Merge branch 'master' of https://git.steelants.cz/PragueGameJam/GlobalGameJame
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||||
--- !u!1 &827899963 stripped
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||||
GameObject:
|
||||
m_CorrespondingSourceObject: {fileID: 5859379536716062794, guid: 5322794fa1699704b8e50a14cef106b1,
|
||||
@ -688,12 +682,6 @@ MonoBehaviour:
|
||||
m_EditorClassIdentifier:
|
||||
blockType: 0
|
||||
health: 100
|
||||
--- !u!1 &2041862263 stripped
|
||||
GameObject:
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m_CorrespondingSourceObject: {fileID: 451344880335272152, guid: b4e392e2cdb417b4c8bdf8e683bceb9b,
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type: 3}
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m_PrefabInstance: {fileID: 3163490711718144037}
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m_PrefabAsset: {fileID: 0}
|
||||
--- !u!1001 &3163490711718144037
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||||
PrefabInstance:
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||||
m_ObjectHideFlags: 0
|
||||
@ -761,26 +749,6 @@ PrefabInstance:
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propertyPath: m_LocalEulerAnglesHint.z
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 5433357422100294214, guid: b4e392e2cdb417b4c8bdf8e683bceb9b,
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type: 3}
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propertyPath: bodyParts.Array.size
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value: 2
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objectReference: {fileID: 0}
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- target: {fileID: 5433357422100294214, guid: b4e392e2cdb417b4c8bdf8e683bceb9b,
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type: 3}
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propertyPath: bodyParts.Array.data[0]
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value:
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objectReference: {fileID: 2041862263}
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- target: {fileID: 5433357422100294214, guid: b4e392e2cdb417b4c8bdf8e683bceb9b,
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type: 3}
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propertyPath: bodyParts.Array.data[1]
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value:
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objectReference: {fileID: 709589677}
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- target: {fileID: 5433357422100294214, guid: b4e392e2cdb417b4c8bdf8e683bceb9b,
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type: 3}
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propertyPath: bodyParts.Array.data[2]
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value:
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: b4e392e2cdb417b4c8bdf8e683bceb9b, type: 3}
|
||||
--- !u!1001 &6179705720582673448
|
||||
|
@ -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>();
|
||||
@ -22,34 +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;
|
||||
gameObject.AddComponent<Rigidbody>();
|
||||
Rigidbody rigidBodyEnemy = gameObject.GetComponent<Rigidbody>() as Rigidbody;
|
||||
rigidBodyEnemy.velocity = -gameObject.transform.forward;
|
||||
rigidBodyEnemy.mass = 50;
|
||||
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()
|
||||
@ -60,6 +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)
|
||||
@ -69,11 +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<BoxCollider>();
|
||||
rigidBodyEnemy.mass = 10;
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
|
Loading…
Reference in New Issue
Block a user