179 lines
6.4 KiB
C#
179 lines
6.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerManager : MonoBehaviour
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{
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public float speed = 10;
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public float runSpeed = 25;
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public float rotateSpeed = 5;
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public float mouseSensitive = 200;
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public float buildRate = 0.5f;
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private float buildTime;
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private bool run = false;
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private Camera playerCamera;
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private Rigidbody rigidBody;
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public int barricadeMaterials = 10;
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public List<GameObject> weaponList = new List<GameObject>();
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private GameObject createWeapon;
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[HideInInspector]public int selectedWeapon = 0;
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// Start is called before the first frame update
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void Start()
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{
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buildTime = buildRate;
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playerCamera = GetComponentInChildren<Camera>();
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rigidBody = GetComponent<Rigidbody>();
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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// Update is called once per frame
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void Update()
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{
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Move();
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RunSwitch();
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SelectWeapon();
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BuildBlock();
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BuildBarricade();
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}
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void FixedUpdate()
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{
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Rotate();
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}
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void Move()
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{
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rigidBody.MovePosition(
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transform.position +
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(transform.forward * (run ? runSpeed : speed) * Input.GetAxis("Vertical") * Time.deltaTime) +
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(transform.right * (run ? runSpeed : speed) * Input.GetAxis("Horizontal") * Time.deltaTime)
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);
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}
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void Rotate()
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{
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transform.Rotate(new Vector3(0, rotateSpeed * Input.GetAxis("Mouse X") * mouseSensitive * Time.deltaTime, 0));
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if (
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((playerCamera.transform.localEulerAngles.x >= 270 && playerCamera.transform.localEulerAngles.x <= 360) &&
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playerCamera.transform.localEulerAngles.y == 0 &&
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playerCamera.transform.localEulerAngles.z == 0) ||
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((playerCamera.transform.localEulerAngles.x <= 90 && playerCamera.transform.localEulerAngles.x >= 0) &&
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playerCamera.transform.localEulerAngles.y == 0 &&
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playerCamera.transform.localEulerAngles.z == 0)
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) {
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playerCamera.transform.Rotate(new Vector3(rotateSpeed * -Input.GetAxis("Mouse Y") * mouseSensitive * Time.deltaTime, 0, 0));
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} else if (
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((playerCamera.transform.localEulerAngles.x >= 270 && playerCamera.transform.localEulerAngles.x <= 360) &&
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playerCamera.transform.localEulerAngles.y == 180 &&
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playerCamera.transform.localEulerAngles.z == 180)
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) {
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playerCamera.transform.Rotate(new Vector3(rotateSpeed * (-Input.GetAxis("Mouse Y") > 0 ? -Input.GetAxis("Mouse Y") : 0) * mouseSensitive * Time.deltaTime, 0, 0));
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} else if (
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((playerCamera.transform.localEulerAngles.x <= 90 && playerCamera.transform.localEulerAngles.x >= 0) &&
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playerCamera.transform.localEulerAngles.y == 180 &&
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playerCamera.transform.localEulerAngles.z == 180)
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) {
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playerCamera.transform.Rotate(new Vector3(rotateSpeed * (-Input.GetAxis("Mouse Y") < 0 ? -Input.GetAxis("Mouse Y") : 0) * mouseSensitive * Time.deltaTime, 0, 0));
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}
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else
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{
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playerCamera.transform.Rotate(new Vector3(rotateSpeed * -Input.GetAxis("Mouse Y") * mouseSensitive * Time.deltaTime, 0, 0));
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}
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}
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void RunSwitch()
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{
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if (Input.GetAxisRaw("Run") > 0)
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{
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run = true;
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}
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else
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{
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run = false;
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}
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}
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void SelectWeapon()
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{
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if (weaponList.Count > 0)
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{
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if (Input.mouseScrollDelta.y > 0)
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{
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WeaponManager weaponManager = weaponList[selectedWeapon].GetComponent<WeaponManager>();
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if (weaponManager != null && createWeapon != null)
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{
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Destroy(createWeapon);
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}
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if (weaponList.Count > selectedWeapon + 1) {
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selectedWeapon++;
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}
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else
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{
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selectedWeapon = 0;
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}
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}
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else if (Input.mouseScrollDelta.y < 0)
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{
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WeaponManager weaponManager = weaponList[selectedWeapon].GetComponent<WeaponManager>();
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if (weaponManager != null && createWeapon != null)
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{
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Destroy(createWeapon);
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}
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if (selectedWeapon > 0)
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{
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selectedWeapon--;
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}
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else
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{
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selectedWeapon = weaponList.Count - 1;
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}
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}
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WeaponManager weaponManager2 = weaponList[selectedWeapon].GetComponent<WeaponManager>();
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if (weaponManager2 != null && createWeapon == null)
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{
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createWeapon = Instantiate(weaponList[selectedWeapon]) as GameObject;
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createWeapon.transform.parent = playerCamera.transform;
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createWeapon.transform.localPosition = Vector3.zero;
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createWeapon.transform.localEulerAngles = Vector3.zero;
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}
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}
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}
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void BuildBlock ()
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{
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if (Input.GetAxisRaw("Fire1") > 0 && buildTime < Time.time && weaponList.Count > 0)
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{
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Ray ray = playerCamera.ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
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if (Physics.Raycast(ray, out hit, Mathf.Infinity, LayerMask.GetMask("BuildPlace")))
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{
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BlockManager blockManager = weaponList[selectedWeapon].GetComponent<BlockManager>();
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if (blockManager != null) {
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Instantiate(weaponList[selectedWeapon], hit.point, transform.rotation);
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buildTime = buildRate + Time.time;
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}
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}
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}
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}
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void BuildBarricade()
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{
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Ray ray = playerCamera.ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
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if (Physics.Raycast(ray, out hit, 1))
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{
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if (Input.GetAxisRaw("Build") > 0 && buildTime < Time.time && barricadeMaterials > 0 && hit.transform.tag == "BarricadeField")
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{
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BarricadeManager barricadeManager = hit.transform.GetComponent<BarricadeManager>();
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barricadeManager.addPlank();
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//barricadeMaterials--; //než bude jistota že uděláme zbírání materiálu
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buildTime = buildRate + Time.time;
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}
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}
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}
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}
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