add: Level and Game controllers base

update: scripts are now in folders
This commit is contained in:
KOSMOGOR
2025-03-17 15:28:10 +03:00
parent b268225372
commit 2869bfdb33
26 changed files with 171 additions and 2 deletions
+30
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using UnityEngine;
public class BulletProjectile : MonoBehaviour
{
public float speed = 1f;
public float damage = 20f;
public float timeToLive = 5f;
float currentTime = 0;
Rigidbody rb;
void Start() {
rb = GetComponent<Rigidbody>();
rb.linearVelocity = transform.forward * speed;
}
void Update() {
currentTime += Time.deltaTime;
if (currentTime >= timeToLive) Destroy(gameObject);
}
void OnTriggerEnter(Collider other) {
if (other.gameObject.CompareTag("Enemy")) {
Enemy enemy = other.GetComponent<Enemy>();
enemy.DealDamage(damage);
}
Destroy(gameObject);
}
}
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fileFormatVersion: 2
guid: e7a451ad0b53e8c0ca82f7ce15114c38
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using UnityEngine;
public class CameraMovement : MonoBehaviour
{
public float horSpeed = 20f;
public float verSpeed = 20f;
public float verUpperBound = 45f;
public float verLowerBound = -45f;
private float verRotation = 0f;
private Camera cam;
void Start() {
cam = GetComponentInChildren<Camera>();
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
void Update() {
float horRotation = Input.GetAxis("Mouse X") * Time.deltaTime * horSpeed;
transform.Rotate(0, horRotation, 0);
verRotation -= Input.GetAxis("Mouse Y") * Time.deltaTime * verSpeed;
verRotation = Mathf.Clamp(verRotation, verLowerBound, verUpperBound);
cam.transform.localEulerAngles = new(verRotation, 0, 0);
}
}
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fileFormatVersion: 2
guid: 1241dd14aac57cb40a0e8493ced10162
+21
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using UnityEngine;
public class Pistol : Weapon
{
public GameObject projectilePrefab;
public Transform spawnPosition;
public float fireRate = 1f;
float currentDelay = 0;
public override void Shoot(bool keyDown, bool keyHold) {
if (keyDown && (fireRate == 0 || currentDelay == 1 / fireRate)) {
Instantiate(projectilePrefab, spawnPosition.position, spawnPosition.rotation);
currentDelay = 0;
}
}
void Update() {
if (fireRate != 0) currentDelay = Mathf.Clamp(currentDelay += Time.deltaTime, 0, 1 / fireRate);
}
}
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fileFormatVersion: 2
guid: 9b5e56940d7855caeb2d584265db0624
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using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[Header("Horizontal movement")]
public float speed = 1f;
public float sprintSpeedMultiplier = 2f;
public float crouchSpeedMultiplier = 0.5f;
public float crouchHeightMultiplier = 0.5f;
[Header("Vertical movement")]
public float jumpForce = 1f;
public float gravityMultiplier = 1f;
public Transform legsPosition;
public float legsRadius = 0.5f;
public LayerMask groundMask;
[Header("Debug info")]
[SerializeField] bool isCrouching = false;
[SerializeField] Vector3 gravityVelocity;
[SerializeField] bool grounded;
CharacterController characterController;
void Start() {
characterController = GetComponent<CharacterController>();
}
void Update() {
grounded = GetOnGround();
HandleCrouching();
HandleMovement();
HandleJumping();
DoGravity();
}
void HandleCrouching() {
if (Input.GetKeyDown(KeyCode.C)) {
isCrouching = !isCrouching;
if (isCrouching) {
characterController.center += Vector3.down * (characterController.height * (1 - crouchHeightMultiplier)) / 2;
characterController.height *= crouchHeightMultiplier;
} else {
characterController.height /= crouchHeightMultiplier;
characterController.center -= Vector3.down * (characterController.height * (1 - crouchHeightMultiplier)) / 2;
}
}
}
void HandleJumping() {
if (Input.GetKey(KeyCode.Space) && grounded) {
gravityVelocity = Vector3.up * (jumpForce * gravityMultiplier);
}
}
void HandleMovement() {
float horInput = Input.GetAxis("Horizontal");
float verInput = Input.GetAxis("Vertical");
Vector3 movementVec = new(horInput, 0, verInput);
movementVec = transform.TransformDirection(movementVec);
movementVec = Vector3.ClampMagnitude(movementVec * speed, speed) * Time.deltaTime;
float modifier = isCrouching ? crouchSpeedMultiplier : Input.GetKey(KeyCode.LeftShift) ? sprintSpeedMultiplier : 1;
characterController.Move(movementVec * modifier);
}
void DoGravity() {
if (grounded && gravityVelocity.y < 0) gravityVelocity = Vector3.zero;
gravityVelocity += Physics.gravity * Time.deltaTime;
characterController.Move(gravityVelocity * (Time.deltaTime * gravityMultiplier));
}
bool GetOnGround() {
return Physics.CheckSphere(legsPosition.position, legsRadius, groundMask);
}
void OnControllerColliderHit(ControllerColliderHit hit) {
hit.gameObject.SendMessage("ReverseOnControllerColliderHit", hit, SendMessageOptions.DontRequireReceiver);
}
}
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fileFormatVersion: 2
guid: ecc089d81c2c4574693f263b2365fdc5
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using UnityEngine;
public abstract class Weapon : MonoBehaviour
{
public bool isActive { get; private set; } = true;
public abstract void Shoot(bool keyDown, bool keyHold);
public void SetWeaponState(bool active) {
isActive = active;
GetComponent<MeshRenderer>().enabled = active;
}
}
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fileFormatVersion: 2
guid: 918a4cc8f96795ab080e3de45b90632c
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using System.Collections.Generic;
using UnityEngine;
public class WeaponController : MonoBehaviour
{
[SerializeField] Weapon[] weapons;
[SerializeField] int currentWeapon = 0;
void Start() {
weapons = GetComponentsInChildren<Weapon>();
for (int i = 0; i < weapons.Length; ++i) {
if (i != currentWeapon) weapons[i].SetWeaponState(false);
}
}
void Update() {
if (Input.GetMouseButton(0) && weapons[currentWeapon].isActive) weapons[currentWeapon].Shoot(Input.GetMouseButtonDown(0), Input.GetMouseButton(0));
}
}
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fileFormatVersion: 2
guid: f3724861d6ef4a112910a3ef14207757