This commit is contained in:
JonatanRek
2020-02-01 19:54:26 +01:00
32 changed files with 1169 additions and 67 deletions

View File

@@ -12,6 +12,7 @@ public class BlockManager : MonoBehaviour
private Animation animation;
private PlayerManager player;
private bool action = false;
public List<GameObject> amountModels = new List<GameObject>();
// Start is called before the first frame update
void Start()
@@ -50,6 +51,44 @@ public class BlockManager : MonoBehaviour
healthTime = healthRate + Time.time;
}
}
viewHealthAs();
}
void viewHealthAs()
{
if (blockType == BlockType.Wood) {
if (amountModels.Count > 0)
{
for (int i = 0; i < amountModels.Count; i++)
{
if (i < ((100 - health) / 3.7f))
{
amountModels[i].SetActive(false);
}
else
{
amountModels[i].SetActive(true);
}
}
}
}
else if (blockType == BlockType.Ammo)
{
if (amountModels.Count > 0)
{
for (int i = 0; i < amountModels.Count; i++)
{
if (i < ((100 - health) / 4.5f))
{
amountModels[i].SetActive(false);
}
else
{
amountModels[i].SetActive(true);
}
}
}
}
}
public void Action()

View File

@@ -153,7 +153,7 @@ public class EnemyManager : MonoBehaviour
void Attack()
{
RaycastHit hit;
if (Physics.Raycast(transform.position + new Vector3(0,0.5f,0),transform.forward,out hit,3) && attackTime <= Time.time)
if (Physics.Raycast(transform.position + new Vector3(0,0.5f,0),transform.forward,out hit,2) && attackTime <= Time.time)
{
if (hit.transform.CompareTag("Player"))
{

View File

@@ -6,6 +6,8 @@ using UnityEngine.UI;
public class GuiManager : MonoBehaviour
{
public GameObject InteractIcon;
public Text Wood;
public Text Ammo;
// Start is called before the first frame update
void Start()

View File

@@ -39,6 +39,8 @@ public class PlayerManager : MonoBehaviour
// Update is called once per frame
void Update()
{
guiManager.Wood.text = barricadeMaterials.ToString();
guiManager.Ammo.text = ammo.ToString();
Move();
RunSwitch();
SelectWeapon();
@@ -122,6 +124,7 @@ public class PlayerManager : MonoBehaviour
if (Input.mouseScrollDelta.y > 0)
{
WeaponManager weaponManager = weaponList[selectedWeapon].GetComponent<WeaponManager>();
weaponManager.player = this;
if (weaponManager != null && createWeapon != null)
{
Destroy(createWeapon);
@@ -137,6 +140,7 @@ public class PlayerManager : MonoBehaviour
else if (Input.mouseScrollDelta.y < 0)
{
WeaponManager weaponManager = weaponList[selectedWeapon].GetComponent<WeaponManager>();
weaponManager.player = this;
if (weaponManager != null && createWeapon != null)
{
Destroy(createWeapon);
@@ -151,6 +155,7 @@ public class PlayerManager : MonoBehaviour
}
}
WeaponManager weaponManager2 = weaponList[selectedWeapon].GetComponent<WeaponManager>();
weaponManager2.player = this;
if (weaponManager2 != null && createWeapon == null)
{
createWeapon = Instantiate(weaponList[selectedWeapon]) as GameObject;
@@ -195,9 +200,12 @@ public class PlayerManager : MonoBehaviour
if (Input.GetAxisRaw("Build") > 0 && buildTime < Time.time && barricadeMaterials > 0 && hit.transform.tag == "BarricadeField")
{
BarricadeManager barricadeManager = hit.transform.GetComponent<BarricadeManager>();
barricadeManager.addPlank();
barricadeMaterials--;
buildTime = buildRate + Time.time;
if (barricadeManager.health < (barricadeManager.barricadePlanks.Count * 50))
{
barricadeManager.addPlank();
barricadeMaterials--;
buildTime = buildRate + Time.time;
}
}
if (Input.GetAxisRaw("Build") > 0 && hit.transform.tag == "Interact")
{

View File

@@ -13,6 +13,7 @@ public class WeaponManager : MonoBehaviour
public float fireRate = 0.5f;
private float fireTime;
public Animator animator;
public PlayerManager player;
public bool hit = false;
// Start is called before the first frame update
@@ -32,18 +33,20 @@ public class WeaponManager : MonoBehaviour
if (Input.GetMouseButtonDown(0) && fireTime <= Time.time) {
if (weaponType == WeaponType.Shoot)
{
if (particleShoot != null)
if (particleShoot != null && player.ammo > 1)
{
GameObject shoot = Instantiate(particleShoot, spawnShoot.transform.position, spawnShoot.transform.rotation);
player.ammo -= 2;
Destroy(shoot, 0.3f);
fireTime = fireRate + Time.time;
}
}
else if (weaponType == WeaponType.Meele)
{
animator.ResetTrigger("Hit");
animator.SetTrigger("Hit");
fireTime = fireRate + Time.time;
}
fireTime = fireRate + Time.time;
}
}
void Hit_Enemy_Start()