Distance(localBarricadeManager.transform.position, transform.position)) {
 | 
			
		||||
                        barricadeManager = localBarricadeManager;
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void DropBodyPart()
 | 
			
		||||
    {
 | 
			
		||||
        if (bodyParts.Count > 0)
 | 
			
		||||
@@ -65,16 +99,42 @@ public class EnemyManager : MonoBehaviour
 | 
			
		||||
            {
 | 
			
		||||
                if ((health - actualHealth) / number > i)
 | 
			
		||||
                {
 | 
			
		||||
                    bodyParts[i].transform.parent = null;
 | 
			
		||||
                    bodyParts[i].AddComponent<Rigidbody>();
 | 
			
		||||
                    Rigidbody rigidBodyEnemy = bodyParts[i].GetComponent<Rigidbody>() as Rigidbody;
 | 
			
		||||
                    bodyParts[i].AddComponent<MeshCollider>();
 | 
			
		||||
                    MeshCollider meshCollider = bodyParts[i].GetComponent<MeshCollider>() as MeshCollider;
 | 
			
		||||
                    meshCollider.convex = true;
 | 
			
		||||
                    if (i == bodyParts.Count -1) {
 | 
			
		||||
                        rigidBodyEnemy.velocity = -bodyParts[i].transform.forward;
 | 
			
		||||
                    if (bodyParts[i] != null && bodyParts[i].transform.parent != null) {
 | 
			
		||||
                        bodyParts[i].transform.parent = null;
 | 
			
		||||
                        bodyParts[i].AddComponent<Rigidbody>();
 | 
			
		||||
                        Rigidbody rigidBodyEnemy = bodyParts[i].GetComponent<Rigidbody>() as Rigidbody;
 | 
			
		||||
                        bodyParts[i].AddComponent<MeshCollider>();
 | 
			
		||||
                        MeshCollider meshCollider = bodyParts[i].GetComponent<MeshCollider>() as MeshCollider;
 | 
			
		||||
                        meshCollider.convex = true;
 | 
			
		||||
                        if (i == bodyParts.Count - 1) {
 | 
			
		||||
                            navMeshAgent.isStopped = true;
 | 
			
		||||
                            navMeshAgent.enabled = false;
 | 
			
		||||
                            navMeshAgent = null;
 | 
			
		||||
                            rigidBodyEnemy.velocity = bodyParts[i].transform.forward;
 | 
			
		||||
                        }
 | 
			
		||||
                        rigidBodyEnemy.mass = 10 * bodyParts.Count;
 | 
			
		||||
                        Destroy(bodyParts[i], 4);
 | 
			
		||||
                    }
 | 
			
		||||
                    rigidBodyEnemy.mass = 10 * bodyParts.Count;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void Attack()
 | 
			
		||||
    {
 | 
			
		||||
        RaycastHit hit;
 | 
			
		||||
        if (Physics.Raycast(transform.position + new Vector3(0,1,0),transform.forward,out hit,2) && attackTime <= Time.time)
 | 
			
		||||
        {
 | 
			
		||||
            if (hit.transform.CompareTag("Player"))
 | 
			
		||||
            {
 | 
			
		||||
                player.Damage(damage);
 | 
			
		||||
            }
 | 
			
		||||
            else if (hit.transform.CompareTag("BarricadeField"))
 | 
			
		||||
            {
 | 
			
		||||
                BarricadeManager barricadeManager = hit.transform.GetComponent<BarricadeManager>();
 | 
			
		||||
                if (barricadeManager != null)
 | 
			
		||||
                {
 | 
			
		||||
                    barricadeManager.Damage(damage);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,7 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
using UnityEngine.SceneManagement;
 | 
			
		||||
 | 
			
		||||
public class PlayerManager : MonoBehaviour
 | 
			
		||||
{
 | 
			
		||||
@@ -10,6 +11,8 @@ public class PlayerManager : MonoBehaviour
 | 
			
		||||
    public float rotateSpeed = 5;
 | 
			
		||||
    public float mouseSensitive = 200;
 | 
			
		||||
    public float buildRate = 0.5f;
 | 
			
		||||
    public float health = 100;
 | 
			
		||||
    private float actualHealth = 100;
 | 
			
		||||
    private float buildTime;
 | 
			
		||||
    private bool run = false;
 | 
			
		||||
    private Camera playerCamera;
 | 
			
		||||
@@ -23,6 +26,7 @@ public class PlayerManager : MonoBehaviour
 | 
			
		||||
    // Start is called before the first frame update
 | 
			
		||||
    void Start()
 | 
			
		||||
    {
 | 
			
		||||
        actualHealth = health;
 | 
			
		||||
        buildTime = buildRate;
 | 
			
		||||
        playerCamera = GetComponentInChildren<Camera>();
 | 
			
		||||
        rigidBody = GetComponent<Rigidbody>();
 | 
			
		||||
@@ -37,7 +41,12 @@ public class PlayerManager : MonoBehaviour
 | 
			
		||||
        RunSwitch();
 | 
			
		||||
        SelectWeapon();
 | 
			
		||||
        BuildBlock();
 | 
			
		||||
        BuildBarricade();
 | 
			
		||||
        Interact();
 | 
			
		||||
 | 
			
		||||
        if (actualHealth <= 0)
 | 
			
		||||
        {
 | 
			
		||||
            SceneManager.LoadScene(SceneManager.GetActiveScene().name, LoadSceneMode.Single);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void FixedUpdate()
 | 
			
		||||
@@ -54,6 +63,11 @@ public class PlayerManager : MonoBehaviour
 | 
			
		||||
        );
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void Damage(float damage)
 | 
			
		||||
    {
 | 
			
		||||
        actualHealth -= damage;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void Rotate()
 | 
			
		||||
    {
 | 
			
		||||
        rigidBody.freezeRotation = false;
 | 
			
		||||
@@ -162,7 +176,7 @@ public class PlayerManager : MonoBehaviour
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void BuildBarricade()
 | 
			
		||||
    void Interact()
 | 
			
		||||
    {
 | 
			
		||||
        Ray ray = playerCamera.ScreenPointToRay(Input.mousePosition);
 | 
			
		||||
        RaycastHit hit;
 | 
			
		||||
@@ -175,6 +189,11 @@ public class PlayerManager : MonoBehaviour
 | 
			
		||||
                //barricadeMaterials--; //než bude jistota že uděláme zbírání materiálu
 | 
			
		||||
                buildTime = buildRate + Time.time;
 | 
			
		||||
            }
 | 
			
		||||
            if (Input.GetAxisRaw("Build") > 0 && hit.transform.tag == "Interact")
 | 
			
		||||
            {
 | 
			
		||||
                BlockManager blockManager = hit.transform.GetComponent<BlockManager>();
 | 
			
		||||
                blockManager.Action();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -7,6 +7,7 @@ TagManager:
 | 
			
		||||
  - BarricadeField
 | 
			
		||||
  - Bullets
 | 
			
		||||
  - Enemy
 | 
			
		||||
  - Interact
 | 
			
		||||
  layers:
 | 
			
		||||
  - Default
 | 
			
		||||
  - TransparentFX
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user