Initialisation
@@ -0,0 +1,2 @@
|
|||||||
|
# Auto detect text files and perform LF normalization
|
||||||
|
* text=auto
|
||||||
@@ -0,0 +1,72 @@
|
|||||||
|
# This .gitignore file should be placed at the root of your Unity project directory
|
||||||
|
#
|
||||||
|
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
|
||||||
|
#
|
||||||
|
/[Ll]ibrary/
|
||||||
|
/[Tt]emp/
|
||||||
|
/[Oo]bj/
|
||||||
|
/[Bb]uild/
|
||||||
|
/[Bb]uilds/
|
||||||
|
/[Ll]ogs/
|
||||||
|
/[Uu]ser[Ss]ettings/
|
||||||
|
|
||||||
|
# MemoryCaptures can get excessive in size.
|
||||||
|
# They also could contain extremely sensitive data
|
||||||
|
/[Mm]emoryCaptures/
|
||||||
|
|
||||||
|
# Recordings can get excessive in size
|
||||||
|
/[Rr]ecordings/
|
||||||
|
|
||||||
|
# Uncomment this line if you wish to ignore the asset store tools plugin
|
||||||
|
# /[Aa]ssets/AssetStoreTools*
|
||||||
|
|
||||||
|
# Autogenerated Jetbrains Rider plugin
|
||||||
|
/[Aa]ssets/Plugins/Editor/JetBrains*
|
||||||
|
|
||||||
|
# Visual Studio cache directory
|
||||||
|
.vs/
|
||||||
|
|
||||||
|
# Gradle cache directory
|
||||||
|
.gradle/
|
||||||
|
|
||||||
|
# Autogenerated VS/MD/Consulo solution and project files
|
||||||
|
ExportedObj/
|
||||||
|
.consulo/
|
||||||
|
*.csproj
|
||||||
|
*.unityproj
|
||||||
|
*.sln
|
||||||
|
*.suo
|
||||||
|
*.tmp
|
||||||
|
*.user
|
||||||
|
*.userprefs
|
||||||
|
*.pidb
|
||||||
|
*.booproj
|
||||||
|
*.svd
|
||||||
|
*.pdb
|
||||||
|
*.mdb
|
||||||
|
*.opendb
|
||||||
|
*.VC.db
|
||||||
|
|
||||||
|
# Unity3D generated meta files
|
||||||
|
*.pidb.meta
|
||||||
|
*.pdb.meta
|
||||||
|
*.mdb.meta
|
||||||
|
|
||||||
|
# Unity3D generated file on crash reports
|
||||||
|
sysinfo.txt
|
||||||
|
|
||||||
|
# Builds
|
||||||
|
*.apk
|
||||||
|
*.aab
|
||||||
|
*.unitypackage
|
||||||
|
*.app
|
||||||
|
|
||||||
|
# Crashlytics generated file
|
||||||
|
crashlytics-build.properties
|
||||||
|
|
||||||
|
# Packed Addressables
|
||||||
|
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
|
||||||
|
|
||||||
|
# Temporary auto-generated Android Assets
|
||||||
|
/[Aa]ssets/[Ss]treamingAssets/aa.meta
|
||||||
|
/[Aa]ssets/[Ss]treamingAssets/aa/*
|
||||||
@@ -0,0 +1,5 @@
|
|||||||
|
{
|
||||||
|
"recommendations": [
|
||||||
|
"visualstudiotoolsforunity.vstuc"
|
||||||
|
]
|
||||||
|
}
|
||||||
@@ -0,0 +1,10 @@
|
|||||||
|
{
|
||||||
|
"version": "0.2.0",
|
||||||
|
"configurations": [
|
||||||
|
{
|
||||||
|
"name": "Attach to Unity",
|
||||||
|
"type": "vstuc",
|
||||||
|
"request": "attach"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
@@ -0,0 +1,55 @@
|
|||||||
|
{
|
||||||
|
"files.exclude": {
|
||||||
|
"**/.DS_Store": true,
|
||||||
|
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|
||||||
|
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|
||||||
|
"**/*.booproj": true,
|
||||||
|
"**/*.pidb": true,
|
||||||
|
"**/*.suo": true,
|
||||||
|
"**/*.user": true,
|
||||||
|
"**/*.userprefs": true,
|
||||||
|
"**/*.unityproj": true,
|
||||||
|
"**/*.dll": true,
|
||||||
|
"**/*.exe": true,
|
||||||
|
"**/*.pdf": true,
|
||||||
|
"**/*.mid": true,
|
||||||
|
"**/*.midi": true,
|
||||||
|
"**/*.wav": true,
|
||||||
|
"**/*.gif": true,
|
||||||
|
"**/*.ico": true,
|
||||||
|
"**/*.jpg": true,
|
||||||
|
"**/*.jpeg": true,
|
||||||
|
"**/*.png": true,
|
||||||
|
"**/*.psd": true,
|
||||||
|
"**/*.tga": true,
|
||||||
|
"**/*.tif": true,
|
||||||
|
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|
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|
"**/*.3ds": true,
|
||||||
|
"**/*.3DS": true,
|
||||||
|
"**/*.fbx": true,
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
"**/*.ma": true,
|
||||||
|
"**/*.MA": true,
|
||||||
|
"**/*.obj": true,
|
||||||
|
"**/*.OBJ": true,
|
||||||
|
"**/*.asset": true,
|
||||||
|
"**/*.cubemap": true,
|
||||||
|
"**/*.flare": true,
|
||||||
|
"**/*.mat": true,
|
||||||
|
"**/*.meta": true,
|
||||||
|
"**/*.prefab": true,
|
||||||
|
"**/*.unity": true,
|
||||||
|
"build/": true,
|
||||||
|
"Build/": true,
|
||||||
|
"Library/": true,
|
||||||
|
"library/": true,
|
||||||
|
"obj/": true,
|
||||||
|
"Obj/": true,
|
||||||
|
"ProjectSettings/": true,
|
||||||
|
"temp/": true,
|
||||||
|
"Temp/": true
|
||||||
|
},
|
||||||
|
"dotnet.defaultSolution": "LaserFPS-main.sln"
|
||||||
|
}
|
||||||
@@ -0,0 +1,6 @@
|
|||||||
|
{
|
||||||
|
"version": "1.0",
|
||||||
|
"components": [
|
||||||
|
"Microsoft.VisualStudio.Workload.ManagedGame"
|
||||||
|
]
|
||||||
|
}
|
||||||
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@@ -0,0 +1,62 @@
|
|||||||
|
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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assetBundleName:
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@@ -0,0 +1,35 @@
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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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|
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,49 @@
|
|||||||
|
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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|
|||||||
|
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|
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|
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|
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|
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|
assetBundleName:
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|
assetBundleVariant:
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@@ -0,0 +1,19 @@
|
|||||||
|
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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|
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|
fileFormatVersion: 2
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|
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serializedVersion: 2
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|
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|
executionOrder: 0
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|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,64 @@
|
|||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: eeac6cf62316e154e8041833aa8ddb8b
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,100 @@
|
|||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a856d4d92448044328b28b0f1315a165
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,67 @@
|
|||||||
|
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
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 95c9e3e49d0d42e41a689ce8b7ebc9a6
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,38 @@
|
|||||||
|
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...");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5ca890c0824114cfc9f46a278ac9047d
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,34 @@
|
|||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: cf153d96f04d9fd4c88cf83f44440974
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,23 @@
|
|||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d3a3b4d781303c248916ee87f09485dc
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,76 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using TMPro;
|
||||||
|
using System.Collections;
|
||||||
|
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||||||
|
public class HealthUI : MonoBehaviour
|
||||||
|
{
|
||||||
|
public HealthManager playerHealth;
|
||||||
|
public Image healthFill;
|
||||||
|
public TextMeshProUGUI healthText;
|
||||||
|
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||||||
|
private Coroutine textAnimationCoroutine;
|
||||||
|
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||||||
|
private void Start()
|
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|
{
|
||||||
|
if (playerHealth != null)
|
||||||
|
playerHealth.ChangeEvent.AddListener(OnHealthChanged);
|
||||||
|
|
||||||
|
UpdateHealthBarImmediate();
|
||||||
|
}
|
||||||
|
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||||||
|
private void OnHealthChanged(int amount)
|
||||||
|
{
|
||||||
|
UpdateHealthBarAnimated();
|
||||||
|
}
|
||||||
|
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||||||
|
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)
|
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|
{
|
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|
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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|
}
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}
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