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public GameObject block; + public float health = 100; // Start is called before the first frame update void Start() diff --git a/Assets/Scripts/PlayerManager.cs b/Assets/Scripts/PlayerManager.cs index 91948cc..7a52c8a 100644 --- a/Assets/Scripts/PlayerManager.cs +++ b/Assets/Scripts/PlayerManager.cs @@ -9,17 +9,23 @@ public class PlayerManager : MonoBehaviour public float runSpeed = 25; public float rotateSpeed = 5; public float mouseSensitive = 200; + public float fireRate = 2; + private float fireTime; + public float buildRate = 0.5f; + private float buildTime; private bool run = false; private Camera playerCamera; private Rigidbody rigidBody; + public int baricadeMaterials = 10; public List weaponList = new List(); [HideInInspector]public int selectedWeapon = 0; - public List weaponHandList = new List(); // Start is called before the first frame update void Start() { + fireTime = fireRate; + buildTime = buildRate; playerCamera = GetComponentInChildren(); rigidBody = GetComponent(); Cursor.lockState = CursorLockMode.Locked; @@ -31,7 +37,8 @@ public class PlayerManager : MonoBehaviour { Move(); RunSwitch(); - selectWeapon(); + SelectWeapon(); + BuildBlock(); } void FixedUpdate() @@ -87,11 +94,10 @@ public class PlayerManager : MonoBehaviour } } - void selectWeapon() + void SelectWeapon() { - if (weaponList.Count > 0 && weaponHandList.Count == weaponList.Count) + if (weaponList.Count > 0) { - weaponHandList[selectedWeapon].SetActive(false); if (Input.mouseScrollDelta.y > 0) { if (weaponList.Count > selectedWeapon + 1) { @@ -113,7 +119,31 @@ public class PlayerManager : MonoBehaviour selectedWeapon = weaponList.Count - 1; } } - weaponHandList[selectedWeapon].SetActive(true); + } + } + + void BuildBlock () + { + if (Input.GetAxisRaw("Fire1") > 0 && buildTime < Time.time && weaponList.Count > 0) + { + Ray ray = playerCamera.ScreenPointToRay(Input.mousePosition); + RaycastHit hit; + if (Physics.Raycast(ray, out hit, Mathf.Infinity, LayerMask.GetMask("BuildPlace"))) + { + BlockManager blockManager = weaponList[selectedWeapon].GetComponent(); + if (blockManager != null) { + Instantiate(weaponList[selectedWeapon], hit.point, transform.rotation); + buildTime = buildRate + Time.time; + } + } + } + } + + void BuildBarricade() + { + if () + { + } } } diff --git a/ProjectSettings/InputManager.asset b/ProjectSettings/InputManager.asset index 0a5364e..fb88f3c 100644 --- a/ProjectSettings/InputManager.asset +++ b/ProjectSettings/InputManager.asset @@ -42,7 +42,7 @@ InputManager: descriptiveName: descriptiveNegativeName: negativeButton: - positiveButton: left ctrl + positiveButton: altNegativeButton: altPositiveButton: mouse 0 gravity: 1000 diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 1c92a78..6c1a16e 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -3,7 +3,8 @@ --- !u!78 &1 TagManager: serializedVersion: 2 - tags: [] + tags: + - BarricadeField layers: - Default - TransparentFX @@ -13,7 +14,7 @@ TagManager: - UI - - - - + - BuildPlace - - -