using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class PlayerManager : MonoBehaviour { public float speed = 10; public float runSpeed = 25; 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; private Rigidbody rigidBody; public int barricadeMaterials = 10; public List weaponList = new List(); private GameObject createWeapon; [HideInInspector]public int selectedWeapon = 0; // Start is called before the first frame update void Start() { actualHealth = health; buildTime = buildRate; playerCamera = GetComponentInChildren(); rigidBody = GetComponent(); Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } // Update is called once per frame void Update() { Move(); RunSwitch(); SelectWeapon(); BuildBlock(); Interact(); if (actualHealth <= 0) { SceneManager.LoadScene(SceneManager.GetActiveScene().name, LoadSceneMode.Single); } } void FixedUpdate() { Rotate(); } void Move() { rigidBody.MovePosition( transform.position + (transform.forward * (run ? runSpeed : speed) * Input.GetAxis("Vertical") * Time.deltaTime) + (transform.right * (run ? runSpeed : speed) * Input.GetAxis("Horizontal") * Time.deltaTime) ); } public void Damage(float damage) { actualHealth -= damage; } void Rotate() { rigidBody.freezeRotation = false; transform.Rotate(new Vector3(0, rotateSpeed * Input.GetAxis("Mouse X") * mouseSensitive * Time.deltaTime, 0)); if ( ((playerCamera.transform.localEulerAngles.x >= 270 && playerCamera.transform.localEulerAngles.x <= 360) && playerCamera.transform.localEulerAngles.y == 0 && playerCamera.transform.localEulerAngles.z == 0) || ((playerCamera.transform.localEulerAngles.x <= 90 && playerCamera.transform.localEulerAngles.x >= 0) && playerCamera.transform.localEulerAngles.y == 0 && playerCamera.transform.localEulerAngles.z == 0) ) { playerCamera.transform.Rotate(new Vector3(rotateSpeed * -Input.GetAxis("Mouse Y") * mouseSensitive * Time.deltaTime, 0, 0)); } else if ( ((playerCamera.transform.localEulerAngles.x >= 270 && playerCamera.transform.localEulerAngles.x <= 360) && playerCamera.transform.localEulerAngles.y == 180 && playerCamera.transform.localEulerAngles.z == 180) ) { playerCamera.transform.Rotate(new Vector3(rotateSpeed * (-Input.GetAxis("Mouse Y") > 0 ? -Input.GetAxis("Mouse Y") : 0) * mouseSensitive * Time.deltaTime, 0, 0)); } else if ( ((playerCamera.transform.localEulerAngles.x <= 90 && playerCamera.transform.localEulerAngles.x >= 0) && playerCamera.transform.localEulerAngles.y == 180 && playerCamera.transform.localEulerAngles.z == 180) ) { playerCamera.transform.Rotate(new Vector3(rotateSpeed * (-Input.GetAxis("Mouse Y") < 0 ? -Input.GetAxis("Mouse Y") : 0) * mouseSensitive * Time.deltaTime, 0, 0)); } else { playerCamera.transform.Rotate(new Vector3(rotateSpeed * -Input.GetAxis("Mouse Y") * mouseSensitive * Time.deltaTime, 0, 0)); } rigidBody.freezeRotation = true; } void RunSwitch() { if (Input.GetAxisRaw("Run") > 0) { run = true; } else { run = false; } } void SelectWeapon() { if (weaponList.Count > 0) { if (Input.mouseScrollDelta.y > 0) { WeaponManager weaponManager = weaponList[selectedWeapon].GetComponent(); if (weaponManager != null && createWeapon != null) { Destroy(createWeapon); } if (weaponList.Count > selectedWeapon + 1) { selectedWeapon++; } else { selectedWeapon = 0; } } else if (Input.mouseScrollDelta.y < 0) { WeaponManager weaponManager = weaponList[selectedWeapon].GetComponent(); if (weaponManager != null && createWeapon != null) { Destroy(createWeapon); } if (selectedWeapon > 0) { selectedWeapon--; } else { selectedWeapon = weaponList.Count - 1; } } WeaponManager weaponManager2 = weaponList[selectedWeapon].GetComponent(); if (weaponManager2 != null && createWeapon == null) { createWeapon = Instantiate(weaponList[selectedWeapon]) as GameObject; createWeapon.transform.parent = playerCamera.transform; createWeapon.transform.localPosition = Vector3.zero; createWeapon.transform.localEulerAngles = Vector3.zero; } } } 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 Interact() { Ray ray = playerCamera.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, 1)) { if (Input.GetAxisRaw("Build") > 0 && buildTime < Time.time && barricadeMaterials > 0 && hit.transform.tag == "BarricadeField") { BarricadeManager barricadeManager = hit.transform.GetComponent(); barricadeManager.addPlank(); //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(); } } } }