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@@ -0,0 +1,30 @@
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using UnityEngine;
|
||||
|
||||
public class EnemyBulletProjectile : MonoBehaviour
|
||||
{
|
||||
public float speed = 1f;
|
||||
public float damage = 20f;
|
||||
public float timeToLive = 5f;
|
||||
|
||||
float currentTime = 0;
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||||
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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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}
|
||||
|
||||
void Update() {
|
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currentTime += Time.deltaTime;
|
||||
if (currentTime >= timeToLive) Destroy(gameObject);
|
||||
}
|
||||
|
||||
void OnTriggerEnter(Collider other) {
|
||||
if (other.gameObject.CompareTag("Player")) {
|
||||
Player player = other.GetComponent<Player>();
|
||||
player.DealDamage(damage);
|
||||
}
|
||||
Destroy(gameObject);
|
||||
}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 8d7536bbb5cbf394b8ec742b12cb0b87
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@@ -0,0 +1,32 @@
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using UnityEngine;
|
||||
|
||||
public class EyeEnemy : Enemy
|
||||
{
|
||||
public GameObject projectilePrefab;
|
||||
public Transform projectileSpawnPosition;
|
||||
public float attackRange = 10f;
|
||||
public float fireRate = 1f;
|
||||
public float offsetDistance = 1f;
|
||||
|
||||
[SerializeField] float currentDelay = 0;
|
||||
|
||||
[SerializeField] Player target;
|
||||
|
||||
void Start() {
|
||||
target = FindFirstObjectByType<Player>();
|
||||
}
|
||||
|
||||
void Update() {
|
||||
if (fireRate != 0) currentDelay = Mathf.Clamp(currentDelay += Time.deltaTime, 0, 1 / fireRate);
|
||||
Vector3 offset = (target.transform.position - projectileSpawnPosition.position).normalized * offsetDistance;
|
||||
bool doShoot = false;
|
||||
if (Physics.Raycast(projectileSpawnPosition.position + offset, offset, out RaycastHit hit, attackRange)) {
|
||||
if (hit.transform.CompareTag("Player")) doShoot = true;
|
||||
}
|
||||
if (doShoot && (fireRate == 0 || currentDelay >= 1 / fireRate)) {
|
||||
GameObject projectile = Instantiate(projectilePrefab, projectileSpawnPosition.position + offset, transform.rotation);
|
||||
projectile.transform.LookAt(target.transform);
|
||||
currentDelay = 0;
|
||||
}
|
||||
}
|
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}
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@@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
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guid: 48cddee1e4d4837418957a7b4e6315c8
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||||
@@ -3,6 +3,10 @@ using UnityEngine.SceneManagement;
|
||||
|
||||
public class DeployController : MonoBehaviour
|
||||
{
|
||||
public void Start() {
|
||||
GameController.SetCursorState(false);
|
||||
}
|
||||
|
||||
public void Deploy(string sceneName) {
|
||||
LevelInfo level = GameController.i.GetLevel(sceneName);
|
||||
SceneManager.LoadScene(level.scene.name);
|
||||
|
||||
@@ -1,50 +1,114 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
public class GameController : MonoBehaviour
|
||||
{
|
||||
public static GameController i;
|
||||
public SceneAsset deployScene;
|
||||
public List<LevelInfo> levels;
|
||||
public List<EnemyInfo> enemies;
|
||||
public Dictionary<BulletType, int> inventory = new();
|
||||
|
||||
public void Start() {
|
||||
if (i) { Destroy(gameObject); return; }
|
||||
i = gameObject.GetComponent<GameController>();
|
||||
i = GetComponent<GameController>();
|
||||
DontDestroyOnLoad(gameObject);
|
||||
levels = levels.Select(li => {
|
||||
li.hp = li.maxHp;
|
||||
li.enemies = new();
|
||||
return li;
|
||||
}).ToList();
|
||||
levels.ForEach(li => {
|
||||
AddEnemyInLevel(SelectEnemyWeighted().prefab, li.scene.name);
|
||||
});
|
||||
foreach (BulletType i in Enum.GetValues(typeof(BulletType))) {
|
||||
if (i == BulletType.None) continue;
|
||||
inventory[i] = 10;
|
||||
}
|
||||
}
|
||||
|
||||
public Dictionary<GameObject, int> PopEnemies(string sceneName) {
|
||||
LevelInfo li = levels.Find(x => x.scene.name == sceneName);
|
||||
Dictionary<GameObject, int> enemies = li.enemies;
|
||||
Dictionary<GameObject, int> levelEnemies = new(li.enemies);
|
||||
li.enemies.Clear();
|
||||
return enemies;
|
||||
return levelEnemies;
|
||||
}
|
||||
|
||||
public void AddEnemyInLevel(GameObject enemy, string sceneName) {
|
||||
Dictionary<GameObject, int> enemies = levels.Find(x => x.scene.name == sceneName).enemies;
|
||||
if (enemies.ContainsKey(enemy)) enemies[enemy] += 1;
|
||||
else enemies[enemy] = 1;
|
||||
Dictionary<GameObject, int> levelEnemies = levels.Find(x => x.scene.name == sceneName).enemies;
|
||||
if (levelEnemies.ContainsKey(enemy)) levelEnemies[enemy] += 1;
|
||||
else levelEnemies[enemy] = 1;
|
||||
}
|
||||
|
||||
public LevelInfo GetLevel(string sceneName) {
|
||||
return levels.Find(x => x.scene.name == sceneName);
|
||||
}
|
||||
|
||||
public void OnLevelClear(string sceneName, float timeSpent) {
|
||||
|
||||
}
|
||||
|
||||
public void OnLevelFailed(string sceneName, float timeSpent) {
|
||||
|
||||
}
|
||||
|
||||
EnemyInfo SelectEnemyWeighted() {
|
||||
float sumWeights = enemies.Sum(enemy => enemy.weight);
|
||||
float r = Random.Range(0, sumWeights);
|
||||
float curSum = 0;
|
||||
foreach (EnemyInfo en in enemies) {
|
||||
curSum += en.weight;
|
||||
if (curSum >= r) return en;
|
||||
}
|
||||
return enemies[^1];
|
||||
}
|
||||
|
||||
public void LoadDeployScene() {
|
||||
SceneManager.LoadScene(deployScene.name);
|
||||
}
|
||||
|
||||
public static void SetCursorState(bool locked) {
|
||||
Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None;
|
||||
Cursor.visible = !locked;
|
||||
}
|
||||
|
||||
public int GetBulletCount(BulletType bulletType) {
|
||||
return inventory[bulletType];
|
||||
}
|
||||
|
||||
public bool ConsumeBullet(BulletType bulletType, int n = 1) {
|
||||
if (inventory[bulletType] >= n) {
|
||||
inventory[bulletType] -= n;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class LevelInfo {
|
||||
public struct LevelInfo {
|
||||
public SceneAsset scene;
|
||||
public int hp;
|
||||
public int maxHp;
|
||||
public FactoryType factory;
|
||||
public BulletType factory;
|
||||
public Dictionary<GameObject, int> enemies;
|
||||
}
|
||||
|
||||
public enum FactoryType {
|
||||
public enum BulletType {
|
||||
None,
|
||||
Rifle,
|
||||
Rocket,
|
||||
Minigun,
|
||||
Railgun
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public struct EnemyInfo {
|
||||
public GameObject prefab;
|
||||
public float weight;
|
||||
}
|
||||
|
||||
@@ -10,6 +10,7 @@ public class LevelController : MonoBehaviour
|
||||
public List<SpawnPointInfo> spawnPoints;
|
||||
|
||||
List<Enemy> aliveEnemies;
|
||||
float timeSpent = 0;
|
||||
|
||||
public void Start() {
|
||||
aliveEnemies = new List<Enemy>();
|
||||
@@ -20,16 +21,29 @@ public class LevelController : MonoBehaviour
|
||||
enemies[enemy] -= 1;
|
||||
if (enemies[enemy] <= 0) enemies.Remove(enemy);
|
||||
SpawnPointInfo spawnPointInfo = spawnPoints[Random.Range(0, spawnPoints.Count)];
|
||||
Vector2 circle = Random.insideUnitCircle;
|
||||
Vector2 circle = Random.insideUnitCircle * spawnPointInfo.radius;
|
||||
Vector3 spawnVector = spawnPointInfo.transform.position + new Vector3(circle.x, 0, circle.y);
|
||||
Enemy spawnedEnemy = Instantiate(enemy, spawnVector, spawnPointInfo.transform.rotation).GetComponent<Enemy>();
|
||||
aliveEnemies.Add(spawnedEnemy);
|
||||
}
|
||||
}
|
||||
|
||||
public void Update() {
|
||||
if (aliveEnemies.All(enemy => enemy == null)) {
|
||||
GameController.i.OnLevelClear(SceneManager.GetActiveScene().name, timeSpent);
|
||||
GameController.i.LoadDeployScene();
|
||||
}
|
||||
timeSpent += Time.deltaTime;
|
||||
}
|
||||
|
||||
public void OnPlayerDie() {
|
||||
GameController.i.OnLevelFailed(SceneManager.GetActiveScene().name, timeSpent);
|
||||
GameController.i.LoadDeployScene();
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class SpawnPointInfo {
|
||||
public struct SpawnPointInfo {
|
||||
public Transform transform;
|
||||
public float radius;
|
||||
}
|
||||
|
||||
@@ -12,8 +12,7 @@ public class CameraMovement : MonoBehaviour
|
||||
|
||||
void Start() {
|
||||
cam = GetComponentInChildren<Camera>();
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
Cursor.visible = false;
|
||||
GameController.SetCursorState(true);
|
||||
}
|
||||
|
||||
void Update() {
|
||||
|
||||
@@ -2,13 +2,16 @@ using UnityEngine;
|
||||
|
||||
public class GroundDetector : MonoBehaviour
|
||||
{
|
||||
public LayerMask groundMask;
|
||||
public bool onGround { get; private set; } = false;
|
||||
|
||||
void OnTriggerEnter(Collider other) {
|
||||
if (other.CompareTag("Ground")) onGround = true;
|
||||
public void OnTriggerEnter(Collider other) {
|
||||
if ((1 << other.gameObject.layer & groundMask) != 0) onGround = true;
|
||||
// onGround = true;
|
||||
}
|
||||
void OnTriggerStay(Collider other) { OnTriggerEnter(other); }
|
||||
void OnTriggerExit(Collider other) {
|
||||
if (other.CompareTag("Ground")) onGround = false;
|
||||
if ((1 << other.gameObject.layer & groundMask) != 0) onGround = false;
|
||||
// onGround = false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class Player : MonoBehaviour
|
||||
{
|
||||
public float maxHp = 100;
|
||||
|
||||
[SerializeField] float hp;
|
||||
|
||||
void Start() {
|
||||
hp = maxHp;
|
||||
}
|
||||
|
||||
public void DealDamage(float damage) {
|
||||
hp -= damage;
|
||||
if (hp <= 0) {
|
||||
FindAnyObjectByType<LevelController>().OnPlayerDie();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f9b2638aeb16f76429ff062f38f6d0be
|
||||
@@ -10,9 +10,6 @@ public class PlayerMovement : MonoBehaviour
|
||||
[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;
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class Rifle : Weapon
|
||||
{
|
||||
public GameObject projectilePrefab;
|
||||
public Transform spawnPosition;
|
||||
public float fireRate = 3f;
|
||||
|
||||
[SerializeField] float currentDelay = 0;
|
||||
|
||||
public override void Shoot(bool keyDown, bool keyHold) {
|
||||
if (keyHold && (fireRate == 0 || currentDelay >= 1 / fireRate) && GameController.i.ConsumeBullet(BulletType.Rifle)) {
|
||||
Instantiate(projectilePrefab, spawnPosition.position, spawnPosition.rotation);
|
||||
currentDelay = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void Update() {
|
||||
if (fireRate != 0) currentDelay = Mathf.Clamp(currentDelay += Time.deltaTime, 0, 1 / fireRate);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4cc7bc1baad25a9459ee673b6d502363
|
||||
@@ -9,11 +9,12 @@ public class WeaponController : MonoBehaviour
|
||||
|
||||
void Start() {
|
||||
weapons = GetComponentsInChildren<Weapon>();
|
||||
if (weapons.Length > currentWeapon) weapons[currentWeapon].SetWeaponState(true);
|
||||
for (int i = 0; i < weapons.Length; ++i) weapons[i].SetWeaponState(i == currentWeapon);
|
||||
}
|
||||
|
||||
void Update() {
|
||||
ChangeActiveWeapon((currentWeapon + (int)Input.mouseScrollDelta.y) % weapons.Length);
|
||||
if (weapons.Length == 0) return;
|
||||
ChangeActiveWeapon((currentWeapon + (int)Input.mouseScrollDelta.y + weapons.Length) % weapons.Length);
|
||||
CheckButtonsForChangeWeapon();
|
||||
if (Input.GetMouseButton(0) && weapons[currentWeapon].isActive) weapons[currentWeapon].Shoot(Input.GetMouseButtonDown(0), Input.GetMouseButton(0));
|
||||
}
|
||||
@@ -28,7 +29,7 @@ public class WeaponController : MonoBehaviour
|
||||
void ChangeActiveWeapon(int ind) {
|
||||
if (ind < 0 || ind >= weapons.Length || ind == currentWeapon) return;
|
||||
weapons[currentWeapon].SetWeaponState(false);
|
||||
weapons[ind].SetWeaponState(false);
|
||||
weapons[ind].SetWeaponState(true);
|
||||
currentWeapon = ind;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user