making ui and end
This commit is contained in:
parent
398d3dd6da
commit
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@ -1,5 +1,24 @@
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|
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|
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|
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|
File diff suppressed because it is too large
Load diff
|
@ -15,23 +15,26 @@ void OnCollisionEnter(Collision other)
|
||||||
{
|
{
|
||||||
GameManager.instance.damagePlayer(damage);
|
GameManager.instance.damagePlayer(damage);
|
||||||
}
|
}
|
||||||
else if(other.transform.tag=="enemy")
|
else if (other.transform.tag == "enemy")
|
||||||
{
|
{
|
||||||
other.transform.GetComponent<EnemyAi>().health-=damage;
|
other.transform.GetComponent<EnemyAi>().health -= damage;
|
||||||
if(other.transform.GetComponent<EnemyAi>().health<=0)
|
if (other.transform.GetComponent<EnemyAi>().health <= 0)
|
||||||
{
|
{
|
||||||
Destroy(other.gameObject);
|
Destroy(other.gameObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
killBullet();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
lifespan-=Time.deltaTime;
|
lifespan -= Time.deltaTime;
|
||||||
if(lifespan<=0)
|
if (lifespan <= 0)
|
||||||
{
|
{
|
||||||
killBullet();
|
killBullet();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void killBullet()
|
public void killBullet()
|
||||||
{
|
{
|
||||||
Destroy(gameObject);
|
Destroy(gameObject);
|
||||||
|
|
|
@ -1,6 +1,8 @@
|
||||||
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Dynamic;
|
using System.Dynamic;
|
||||||
|
using TMPro;
|
||||||
using Unity.VisualScripting;
|
using Unity.VisualScripting;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
@ -20,67 +22,133 @@ public class CharacterControl : MonoBehaviour
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private GameObject hand;
|
private GameObject hand;
|
||||||
|
public TextMeshProUGUI tooltips;
|
||||||
|
private Pickable newPickable;
|
||||||
|
public bool active;
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
bool Raycast = Physics.Raycast(
|
if (active)
|
||||||
playerCamera.position,
|
|
||||||
playerCamera.TransformDirection(Vector3.forward),
|
|
||||||
out hitInfo,
|
|
||||||
seeDistance
|
|
||||||
);
|
|
||||||
Debug.DrawRay(
|
|
||||||
playerCamera.position,
|
|
||||||
playerCamera.TransformDirection(Vector3.forward) * seeDistance,
|
|
||||||
Color.green
|
|
||||||
);
|
|
||||||
if (Raycast)
|
|
||||||
{
|
{
|
||||||
Debug.Log(hitInfo.transform.name);
|
bool Raycast = Physics.Raycast(
|
||||||
if (hitInfo.transform.TryGetComponent<Interactable>(out curretInteractable)) { }
|
playerCamera.position,
|
||||||
|
playerCamera.TransformDirection(Vector3.forward),
|
||||||
|
out hitInfo,
|
||||||
|
seeDistance
|
||||||
|
);
|
||||||
|
Debug.DrawRay(
|
||||||
|
playerCamera.position,
|
||||||
|
playerCamera.TransformDirection(Vector3.forward) * seeDistance,
|
||||||
|
Color.green
|
||||||
|
);
|
||||||
|
if (Raycast)
|
||||||
|
{
|
||||||
|
if (tooltips == null)
|
||||||
|
{
|
||||||
|
tooltips = GameObject.Find("toolTips").GetComponent<TextMeshProUGUI>();
|
||||||
|
}
|
||||||
|
Debug.Log(hitInfo.transform.name);
|
||||||
|
if (hitInfo.transform.TryGetComponent<Interactable>(out curretInteractable))
|
||||||
|
{
|
||||||
|
if (curretInteractable.tag == "door")
|
||||||
|
{
|
||||||
|
if (curretInteractable.name=="doorSlide"&&!GameManager.instance.petrolCollected
|
||||||
|
&& !GameManager.instance.gotGenerator)
|
||||||
|
{
|
||||||
|
tooltips.text = "get the Generator and Petrol to power the ship";
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
tooltips.text = "Press [e] to open door";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (curretInteractable.name == "petrol")
|
||||||
|
{
|
||||||
|
if (!GameManager.instance.petrolCollected)
|
||||||
|
{
|
||||||
|
tooltips.text = "Press [e] to pump petrol";
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
tooltips.text = "petrol Collected";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (curretInteractable.TryGetComponent<Pickable>(out newPickable))
|
||||||
|
{
|
||||||
|
if (handsFull)
|
||||||
|
{
|
||||||
|
tooltips.text = "hands are full drop item using [g]";
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
tooltips.text = "Press [e] to Pick up";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (curretInteractable.tag == "collectable")
|
||||||
|
{
|
||||||
|
tooltips.text = "press [e] to collect";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
curretInteractable = null;
|
||||||
|
CurrentGun = null;
|
||||||
|
tooltips.text = "";
|
||||||
|
}
|
||||||
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
curretInteractable = null;
|
curretInteractable = null;
|
||||||
|
CurrentGun = null;
|
||||||
|
|
||||||
|
tooltips.text = "";
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
|
||||||
{
|
|
||||||
curretInteractable = null;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnInteract()
|
void OnInteract()
|
||||||
{
|
{
|
||||||
if (curretInteractable != null)
|
if (curretInteractable != null)
|
||||||
{
|
{
|
||||||
curretInteractable.Interact();
|
if (!handsFull && curretInteractable.TryGetComponent<GunPickable>(out CurrentGun))
|
||||||
if (curretInteractable.TryGetComponent<GunPickable>(out CurrentGun))
|
|
||||||
{
|
{
|
||||||
holdingGun = CurrentGun.gameObject;
|
holdingGun = CurrentGun.gameObject;
|
||||||
|
handsFull = true;
|
||||||
|
curretInteractable.Interact();
|
||||||
|
}
|
||||||
|
else if (!curretInteractable.TryGetComponent<GunPickable>(out CurrentGun))
|
||||||
|
{
|
||||||
|
curretInteractable.Interact();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnShoot()
|
void OnShoot()
|
||||||
{
|
{
|
||||||
Debug.Log("Shoot");
|
Debug.Log("Shoot");
|
||||||
if (CurrentGun != null)
|
if (holdingGun != null)
|
||||||
{
|
{
|
||||||
CurrentGun.GetComponent<Gun>().Shoot();
|
holdingGun.GetComponent<Gun>().Shoot();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnReload()
|
void OnReload()
|
||||||
{
|
{
|
||||||
if (CurrentGun != null)
|
if (holdingGun != null)
|
||||||
{
|
{
|
||||||
CurrentGun.GetComponent<Gun>().Reload();
|
holdingGun.GetComponent<Gun>().Reload();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnDrop()
|
void OnDrop()
|
||||||
{
|
{
|
||||||
CurrentGun.transform.GetComponent<Pickable>().Drop();
|
holdingGun.transform.GetComponent<Pickable>().Drop();
|
||||||
|
holdingGun = null;
|
||||||
|
handsFull = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnPause()
|
||||||
|
{
|
||||||
|
GameManager.instance.Pause();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -3,6 +3,8 @@
|
||||||
using System.Diagnostics.CodeAnalysis;
|
using System.Diagnostics.CodeAnalysis;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.AI;
|
using UnityEngine.AI;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
|
||||||
public class EnemyAi : MonoBehaviour
|
public class EnemyAi : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
@ -23,8 +25,13 @@ public class EnemyAi : MonoBehaviour
|
||||||
private bool playerInSightRange;
|
private bool playerInSightRange;
|
||||||
private bool playerInAttackRange;
|
private bool playerInAttackRange;
|
||||||
public GameObject gun;
|
public GameObject gun;
|
||||||
|
private Slider healthbar;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
healthbar=GetComponentInChildren<Slider>();
|
||||||
|
healthbar.maxValue=health;
|
||||||
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
@ -47,6 +54,7 @@ void Update()
|
||||||
{
|
{
|
||||||
player=GameObject.Find("PlayerCapsule").transform;
|
player=GameObject.Find("PlayerCapsule").transform;
|
||||||
}
|
}
|
||||||
|
healthbar.value=health;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Patrol()
|
private void Patrol()
|
||||||
|
|
|
@ -1,6 +1,12 @@
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using Unity.PlasticSCM.Editor.WebApi;
|
||||||
|
using Unity.VisualScripting;
|
||||||
|
using UnityEditor.SearchService;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.Audio;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
public class GameManager : MonoBehaviour
|
public class GameManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
@ -19,11 +25,105 @@ void Awake()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
setmaster();
|
||||||
|
setMusic();
|
||||||
|
setSFX();
|
||||||
|
}
|
||||||
|
|
||||||
public int playerHealth = 100;
|
public int playerHealth = 100;
|
||||||
public bool petrolCollected;
|
public bool petrolCollected;
|
||||||
public bool gotGenerator;
|
public bool gotGenerator;
|
||||||
|
public bool paused = false;
|
||||||
|
public AudioClip bang;
|
||||||
|
public AudioClip reload1;
|
||||||
|
public AudioClip reload2;
|
||||||
|
|
||||||
|
public AudioClip handling;
|
||||||
|
public Slider masterSlider;
|
||||||
|
public Slider musicSlider;
|
||||||
|
public Slider sfxSlider;
|
||||||
|
public AudioMixer mixer;
|
||||||
|
public GameObject optionsScreeen;
|
||||||
|
bool Options;
|
||||||
|
public GameObject start;
|
||||||
|
public GameObject pauseMenu;
|
||||||
|
public GameObject endScreen;
|
||||||
|
|
||||||
|
public void Pause()
|
||||||
|
{
|
||||||
|
if (!paused)
|
||||||
|
{
|
||||||
|
pauseMenu.SetActive(true);
|
||||||
|
Time.timeScale = 0f;
|
||||||
|
Cursor.visible = true;
|
||||||
|
Cursor.lockState = CursorLockMode.Confined;
|
||||||
|
GameObject.Find("hand position").GetComponentInChildren<Gun>().readyToShot = false;
|
||||||
|
paused = true;
|
||||||
|
}
|
||||||
|
else if (paused)
|
||||||
|
{
|
||||||
|
pauseMenu.SetActive(false);
|
||||||
|
Time.timeScale = 1f;
|
||||||
|
Cursor.visible = false;
|
||||||
|
Cursor.lockState = CursorLockMode.Locked;
|
||||||
|
GameObject.Find("hand position").GetComponentInChildren<Gun>().readyToShot = true;
|
||||||
|
paused = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Exit()
|
||||||
|
{
|
||||||
|
Application.Quit();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void endGame()
|
||||||
|
{
|
||||||
|
endScreen.SetActive(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Play()
|
||||||
|
{
|
||||||
|
Time.timeScale = 1f;
|
||||||
|
pauseMenu.SetActive(false);
|
||||||
|
start.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void options()
|
||||||
|
{
|
||||||
|
if (Options)
|
||||||
|
{
|
||||||
|
optionsScreeen.SetActive(false);
|
||||||
|
Options = false;
|
||||||
|
}
|
||||||
|
else if (!Options)
|
||||||
|
{
|
||||||
|
optionsScreeen.SetActive(true);
|
||||||
|
Options = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void damagePlayer(int damage)
|
public void damagePlayer(int damage)
|
||||||
{
|
{
|
||||||
playerHealth -= damage;
|
playerHealth -= damage;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void setmaster()
|
||||||
|
{
|
||||||
|
float volume = masterSlider.value;
|
||||||
|
mixer.SetFloat("master", Mathf.Log10(volume) * 20);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void setMusic()
|
||||||
|
{
|
||||||
|
float volume = musicSlider.value;
|
||||||
|
mixer.SetFloat("music", Mathf.Log10(volume) * 20);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void setSFX()
|
||||||
|
{
|
||||||
|
float volume = sfxSlider.value;
|
||||||
|
mixer.SetFloat("sfx", Mathf.Log10(volume) * 20);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,12 +1,16 @@
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using TMPro;
|
||||||
|
|
||||||
public class Generator : Interactable
|
public class Generator : Interactable
|
||||||
{
|
{
|
||||||
|
public AudioClip Source;
|
||||||
public override void Interact()
|
public override void Interact()
|
||||||
{
|
{
|
||||||
GameManager.instance.gotGenerator = true;
|
GameManager.instance.gotGenerator = true;
|
||||||
|
GameObject.Find("GeneratorObjective").GetComponent<TextMeshProUGUI>().color = Color.green;
|
||||||
|
AudioSource.PlayClipAtPoint(Source,transform.position,1f);
|
||||||
base.Interact();
|
base.Interact();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -25,7 +25,7 @@ public class Gun : MonoBehaviour
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private bool reloading;
|
private bool reloading;
|
||||||
private bool shooting;
|
private bool shooting;
|
||||||
private bool readyToShot;
|
public bool readyToShot;
|
||||||
private int bulletsLeft;
|
private int bulletsLeft;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -39,6 +39,7 @@ public class Gun : MonoBehaviour
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private GameObject mag;
|
private GameObject mag;
|
||||||
|
public AudioSource source;
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
|
@ -62,6 +63,7 @@ public void Shoot()
|
||||||
{
|
{
|
||||||
targetPoint = ray.GetPoint(150);
|
targetPoint = ray.GetPoint(150);
|
||||||
}
|
}
|
||||||
|
source.PlayOneShot(GameManager.instance.bang);
|
||||||
|
|
||||||
Vector3 direction = targetPoint - bulletSpawn.position;
|
Vector3 direction = targetPoint - bulletSpawn.position;
|
||||||
GameObject currentBullet = Instantiate(
|
GameObject currentBullet = Instantiate(
|
||||||
|
@ -89,10 +91,15 @@ void Update()
|
||||||
{
|
{
|
||||||
Reload();
|
Reload();
|
||||||
}
|
}
|
||||||
if(fpsCam==null)
|
if (fpsCam == null)
|
||||||
{
|
{
|
||||||
fpsCam=GameObject.Find("MainCamera").GetComponent<Camera>();
|
fpsCam = GameObject.Find("MainCamera").GetComponent<Camera>();
|
||||||
}
|
}
|
||||||
|
if (bulletCounter == null)
|
||||||
|
{
|
||||||
|
bulletCounter = GameObject.Find("bullet counter").GetComponent<TextMeshProUGUI>();
|
||||||
|
}
|
||||||
|
bulletCounter.text = magSize.ToString() + "/" + bulletsLeft.ToString();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void ResetShot()
|
private void ResetShot()
|
||||||
|
@ -111,6 +118,7 @@ public void Reload()
|
||||||
readyToShot = false;
|
readyToShot = false;
|
||||||
Invoke("Reloaded", reloadTime);
|
Invoke("Reloaded", reloadTime);
|
||||||
mag.SetActive(false);
|
mag.SetActive(false);
|
||||||
|
source.PlayOneShot(GameManager.instance.reload1);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -120,6 +128,6 @@ void Reloaded()
|
||||||
readyToShot = true;
|
readyToShot = true;
|
||||||
bulletsLeft = magSize;
|
bulletsLeft = magSize;
|
||||||
mag.SetActive(true);
|
mag.SetActive(true);
|
||||||
|
source.PlayOneShot(GameManager.instance.reload2);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,5 +1,6 @@
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using TMPro;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class GunPickable : Pickable
|
public class GunPickable : Pickable
|
||||||
|
@ -16,6 +17,7 @@ public override void Interact()
|
||||||
{
|
{
|
||||||
base.Interact();
|
base.Interact();
|
||||||
gameObject.GetComponent<Gun>().enabled = true;
|
gameObject.GetComponent<Gun>().enabled = true;
|
||||||
|
gameObject.GetComponent<AudioSource>().PlayOneShot(GameManager.instance.handling);
|
||||||
InHand = true;
|
InHand = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -23,6 +25,7 @@ public override void Drop()
|
||||||
{
|
{
|
||||||
base.Drop();
|
base.Drop();
|
||||||
gameObject.GetComponent<Gun>().enabled = false;
|
gameObject.GetComponent<Gun>().enabled = false;
|
||||||
|
GameObject.Find("bullet counter").GetComponent<TextMeshProUGUI>().text="";
|
||||||
InHand = false;
|
InHand = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
20
Assets/Scripts/Healthbar.cs
Normal file
20
Assets/Scripts/Healthbar.cs
Normal file
|
@ -0,0 +1,20 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class Healthbar : MonoBehaviour
|
||||||
|
{
|
||||||
|
public Slider slider;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
slider.maxValue = GameManager.instance.playerHealth;
|
||||||
|
slider.value = GameManager.instance.playerHealth;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Update()
|
||||||
|
{
|
||||||
|
slider.value = GameManager.instance.playerHealth;
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Healthbar.cs.meta
Normal file
11
Assets/Scripts/Healthbar.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7c4d4aabf0f26df44974e699a140f433
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -1,7 +1,9 @@
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using TMPro;
|
||||||
using Unity.VisualScripting;
|
using Unity.VisualScripting;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
public class Petrol : Interactable
|
public class Petrol : Interactable
|
||||||
{
|
{
|
||||||
|
@ -9,46 +11,63 @@ public class Petrol : Interactable
|
||||||
public bool collecting;
|
public bool collecting;
|
||||||
public bool looking;
|
public bool looking;
|
||||||
public int damagePerSecond;
|
public int damagePerSecond;
|
||||||
|
public Slider slider;
|
||||||
|
|
||||||
float currentTime;
|
float currentTime;
|
||||||
GameObject player;
|
GameObject player;
|
||||||
bool damaged;
|
bool damaged;
|
||||||
float time;
|
float time;
|
||||||
|
public AudioSource source;
|
||||||
|
|
||||||
public override void Interact()
|
public override void Interact()
|
||||||
{
|
{
|
||||||
collecting = true;
|
collecting = true;
|
||||||
|
source.Play();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
slider.value = 0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{ if(player==null)
|
{
|
||||||
|
if (player == null)
|
||||||
{
|
{
|
||||||
player=PlayerDontDie.instance.transform.GetChild(2).gameObject;
|
player = PlayerDontDie.instance.transform.GetChild(2).gameObject;
|
||||||
}
|
}
|
||||||
if (collecting == true && looking == true)
|
if (slider == null)
|
||||||
{
|
{
|
||||||
Debug.Log("collecting");
|
slider = GameObject.Find("PetrolSlider").GetComponent<Slider>();
|
||||||
currentTime += Time.deltaTime;
|
|
||||||
if (currentTime >= collectionTime)
|
|
||||||
{
|
|
||||||
GameManager.instance.petrolCollected = true;
|
|
||||||
Debug.Log("CollectedPetrol");
|
|
||||||
collecting=false;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
if (
|
if (
|
||||||
player.GetComponent<CharacterControl>().hitInfo.transform.name != null
|
player.GetComponent<CharacterControl>().hitInfo.transform.name != null
|
||||||
&& player.GetComponent<CharacterControl>().hitInfo.transform.name == "petrol"
|
&& player.GetComponent<CharacterControl>().hitInfo.transform.name == "petrol"
|
||||||
|
&& collecting
|
||||||
)
|
)
|
||||||
{
|
{
|
||||||
looking = true;
|
looking = true;
|
||||||
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
looking = false;
|
looking = false;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (collecting == true && looking == true)
|
||||||
|
{
|
||||||
|
Debug.Log("collecting");
|
||||||
|
currentTime += Time.deltaTime;
|
||||||
|
slider.value = currentTime;
|
||||||
|
if (currentTime >= collectionTime)
|
||||||
|
{
|
||||||
|
GameManager.instance.petrolCollected = true;
|
||||||
|
GameObject.Find("PetrolObjective").GetComponent<TextMeshProUGUI>().color =Color.green;
|
||||||
|
source.Stop();
|
||||||
|
collecting = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnTriggerStay(Collider other)
|
void OnTriggerStay(Collider other)
|
||||||
|
|
|
@ -41,9 +41,6 @@ public virtual void Update()
|
||||||
|
|
||||||
public override void Interact()
|
public override void Interact()
|
||||||
{
|
{
|
||||||
if(CharacterControl.handsFull == false)
|
|
||||||
{
|
|
||||||
CharacterControl.handsFull = true;
|
|
||||||
rb.isKinematic = true;
|
rb.isKinematic = true;
|
||||||
gameObject.GetComponent<BoxCollider>().isTrigger = true;
|
gameObject.GetComponent<BoxCollider>().isTrigger = true;
|
||||||
transform.SetParent(HandPosition);
|
transform.SetParent(HandPosition);
|
||||||
|
@ -52,13 +49,10 @@ public override void Interact()
|
||||||
transform.localScale = Vector3.one;
|
transform.localScale = Vector3.one;
|
||||||
|
|
||||||
Debug.Log("Picked up");
|
Debug.Log("Picked up");
|
||||||
}
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public virtual void Drop()
|
public virtual void Drop()
|
||||||
{
|
{
|
||||||
CharacterControl.handsFull = false;
|
|
||||||
rb.isKinematic = false;
|
rb.isKinematic = false;
|
||||||
gameObject.GetComponent<BoxCollider>().isTrigger = false;
|
gameObject.GetComponent<BoxCollider>().isTrigger = false;
|
||||||
transform.SetParent(null);
|
transform.SetParent(null);
|
||||||
|
|
|
@ -5,21 +5,25 @@
|
||||||
public class SpaceshipDoor : Interactable
|
public class SpaceshipDoor : Interactable
|
||||||
{
|
{
|
||||||
bool IsOpen = false;
|
bool IsOpen = false;
|
||||||
|
public AudioSource source;
|
||||||
|
|
||||||
public override void Interact()
|
public override void Interact()
|
||||||
{
|
{
|
||||||
if (!IsOpen)
|
if (!IsOpen)
|
||||||
{
|
{
|
||||||
Vector3 currentRotation = transform.eulerAngles;
|
source.Play();
|
||||||
currentRotation.z += 115;
|
Vector3 currentRotation = transform.eulerAngles;
|
||||||
transform.eulerAngles = currentRotation;
|
currentRotation.z += 115;
|
||||||
IsOpen = true;
|
transform.eulerAngles = currentRotation;
|
||||||
}
|
IsOpen = true;
|
||||||
else
|
}
|
||||||
{
|
else
|
||||||
Vector3 currentRotation = transform.eulerAngles;
|
{
|
||||||
currentRotation.z -= 115;
|
source.Play();
|
||||||
transform.eulerAngles = currentRotation;
|
Vector3 currentRotation = transform.eulerAngles;
|
||||||
IsOpen = false;
|
currentRotation.z -= 115;
|
||||||
}
|
transform.eulerAngles = currentRotation;
|
||||||
|
IsOpen = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
28
Assets/Scripts/Start.cs
Normal file
28
Assets/Scripts/Start.cs
Normal file
|
@ -0,0 +1,28 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class StartUI : MonoBehaviour
|
||||||
|
{
|
||||||
|
public GameObject startUI;
|
||||||
|
GameObject player;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
player = GameObject.Find("PlayerCapsule");
|
||||||
|
player.GetComponent<CharacterControl>().active=false;
|
||||||
|
Time.timeScale = 0f;
|
||||||
|
Cursor.visible = true;
|
||||||
|
Cursor.lockState = CursorLockMode.Confined;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void onStartGame()
|
||||||
|
{
|
||||||
|
player.GetComponent<CharacterControl>().active=true;
|
||||||
|
|
||||||
|
Time.timeScale = 1f;
|
||||||
|
Cursor.visible = false;
|
||||||
|
Cursor.lockState = CursorLockMode.Locked;
|
||||||
|
startUI.SetActive(false);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Start.cs.meta
Normal file
11
Assets/Scripts/Start.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5e33e138802cca6429d8922208cd864e
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -37,6 +37,7 @@ public class enemyGun : MonoBehaviour
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private GameObject mag;
|
private GameObject mag;
|
||||||
|
public AudioSource source;
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
|
@ -49,14 +50,14 @@ public void Shoot()
|
||||||
if (readyToShot && !reloading && bulletsLeft > 0)
|
if (readyToShot && !reloading && bulletsLeft > 0)
|
||||||
{
|
{
|
||||||
Debug.Log("Bang");
|
Debug.Log("Bang");
|
||||||
readyToShot=false;
|
readyToShot = false;
|
||||||
|
source.PlayOneShot(GameManager.instance.bang);
|
||||||
GameObject currentBullet = Instantiate(
|
GameObject currentBullet = Instantiate(
|
||||||
bullet,
|
bullet,
|
||||||
bulletSpawn.position,
|
bulletSpawn.position,
|
||||||
Quaternion.identity
|
Quaternion.identity
|
||||||
);
|
);
|
||||||
currentBullet.GetComponent<BulletCollider>().damage=damage;
|
currentBullet.GetComponent<BulletCollider>().damage = damage;
|
||||||
currentBullet
|
currentBullet
|
||||||
.GetComponent<Rigidbody>()
|
.GetComponent<Rigidbody>()
|
||||||
.AddForce(transform.forward * range, ForceMode.Impulse);
|
.AddForce(transform.forward * range, ForceMode.Impulse);
|
||||||
|
@ -69,14 +70,14 @@ public void Shoot()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
if(bulletsLeft == 0)
|
if (bulletsLeft == 0)
|
||||||
{
|
{
|
||||||
Reload();
|
Reload();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void ResetShot()
|
private void ResetShot()
|
||||||
{
|
{
|
||||||
//Allow shooting and invoking again
|
//Allow shooting and invoking again
|
||||||
|
@ -88,6 +89,7 @@ public void Reload()
|
||||||
{
|
{
|
||||||
if (bulletsLeft < magSize && !reloading)
|
if (bulletsLeft < magSize && !reloading)
|
||||||
{
|
{
|
||||||
|
source.PlayOneShot(GameManager.instance.reload1);
|
||||||
Debug.Log("reload");
|
Debug.Log("reload");
|
||||||
reloading = true;
|
reloading = true;
|
||||||
readyToShot = false;
|
readyToShot = false;
|
||||||
|
@ -98,6 +100,8 @@ public void Reload()
|
||||||
|
|
||||||
void Reloaded()
|
void Reloaded()
|
||||||
{
|
{
|
||||||
|
source.PlayOneShot(GameManager.instance.reload2);
|
||||||
|
|
||||||
reloading = false;
|
reloading = false;
|
||||||
readyToShot = true;
|
readyToShot = true;
|
||||||
bulletsLeft = magSize;
|
bulletsLeft = magSize;
|
||||||
|
|
|
@ -5,14 +5,19 @@
|
||||||
|
|
||||||
public class podToTerrain : Interactable
|
public class podToTerrain : Interactable
|
||||||
{
|
{
|
||||||
|
public AudioSource sound;
|
||||||
|
|
||||||
public override void Interact()
|
public override void Interact()
|
||||||
{
|
{
|
||||||
if (SceneManager.GetActiveScene().name == "Terrain")
|
if (SceneManager.GetActiveScene().name == "Terrain")
|
||||||
{
|
{
|
||||||
|
sound.Play();
|
||||||
SceneManager.LoadScene("escapePod");
|
SceneManager.LoadScene("escapePod");
|
||||||
}
|
}
|
||||||
else if (SceneManager.GetActiveScene().name == "escapePod")
|
else if (SceneManager.GetActiveScene().name == "escapePod")
|
||||||
{
|
{
|
||||||
|
sound.Play();
|
||||||
|
|
||||||
SceneManager.LoadScene("Terrain");
|
SceneManager.LoadScene("Terrain");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -27,6 +27,7 @@ public class SlideDoor : Interactable
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private AnimationCurve Curve;
|
private AnimationCurve Curve;
|
||||||
public Vector3 moveDist;
|
public Vector3 moveDist;
|
||||||
|
public AudioSource source;
|
||||||
|
|
||||||
public void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
|
@ -71,7 +72,7 @@ void Update()
|
||||||
rightDoor.transform.position = rightDoorEnd;
|
rightDoor.transform.position = rightDoorEnd;
|
||||||
leftDoor.transform.position = leftDoorEnd;
|
leftDoor.transform.position = leftDoorEnd;
|
||||||
IsOpen = true;
|
IsOpen = true;
|
||||||
Debug.Log("Door opened") ;
|
Debug.Log("Door opened");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (closing)
|
else if (closing)
|
||||||
|
@ -103,9 +104,16 @@ void Update()
|
||||||
|
|
||||||
public override void Interact()
|
public override void Interact()
|
||||||
{
|
{
|
||||||
if (!closing && !opening && !IsOpen)
|
if (
|
||||||
|
!closing
|
||||||
|
&& !opening
|
||||||
|
&& !IsOpen
|
||||||
|
&& GameManager.instance.petrolCollected
|
||||||
|
&& GameManager.instance.gotGenerator
|
||||||
|
)
|
||||||
{
|
{
|
||||||
opening = true;
|
opening = true;
|
||||||
|
source.Play();
|
||||||
}
|
}
|
||||||
else if (!closing && !opening && IsOpen)
|
else if (!closing && !opening && IsOpen)
|
||||||
{
|
{
|
||||||
|
@ -119,5 +127,13 @@ void OnTriggerExit(Collider other)
|
||||||
{
|
{
|
||||||
closing = true;
|
closing = true;
|
||||||
}
|
}
|
||||||
|
if (
|
||||||
|
other.tag == "Player"
|
||||||
|
&& GameManager.instance.petrolCollected
|
||||||
|
&& GameManager.instance.gotGenerator
|
||||||
|
)
|
||||||
|
{
|
||||||
|
GameManager.instance.endGame();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -11,7 +11,7 @@ GameObject:
|
||||||
- component: {fileID: 949199021652359633}
|
- component: {fileID: 949199021652359633}
|
||||||
- component: {fileID: 4216460990779471476}
|
- component: {fileID: 4216460990779471476}
|
||||||
- component: {fileID: 2118688157986931390}
|
- component: {fileID: 2118688157986931390}
|
||||||
m_Layer: 0
|
m_Layer: 8
|
||||||
m_Name: M_Realistic7_1
|
m_Name: M_Realistic7_1
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
@ -25,13 +25,13 @@ Transform:
|
||||||
m_PrefabInstance: {fileID: 0}
|
m_PrefabInstance: {fileID: 0}
|
||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_GameObject: {fileID: 461596798432895851}
|
m_GameObject: {fileID: 461596798432895851}
|
||||||
|
serializedVersion: 2
|
||||||
m_LocalRotation: {x: 0, y: -0, z: -0, w: 1}
|
m_LocalRotation: {x: 0, y: -0, z: -0, w: 1}
|
||||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
m_ConstrainProportionsScale: 0
|
m_ConstrainProportionsScale: 0
|
||||||
m_Children: []
|
m_Children: []
|
||||||
m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
|
||||||
m_RootOrder: 0
|
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
--- !u!33 &4216460990779471476
|
--- !u!33 &4216460990779471476
|
||||||
MeshFilter:
|
MeshFilter:
|
||||||
|
|
|
@ -11,7 +11,7 @@ GameObject:
|
||||||
- component: {fileID: 3039890691350808492}
|
- component: {fileID: 3039890691350808492}
|
||||||
- component: {fileID: 2125707747398010889}
|
- component: {fileID: 2125707747398010889}
|
||||||
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{\rtf1\ansi\ansicpg1252\cocoartf1138\cocoasubrtf510
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{\fonttbl\f0\fswiss\fcharset0 Helvetica;}
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{\colortbl;\red255\green255\blue255;}
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\paperw11900\paperh16840\margl1440\margr1440\vieww17600\viewh13680\viewkind0
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\f0\b\fs36 \cf0 WEAPONS OF CHOICE "FREE"\
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||||||
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\b0\fs24 \cf0 \
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||||||
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by \ul Komposite Sound\ulnone \
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||||||
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||||||
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\cf0 \
|
||||||
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\
|
||||||
|
\
|
||||||
|
Hi, and thank you for downloading of WEAPONS OF CHOICE "FREE"\
|
||||||
|
\
|
||||||
|
This pack is just an aper\'e7u of WEAPONS OF CHOICE LITE-ESSENTIAL-ULTIMATE\
|
||||||
|
\
|
||||||
|
We hope this gently and carefully crafted sample pack will bring you most of your needs for Sound Designing your best Gun scenes.\
|
||||||
|
\
|
||||||
|
This sample contains 16 Sounds, classified as following : \
|
||||||
|
\
|
||||||
|
BULLETS :\
|
||||||
|
\
|
||||||
|
- Ricochet, to add a bit of excitement during gunfight. 2 variations\
|
||||||
|
- Shell, with sound for large shell, long shell, short shell, and gunshot shell. 2 variations\
|
||||||
|
\
|
||||||
|
GUNS :\
|
||||||
|
\
|
||||||
|
- 1 Pistol\
|
||||||
|
\
|
||||||
|
The gun handling is in each weapon folder and it's and a sequence (Clip out, clip in, cocking).\
|
||||||
|
Each Weapons have 5 different gun shot and 5 different reverb.\
|
||||||
|
\
|
||||||
|
Reverbs type are :\
|
||||||
|
\
|
||||||
|
- Generic : Perfect for large open field or some wide interior space.\
|
||||||
|
- Street : Will sounds great in street, but will also work in dense forest or small hills.\
|
||||||
|
- Mountains : High Mountains or Canyon will sounds great with this reverb.\
|
||||||
|
- Hallway : Perfect for large interior without too much reflexion\
|
||||||
|
- Room : Small room with a lot of reflexion.\
|
||||||
|
\
|
||||||
|
Of course, you can blend or layer different reverbs as your project need.\
|
||||||
|
\
|
||||||
|
\
|
||||||
|
All sounds are limited at -3dBFS.\
|
||||||
|
I advise you to start mixing your gunshot with the fader at -6dB, resulting a headroom of -9dB, so that you can seat any elements easily.\
|
||||||
|
\
|
||||||
|
\
|
||||||
|
If you ever have any questions, or need specific sounds, or feedback, please go to {\field{\*\fldinst{HYPERLINK "http://www.kompositesound.fr"}}{\fldrslt http://www.kompositesound.fr}} and use the contact form. (French and English spoken)\
|
||||||
|
\
|
||||||
|
Enjoy this sample pack, have fun, and let me know when you use it, I'll be curious to see the result.\
|
||||||
|
\
|
||||||
|
Please, consider upgrading to Weapons of Choice "Lite" "Essentiel" or "Ultimate" for more weapons, variations and fun.\
|
||||||
|
\
|
||||||
|
Cheers\
|
||||||
|
\
|
||||||
|
Lo\'efc "Kuantum" Guerreau @ Komposite Sound\
|
||||||
|
\
|
||||||
|
\
|
||||||
|
\
|
||||||
|
\
|
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|
\
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|
\
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|
\
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||||||
|
\
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|
\
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|
\
|
||||||
|
\
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|
\
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Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue