add: pistol weapon and enemy
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using UnityEngine;
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public class BulletProjectile : MonoBehaviour
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{
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public float speed = 1f;
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public float damage = 20f;
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public float timeToLive = 5f;
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float currentTime = 0;
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Rigidbody rb;
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void Start() {
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rb = GetComponent<Rigidbody>();
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rb.linearVelocity = transform.forward * speed;
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}
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void Update() {
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currentTime += Time.deltaTime;
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if (currentTime >= timeToLive) Destroy(gameObject);
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}
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void OnTriggerEnter(Collider other) {
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if (other.gameObject.CompareTag("Enemy")) {
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Enemy enemy = other.GetComponent<Enemy>();
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enemy.DealDamage(damage);
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}
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Destroy(gameObject);
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: e7a451ad0b53e8c0ca82f7ce15114c38
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@@ -0,0 +1,12 @@
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using UnityEditor.Embree;
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using UnityEngine;
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public class Enemy : MonoBehaviour
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{
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public float hp = 100f;
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public void DealDamage(float damage) {
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hp -= damage;
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if (hp <= 0) Destroy(gameObject);
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 46894d927b8e6654487b876457ca8974
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@@ -0,0 +1,21 @@
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using UnityEngine;
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public class Pistol : Weapon
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{
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public GameObject projectilePrefab;
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public Transform spawnPosition;
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public float fireRate = 1f;
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float currentDelay = 0;
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public override void Shoot(bool keyDown, bool keyHold) {
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if (keyDown && (fireRate == 0 || currentDelay == 1 / fireRate)) {
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Instantiate(projectilePrefab, spawnPosition.position, transform.rotation);
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currentDelay = 0;
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}
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}
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void Update() {
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if (fireRate != 0) currentDelay = Mathf.Clamp(currentDelay += Time.deltaTime, 0, 1 / fireRate);
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 9b5e56940d7855caeb2d584265db0624
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@@ -0,0 +1,13 @@
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using UnityEngine;
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public abstract class Weapon : MonoBehaviour
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{
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public bool isActive { get; private set; } = true;
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public abstract void Shoot(bool keyDown, bool keyHold);
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public void SetWeaponState(bool active) {
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isActive = active;
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GetComponent<MeshRenderer>().enabled = active;
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 918a4cc8f96795ab080e3de45b90632c
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@@ -0,0 +1,19 @@
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using System.Collections.Generic;
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using UnityEngine;
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public class WeaponController : MonoBehaviour
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{
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[SerializeField] Weapon[] weapons;
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[SerializeField] int currentWeapon = 0;
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void Start() {
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weapons = GetComponentsInChildren<Weapon>();
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for (int i = 0; i < weapons.Length; ++i) {
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if (i != currentWeapon) weapons[i].SetWeaponState(false);
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}
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}
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void Update() {
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if (Input.GetMouseButton(0) && weapons[currentWeapon].isActive) weapons[currentWeapon].Shoot(Input.GetMouseButtonDown(0), Input.GetMouseButton(0));
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: f3724861d6ef4a112910a3ef14207757
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