Merge pull request #4 from emil28092005/kosmogor

fix: saved scene
This commit is contained in:
Emil Shanaty
2025-03-08 22:52:02 +03:00
committed by GitHub
14 changed files with 556 additions and 3 deletions
+153
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@@ -0,0 +1,153 @@
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+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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using UnityEditor.Embree;
using UnityEngine;
public class Enemy : MonoBehaviour
{
public float hp = 100f;
public void DealDamage(float damage) {
hp -= damage;
if (hp <= 0) Destroy(gameObject);
}
}
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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, transform.rotation);
currentDelay = 0;
}
}
void Update() {
if (fireRate != 0) currentDelay = Mathf.Clamp(currentDelay += Time.deltaTime, 0, 1 / fireRate);
}
}
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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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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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