Merge branch 'master' of https://git.steelants.cz/PragueGameJam/GlobalGameJame
This commit is contained in:
commit
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2221
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7
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PrefabInstance:
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--- !u!1001 &6179705720582673448
|
--- !u!1001 &6179705720582673448
|
||||||
|
@ -4,7 +4,7 @@ using UnityEngine;
|
|||||||
|
|
||||||
public class BarricadeManager : MonoBehaviour
|
public class BarricadeManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
public int health = 0;
|
public float health = 0;
|
||||||
public List<GameObject> barricadePlanks = new List<GameObject>();
|
public List<GameObject> barricadePlanks = new List<GameObject>();
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
@ -17,6 +17,10 @@ public class BarricadeManager : MonoBehaviour
|
|||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
viewHealthAsPlanks();
|
viewHealthAsPlanks();
|
||||||
|
if (health < 0)
|
||||||
|
{
|
||||||
|
health = 0;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void addPlank()
|
public void addPlank()
|
||||||
@ -26,6 +30,13 @@ public class BarricadeManager : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void Damage(float damage)
|
||||||
|
{
|
||||||
|
if (health > 0) {
|
||||||
|
health -= damage;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void viewHealthAsPlanks()
|
void viewHealthAsPlanks()
|
||||||
{
|
{
|
||||||
if (barricadePlanks.Count > 0)
|
if (barricadePlanks.Count > 0)
|
||||||
|
@ -4,19 +4,42 @@ using UnityEngine;
|
|||||||
|
|
||||||
public class BlockManager : MonoBehaviour
|
public class BlockManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
public enum BlockType {None, Barricade};
|
public enum BlockType {None, Barricade, Door, Wood, Ammo};
|
||||||
public BlockType blockType = BlockType.None;
|
public BlockType blockType = BlockType.None;
|
||||||
public float health = 100;
|
public float health = 100;
|
||||||
|
private Animator animator;
|
||||||
|
private bool action = false;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
if (blockType == BlockType.Door)
|
||||||
|
{
|
||||||
|
animator = this.GetComponent<Animator>();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
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 class EnemyManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
public float health = 100;
|
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 NavMeshAgent navMeshAgent;
|
||||||
private PlayerManager player;
|
private PlayerManager player;
|
||||||
|
private BarricadeManager barricadeManager;
|
||||||
public List<GameObject> bodyParts = new List<GameObject>();
|
public List<GameObject> bodyParts = new List<GameObject>();
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
attackTime = attackRate;
|
||||||
actualHealth = health;
|
actualHealth = health;
|
||||||
player = FindObjectOfType<PlayerManager>();
|
player = FindObjectOfType<PlayerManager>();
|
||||||
navMeshAgent = GetComponent<NavMeshAgent>();
|
navMeshAgent = GetComponent<NavMeshAgent>();
|
||||||
@ -22,34 +27,37 @@ public class EnemyManager : MonoBehaviour
|
|||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
navMeshAgent.SetDestination(player.transform.position);
|
|
||||||
DropBodyPart();
|
DropBodyPart();
|
||||||
if (actualHealth <= 0)
|
if (actualHealth <= 0)
|
||||||
{
|
{
|
||||||
if (bodyParts.Count > 0) {
|
Destroy(this.gameObject);
|
||||||
foreach (GameObject bodyPart in bodyParts)
|
}
|
||||||
|
DestroyBarricades();
|
||||||
|
|
||||||
|
if (navMeshAgent != null && barricadeManager == null)
|
||||||
{
|
{
|
||||||
Destroy(bodyPart, 3);
|
navMeshAgent.SetDestination(player.transform.position);
|
||||||
}
|
}
|
||||||
}
|
else if (navMeshAgent != null && barricadeManager != null)
|
||||||
navMeshAgent.isStopped = true;
|
{
|
||||||
navMeshAgent.enabled = false;
|
navMeshAgent.SetDestination(barricadeManager.transform.position);
|
||||||
gameObject.AddComponent<Rigidbody>();
|
|
||||||
Rigidbody rigidBodyEnemy = gameObject.GetComponent<Rigidbody>() as Rigidbody;
|
|
||||||
rigidBodyEnemy.velocity = -gameObject.transform.forward;
|
|
||||||
rigidBodyEnemy.mass = 50;
|
|
||||||
Destroy(this.gameObject, 3);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void FixedUpdate()
|
void FixedUpdate()
|
||||||
{
|
{
|
||||||
if (actualHealth > 0)
|
if (actualHealth > 0 && barricadeManager == null)
|
||||||
{
|
{
|
||||||
Vector3 _dir = player.transform.position - transform.position;
|
Vector3 _dir = player.transform.position - transform.position;
|
||||||
_dir.Normalize();
|
_dir.Normalize();
|
||||||
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(_dir), 5 * Time.deltaTime);
|
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()
|
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()
|
void DropBodyPart()
|
||||||
{
|
{
|
||||||
if (bodyParts.Count > 0)
|
if (bodyParts.Count > 0)
|
||||||
@ -69,11 +99,42 @@ public class EnemyManager : MonoBehaviour
|
|||||||
{
|
{
|
||||||
if ((health - actualHealth) / number > i)
|
if ((health - actualHealth) / number > i)
|
||||||
{
|
{
|
||||||
|
if (bodyParts[i] != null && bodyParts[i].transform.parent != null) {
|
||||||
bodyParts[i].transform.parent = null;
|
bodyParts[i].transform.parent = null;
|
||||||
bodyParts[i].AddComponent<Rigidbody>();
|
bodyParts[i].AddComponent<Rigidbody>();
|
||||||
Rigidbody rigidBodyEnemy = bodyParts[i].GetComponent<Rigidbody>() as Rigidbody;
|
Rigidbody rigidBodyEnemy = bodyParts[i].GetComponent<Rigidbody>() as Rigidbody;
|
||||||
bodyParts[i].AddComponent<BoxCollider>();
|
bodyParts[i].AddComponent<MeshCollider>();
|
||||||
rigidBodyEnemy.mass = 10;
|
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;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
public class PlayerManager : MonoBehaviour
|
public class PlayerManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
@ -10,6 +11,8 @@ public class PlayerManager : MonoBehaviour
|
|||||||
public float rotateSpeed = 5;
|
public float rotateSpeed = 5;
|
||||||
public float mouseSensitive = 200;
|
public float mouseSensitive = 200;
|
||||||
public float buildRate = 0.5f;
|
public float buildRate = 0.5f;
|
||||||
|
public float health = 100;
|
||||||
|
private float actualHealth = 100;
|
||||||
private float buildTime;
|
private float buildTime;
|
||||||
private bool run = false;
|
private bool run = false;
|
||||||
private Camera playerCamera;
|
private Camera playerCamera;
|
||||||
@ -23,6 +26,7 @@ public class PlayerManager : MonoBehaviour
|
|||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
actualHealth = health;
|
||||||
buildTime = buildRate;
|
buildTime = buildRate;
|
||||||
playerCamera = GetComponentInChildren<Camera>();
|
playerCamera = GetComponentInChildren<Camera>();
|
||||||
rigidBody = GetComponent<Rigidbody>();
|
rigidBody = GetComponent<Rigidbody>();
|
||||||
@ -37,7 +41,12 @@ public class PlayerManager : MonoBehaviour
|
|||||||
RunSwitch();
|
RunSwitch();
|
||||||
SelectWeapon();
|
SelectWeapon();
|
||||||
BuildBlock();
|
BuildBlock();
|
||||||
BuildBarricade();
|
Interact();
|
||||||
|
|
||||||
|
if (actualHealth <= 0)
|
||||||
|
{
|
||||||
|
SceneManager.LoadScene(SceneManager.GetActiveScene().name, LoadSceneMode.Single);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void FixedUpdate()
|
void FixedUpdate()
|
||||||
@ -54,6 +63,11 @@ public class PlayerManager : MonoBehaviour
|
|||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void Damage(float damage)
|
||||||
|
{
|
||||||
|
actualHealth -= damage;
|
||||||
|
}
|
||||||
|
|
||||||
void Rotate()
|
void Rotate()
|
||||||
{
|
{
|
||||||
rigidBody.freezeRotation = false;
|
rigidBody.freezeRotation = false;
|
||||||
@ -162,7 +176,7 @@ public class PlayerManager : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void BuildBarricade()
|
void Interact()
|
||||||
{
|
{
|
||||||
Ray ray = playerCamera.ScreenPointToRay(Input.mousePosition);
|
Ray ray = playerCamera.ScreenPointToRay(Input.mousePosition);
|
||||||
RaycastHit hit;
|
RaycastHit hit;
|
||||||
@ -175,6 +189,11 @@ public class PlayerManager : MonoBehaviour
|
|||||||
//barricadeMaterials--; //než bude jistota že uděláme zbírání materiálu
|
//barricadeMaterials--; //než bude jistota že uděláme zbírání materiálu
|
||||||
buildTime = buildRate + Time.time;
|
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
|
- BarricadeField
|
||||||
- Bullets
|
- Bullets
|
||||||
- Enemy
|
- Enemy
|
||||||
|
- Interact
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
|
Loading…
Reference in New Issue
Block a user