Initialisation

This commit is contained in:
darriyano
2025-04-26 18:30:58 +03:00
commit 6737be11fc
353 changed files with 41379 additions and 0 deletions
Vendored
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using UnityEngine;
using UnityEngine.AI;
[RequireComponent(typeof(NavMeshAgent))]
[RequireComponent(typeof(HealthManager))]
public class EnemyAI : MonoBehaviour
{
private NavMeshAgent agent;
private HealthManager health;
private Renderer rend;
private Transform playerTransform;
void Awake()
{
agent = GetComponent<NavMeshAgent>();
health = GetComponent<HealthManager>();
rend = GetComponent<Renderer>() ?? GetComponentInChildren<Renderer>();
health.DeathEvent.AddListener(OnDeath);
var rb = GetComponent<Rigidbody>();
var playerCol = GameObject.FindWithTag("Player").GetComponent<Collider>();
var selfCol = GetComponent<Collider>();
Physics.IgnoreCollision(playerCol, selfCol);
}
void Start()
{
// Ищем игрока по тэгу “Player” (рекомендуется назначить тег в инспекторе)
GameObject playerObj = GameObject.FindWithTag("Player");
if (playerObj != null)
playerTransform = playerObj.transform;
// Устанавливаем рандомную скорость для NavMeshAgent
if (agent != null)
{
agent.speed = Random.Range(2, 10);
}
}
void Update()
{
// Защита от null
if (playerTransform == null || agent == null)
return;
// Даем команду агенту идти к игроку
agent.SetDestination(playerTransform.position);
// Обновляем цвет по здоровью (ваша логика)
float hpPercent = (float)health.Health / health.MaxHealth;
Color c = new Color(1f, 1f - hpPercent, 1f - hpPercent);
if (rend != null)
rend.material.color = c;
}
private void OnDeath()
{
if (agent != null)
agent.isStopped = true;
Destroy(gameObject);
}
}
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using UnityEngine;
public class EnemyDamageZone : MonoBehaviour
{
[Header("Параметры урона")]
public int minDamageAmount = 5;
public int maxDamageAmount = 30;
public float damageCooldown = 1.0f; // Пауза между ударами
private float lastDamageTime;
private int currentDamage;
private void Start()
{
// При старте задаём случайный урон для этой DamageZone
currentDamage = Random.Range(minDamageAmount, maxDamageAmount + 1);
}
private void OnTriggerStay(Collider other)
{
if (other.CompareTag("Player"))
{
if (Time.time > lastDamageTime + damageCooldown)
{
var playerHealth = other.GetComponent<HealthManager>();
if (playerHealth != null)
{
playerHealth.Hit(currentDamage);
lastDamageTime = Time.time;
Debug.Log("Now HP is: " + playerHealth.Health);
}
}
}
}
}
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using System; // Пространство имён .NET с базовыми типами (не используется напрямую, но часто подключается по умолчанию)
using UnityEngine; // Основное пространство имён Unity — содержит MonoBehaviour, Mathf и пр.
using UnityEngine.Events; // Подключает UnityEvent — систему событий Unity
public class HealthManager : MonoBehaviour // Класс HealthManager, наследник MonoBehaviour, чтобы его можно было вешать на GameObject
{
public int MaxHealth; // Публичное поле — максимальное здоровье, задаётся в инспекторе
public int Health { // Авто-свойство для чтения текущего здоровья извне, скрывая сеттер
get { return health; } // геттер возвращает приватное поле health
private set { health = value; } // приватный сеттер позволяет менять health только внутри этого класса
}
private int health; // Приватное поле, хранящее текущее здоровье
public UnityEvent DeathEvent; // Событие без параметров, вызывается при смерти
public UnityEvent<int> ChangeEvent; // Событие с параметром int, передаёт величину изменения здоровья
private void Awake() // Awake вызывается одним из первых — при создании объекта
{
health = MaxHealth; // Инициализируем текущее здоровье максимальным
}
private void HandleHealth() // Вспомогательный метод для проверки границ и обработки смерти
{
Health = Mathf.Min(MaxHealth, Health); // Если health > MaxHealth, обрезаем до MaxHealth
Health = Mathf.Max(0, Health); // Если health < 0, обрезаем до 0
if (Health == 0) // Если текущее здоровье упало до нуля
Die(); // вызываем метод Die для обработки смерти
}
public void Die() // Метод «смерти»
{
DeathEvent.Invoke(); // Вызываем все слушатели события DeathEvent
}
public void Hit(int amount) // Метод нанесения урона
{
Health -= amount; // Уменьшаем текущие очки здоровья на amount
HandleHealth(); // Корректируем границы и проверяем смерть
ChangeEvent.Invoke(amount); // Уведомляем всех подписчиков о величине изменения (передаём отрицательное число)
}
public void heal(int amount) // Метод лечения
{
Health += amount; // Увеличиваем текущее здоровье на amount
HandleHealth(); // Корректируем границы и проверяем смерть (на случай, если health превысило MaxHealth)
ChangeEvent.Invoke(amount); // Уведомляем всех подписчиков о величине изменения (передаём положительное число)
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HelloWorld : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
Debug.Log("Hello, world!");
}
// Update is called once per frame
void Update()
{
}
}
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using System.Collections; // Подключает пространство имён для базовых коллекций Unity (не используется напрямую, но часто включается по умолчанию)
using System.Collections.Generic; // Подключает пространство имён для обобщённых коллекций (List, Dictionary и т.д.)
using UnityEngine; // Основное пространство имён Unity — всё, что связано с движком и игровыми объектами
public class LaserGun : MonoBehaviour // Объявление класса LaserGun, наследующегося от MonoBehaviour — базового класса всех компонентов Unity
{
//private LineRenderer laserLine; // Закомментированное поле для LineRenderer (если бы вы рисовали лазер линией)
public GameObject laserObject; // Ссылка на объект-луч (например, цилиндр или спрайт), который будет включаться/выключаться
public float laserDuration = 1f; // Время (в секундах), в течение которого лазер остаётся активным (используется, если рисовать корутиной)
public Transform laserOrigin; // Точка (Transform) в пространстве, откуда исходит лазер
public Camera playerCamera; // Камера игрока — нужна, чтобы определить направление выстрела
public float laserRange = 50f; // Максимальная дальность луча
public LayerMask layermask;
void Start() // Метод Start вызывается один раз при активации компонента (перед первым Update)
{
//laserLine = GetComponent<LineRenderer>(); // Если бы вы использовали LineRenderer, тут получили бы его из текущего объекта
}
void Update()
{
if (Input.GetButton("Fire1"))
{
Vector3 rayOrigin = playerCamera.ViewportToWorldPoint(new Vector2(0.5f, 0.5f));
Ray ray = new Ray(rayOrigin, playerCamera.transform.forward);
RaycastHit hit;
Vector3 rayEnd;
Vector3 rayStart = laserOrigin.position;
if (Physics.Raycast(ray, out hit, laserRange, layermask))
{
rayEnd = hit.point;
// Ищем HealthManager только на первом попавшемся объекте
HealthManager health = hit.transform.GetComponent<HealthManager>();
if (health != null && hit.transform.gameObject.tag != "Player")
{
health.Die(); // Убиваем врага
}
}
else
{
rayEnd = rayOrigin + playerCamera.transform.forward * laserRange;
}
Vector3 laserVec = (rayEnd - rayStart);
float laserLength = laserVec.magnitude * 0.5f;
Vector3 laserDirection = (rayEnd - rayStart).normalized;
laserObject.transform.position = rayStart;
laserObject.transform.localScale = new Vector3(0.2f, laserLength, 0.2f);
laserObject.transform.rotation = transform.rotation;
laserObject.SetActive(true);
}
else
{
laserObject.SetActive(false);
}
}
}
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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
[RequireComponent(typeof(Image))]
public class BarClickHighlighter : MonoBehaviour
{
[Header("Настройки кликов")]
[Tooltip("Сколько раз нужно кликнуть ПКМ, чтобы поменять цвет")]
public int clicksThreshold = 6;
[Header("Цвет")]
[Tooltip("Новый цвет после достижения порога")]
public Color highlightColor = new Color32(0xD5, 0x31, 0x31, 0xFF);
[Header("Опции сброса")]
[Tooltip("Сбрасывать счётчик после смены цвета?")]
public bool resetAfterHighlight = true;
[Header("Здоровье игрока при перегреве")]
public HealthManager playerHealth;
public int overheatDamage = 10;
public float damageInterval = 2f;
private int clickCount = 0;
private Image barImage;
private Color originalColor;
private bool isOverheated = false;
private Coroutine overheatDamageCoroutine;
void Awake()
{
barImage = GetComponent<Image>();
originalColor = barImage.color;
}
void Update()
{
if (Input.GetButtonDown("Fire1"))
{
clickCount++;
if (clickCount >= clicksThreshold && !isOverheated)
{
Debug.Log("Threshold reached — changing color!");
HighlightBar();
StartOverheatDamage();
if (resetAfterHighlight)
clickCount = 0;
}
}
}
private void HighlightBar()
{
barImage.color = highlightColor;
}
private IEnumerator ResetColorAfterSeconds(float sec)
{
yield return new WaitForSeconds(sec);
barImage.color = originalColor;
}
private void StartOverheatDamage()
{
isOverheated = true;
overheatDamageCoroutine = StartCoroutine(OverheatDamageCoroutine());
}
private IEnumerator OverheatDamageCoroutine()
{
while (isOverheated)
{
if (playerHealth != null)
{
playerHealth.Hit(overheatDamage);
}
yield return new WaitForSeconds(damageInterval);
}
}
public void ResetOverheat()
{
clickCount = 0;
isOverheated = false;
if (overheatDamageCoroutine != null)
{
StopCoroutine(overheatDamageCoroutine);
overheatDamageCoroutine = null;
}
if (barImage != null)
{
barImage.color = originalColor;
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public HealthManager health;
private CharacterController cc;
private Rigidbody rb;
public Transform cameraTransform;
public float sensitivity = 100.0f;
public float walkSpeed = 8.0f;
public float sprintSpeed = 16.0f;
public float gravity = 1f;
void Start()
{
health = GetComponent<HealthManager>();
if (health != null)
health.DeathEvent.AddListener(OnDeath);
cc = GetComponent<CharacterController>();
rb = GetComponent<Rigidbody>();
}
void Update()
{
// lock the cursor
Cursor.lockState = CursorLockMode.Locked;
// rotate the camera
Vector3 rotation = new Vector3(-Input.GetAxis("Mouse Y"), Input.GetAxis("Mouse X"), 0);
rotation *= sensitivity;
//cameraTransform.eulerAngles += rotation * Time.deltaTime;
transform.eulerAngles = new Vector3(transform.eulerAngles.x, transform.eulerAngles.y + rotation.y * Time.deltaTime, 0);
cameraTransform.eulerAngles = new Vector3(cameraTransform.eulerAngles.x + rotation.x * Time.deltaTime, transform.eulerAngles.y, 0);
// get rid of the z tilt
//cameraTransform.eulerAngles = new Vector3(cameraTransform.eulerAngles.x, 0, 0);
// walking/sprinting logic
float moveSpeed = Input.GetKey(KeyCode.LeftShift) ? sprintSpeed : walkSpeed;
Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"))/*.normalized*/ * moveSpeed;
// make it relative to the camera rotation
movement = Quaternion.Euler(0, cameraTransform.eulerAngles.y, 0) * movement;
// apply the speed
//transform.position += movement * Time.deltaTime;
cc.Move(movement * Time.deltaTime);
cc.Move(new Vector3(0f, -gravity * Time.deltaTime, 0f));
}
public void OnDeath()
{
Debug.Log("player died");
Destroy(gameObject); // уничтожить игрока
}
}
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using UnityEngine;
public class PlayerOverheatReset : MonoBehaviour
{
public BarClickHighlighter overheatScript;
public HealthManager healthManager;
public int healAmount = 20;
public float healCooldown = 5f; // Кулдаун между лечениями (в секундах)
private float lastHealTime = -Mathf.Infinity;
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Platform"))
{
if (Time.time >= lastHealTime + healCooldown)
{
Debug.Log("ON A PLATFORM — Healed!");
if (overheatScript != null)
{
overheatScript.ResetOverheat();
}
if (healthManager != null)
{
healthManager.heal(healAmount);
}
lastHealTime = Time.time; // Обновляем момент последнего лечения
}
else
{
Debug.Log("Platform on cooldown...");
}
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RotationComplex : MonoBehaviour
{
public Transform origin;
public float radius = 1.0f;
public float rotateInterval = 10f;
public float tShift = 0.0f;
public float wave = 0.3f;
public float waveInterval = 2f;
private float rotation;
private float t = 0f;
private float waveY;
// Start is called before the first frame update
void Start()
{
t = tShift;
}
// Update is called once per frame
void Update()
{
t += Time.deltaTime;
rotation = (t / rotateInterval) * 360f;
waveY = Mathf.Sin(t / waveInterval) * wave;
transform.position = origin.position + Quaternion.Euler(0f, rotation, 0f) * (origin.forward * radius) + new Vector3(0f, waveY, 0f);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RotationSimple : MonoBehaviour
{
public float interval = 10f;
private float t;
// Start is called before the first frame update
void Start()
{
t = 0f;
}
// Update is called once per frame
void Update()
{
t += Time.deltaTime;
float rotation = t / interval * 360f;
transform.rotation = Quaternion.Euler(0f, rotation, 0f);
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using UnityEngine;
using UnityEngine.UI;
using TMPro;
using System.Collections;
public class HealthUI : MonoBehaviour
{
public HealthManager playerHealth;
public Image healthFill;
public TextMeshProUGUI healthText;
private Coroutine textAnimationCoroutine;
private void Start()
{
if (playerHealth != null)
playerHealth.ChangeEvent.AddListener(OnHealthChanged);
UpdateHealthBarImmediate();
}
private void OnHealthChanged(int amount)
{
UpdateHealthBarAnimated();
}
private void UpdateHealthBarImmediate()
{
if (healthFill != null && playerHealth != null)
{
healthFill.fillAmount = (float)playerHealth.Health / playerHealth.MaxHealth;
}
if (healthText != null && playerHealth != null)
{
healthText.text = $"{playerHealth.Health} / {playerHealth.MaxHealth}";
}
}
private void UpdateHealthBarAnimated()
{
if (healthFill != null && playerHealth != null)
{
healthFill.fillAmount = (float)playerHealth.Health / playerHealth.MaxHealth;
}
if (healthText != null && playerHealth != null)
{
if (textAnimationCoroutine != null)
StopCoroutine(textAnimationCoroutine);
textAnimationCoroutine = StartCoroutine(AnimateHealthText());
}
}
private IEnumerator AnimateHealthText()
{
int displayedHealth = int.Parse(healthText.text.Split('/')[0].Trim()); // Текущее число на экране
int targetHealth = playerHealth.Health; // Реальное здоровье
float duration = 0.3f; // длительность анимации
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
int currentHealth = Mathf.RoundToInt(Mathf.Lerp(displayedHealth, targetHealth, t));
healthText.text = $"{currentHealth} / {playerHealth.MaxHealth}";
yield return null;
}
// в конце выставляем точно правильное значение
healthText.text = $"{playerHealth.Health} / {playerHealth.MaxHealth}";
}
}
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