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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(); + } } // Update is called once per frame void Update() { - + } + + public void Action() + { + if (blockType == BlockType.Door) + { + if (!action) + { + this.GetComponent().isTrigger = true; + action = true; + } + else + { + this.GetComponent().isTrigger = false; + action = false; + } + animator.ResetTrigger("Door"); + animator.SetTrigger("Door"); + } } } diff --git a/Assets/Scripts/EnemyManager.cs b/Assets/Scripts/EnemyManager.cs index 13fea68..12b2eab 100644 --- a/Assets/Scripts/EnemyManager.cs +++ b/Assets/Scripts/EnemyManager.cs @@ -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 bodyParts = new List(); // Start is called before the first frame update void Start() { + attackTime = attackRate; actualHealth = health; player = FindObjectOfType(); navMeshAgent = GetComponent(); @@ -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 rigidBodyEnemy = gameObject.GetComponent() 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(); + 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 rigidBodyEnemy = bodyParts[i].GetComponent() as Rigidbody; - bodyParts[i].AddComponent(); - rigidBodyEnemy.mass = 10; + if (bodyParts[i] != null && bodyParts[i].transform.parent != null) { + bodyParts[i].transform.parent = null; + bodyParts[i].AddComponent(); + Rigidbody rigidBodyEnemy = bodyParts[i].GetComponent() as Rigidbody; + bodyParts[i].AddComponent(); + MeshCollider meshCollider = bodyParts[i].GetComponent() 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(); + if (barricadeManager != null) + { + barricadeManager.Damage(damage); } } } diff --git a/Assets/Scripts/PlayerManager.cs b/Assets/Scripts/PlayerManager.cs index e1dacfe..79a5800 100644 --- a/Assets/Scripts/PlayerManager.cs +++ b/Assets/Scripts/PlayerManager.cs @@ -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(); rigidBody = GetComponent(); @@ -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.Action(); + } } } } diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 10b01b4..c08041d 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -7,6 +7,7 @@ TagManager: - BarricadeField - Bullets - Enemy + - Interact layers: - Default - TransparentFX