adding a gun and pickup
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7
Assets/Prefabs/Bullet.prefab.meta
Normal file
7
Assets/Prefabs/Bullet.prefab.meta
Normal file
|
@ -0,0 +1,7 @@
|
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assetBundleVariant:
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1346
Assets/Prefabs/gun.prefab
Normal file
1346
Assets/Prefabs/gun.prefab
Normal file
File diff suppressed because it is too large
Load diff
7
Assets/Prefabs/gun.prefab.meta
Normal file
7
Assets/Prefabs/gun.prefab.meta
Normal file
|
@ -0,0 +1,7 @@
|
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|
fileFormatVersion: 2
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|
assetBundleVariant:
|
1007
Assets/Prefabs/spaceship.prefab
Normal file
1007
Assets/Prefabs/spaceship.prefab
Normal file
File diff suppressed because it is too large
Load diff
7
Assets/Prefabs/spaceship.prefab.meta
Normal file
7
Assets/Prefabs/spaceship.prefab.meta
Normal file
|
@ -0,0 +1,7 @@
|
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|
fileFormatVersion: 2
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|
guid: 5fb943f0c37a29e4ab9d29553d613711
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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|
assetBundleVariant:
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File diff suppressed because it is too large
Load diff
91
Assets/Scripts/CharactorControl.cs
Normal file
91
Assets/Scripts/CharactorControl.cs
Normal file
|
@ -0,0 +1,91 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Dynamic;
|
||||||
|
using Unity.VisualScripting;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class CharacterControl : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
Transform playerCamera;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
float seeDistance;
|
||||||
|
Interactable curretInteractable;
|
||||||
|
Pickable currentPickable;
|
||||||
|
Gun CurrentGun=null;
|
||||||
|
public RaycastHit hitInfo;
|
||||||
|
public static bool handsFull;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private GameObject hand;
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
bool Raycast = Physics.Raycast(
|
||||||
|
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);
|
||||||
|
if (hitInfo.transform.TryGetComponent<Interactable>(out curretInteractable)) { }
|
||||||
|
else if (hitInfo.transform.TryGetComponent<Pickable>(out currentPickable))
|
||||||
|
{
|
||||||
|
if (hitInfo.transform.TryGetComponent<Gun>(out CurrentGun)) { }
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
curretInteractable = null;
|
||||||
|
currentPickable = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
curretInteractable = null;
|
||||||
|
currentPickable = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnInteract()
|
||||||
|
{
|
||||||
|
if (curretInteractable != null)
|
||||||
|
{
|
||||||
|
curretInteractable.Interact();
|
||||||
|
}
|
||||||
|
if (currentPickable != null)
|
||||||
|
{
|
||||||
|
currentPickable.PickUp();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnShoot()
|
||||||
|
{
|
||||||
|
Debug.Log("Shoot");
|
||||||
|
if (CurrentGun != null)
|
||||||
|
{
|
||||||
|
|
||||||
|
CurrentGun.Shoot();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnReload()
|
||||||
|
{
|
||||||
|
if (CurrentGun != null)
|
||||||
|
{
|
||||||
|
CurrentGun.Reload();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDrop()
|
||||||
|
{
|
||||||
|
CurrentGun.transform.GetComponent<Pickable>().Drop();
|
||||||
|
}
|
||||||
|
}
|
|
@ -18,4 +18,5 @@ void Awake()
|
||||||
Destroy(gameObject);
|
Destroy(gameObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
public int playerHealth = 100;
|
||||||
}
|
}
|
||||||
|
|
|
@ -5,16 +5,17 @@
|
||||||
|
|
||||||
public class Gun : MonoBehaviour
|
public class Gun : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
public GameObject bullet;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// gun stats
|
/// gun stats
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public int magSize;
|
public int magSize;
|
||||||
public int damage;
|
public int damage;
|
||||||
public float fireRate;
|
public float timeBtwShots;
|
||||||
public float range;
|
public float range;
|
||||||
public float reloadTime;
|
public float reloadTime;
|
||||||
public int bulletsPerFire;
|
public int bulletsPerFire;
|
||||||
public float timeBetweenShots;
|
|
||||||
public bool automaticFire;
|
public bool automaticFire;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -24,21 +25,88 @@ public class Gun : MonoBehaviour
|
||||||
private bool shooting;
|
private bool shooting;
|
||||||
private bool readyToShot;
|
private bool readyToShot;
|
||||||
private int bulletsLeft;
|
private int bulletsLeft;
|
||||||
private int bulletsShot;
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Refrencing
|
/// Refrencing
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
Camera fpsCam;
|
Camera fpsCam;
|
||||||
|
public Transform bulletSpawn;
|
||||||
public TextMeshProUGUI bulletCounter;
|
public TextMeshProUGUI bulletCounter;
|
||||||
|
public bool allowInvoke = true;
|
||||||
|
|
||||||
void Start() {
|
[SerializeField]
|
||||||
bulletsLeft=magSize;
|
private GameObject mag;
|
||||||
readyToShot=true;
|
|
||||||
}
|
void Awake()
|
||||||
void onShoot()
|
|
||||||
{
|
{
|
||||||
|
bulletsLeft = magSize;
|
||||||
|
readyToShot = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Shoot()
|
||||||
|
{
|
||||||
|
if (readyToShot && !reloading && bulletsLeft > 0)
|
||||||
|
{
|
||||||
|
Debug.Log("Bang");
|
||||||
|
Ray ray = fpsCam.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
|
||||||
|
RaycastHit hit;
|
||||||
|
Vector3 targetPoint;
|
||||||
|
if (Physics.Raycast(ray, out hit))
|
||||||
|
{targetPoint = hit.point;}
|
||||||
|
else
|
||||||
|
{targetPoint = ray.GetPoint(150);}
|
||||||
|
|
||||||
|
Vector3 direction = targetPoint - bulletSpawn.position;
|
||||||
|
GameObject currentBullet = Instantiate(
|
||||||
|
bullet,
|
||||||
|
bulletSpawn.position,
|
||||||
|
Quaternion.identity
|
||||||
|
);
|
||||||
|
currentBullet.transform.forward = direction.normalized;
|
||||||
|
currentBullet
|
||||||
|
.GetComponent<Rigidbody>()
|
||||||
|
.AddForce(direction.normalized * range, ForceMode.Impulse);
|
||||||
|
bulletsLeft--;
|
||||||
|
if (allowInvoke)
|
||||||
|
{
|
||||||
|
Invoke("ResetShot", timeBtwShots);
|
||||||
|
allowInvoke = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if(bulletsLeft == 0)
|
||||||
|
{
|
||||||
|
Reload();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void ResetShot()
|
||||||
|
{
|
||||||
|
//Allow shooting and invoking again
|
||||||
|
readyToShot = true;
|
||||||
|
allowInvoke = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Reload()
|
||||||
|
{
|
||||||
|
if (bulletsLeft < magSize && !reloading)
|
||||||
|
{
|
||||||
|
Debug.Log("reload");
|
||||||
|
reloading = true;
|
||||||
|
readyToShot = false;
|
||||||
|
Invoke("Reloaded", reloadTime);
|
||||||
|
mag.SetActive(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Reloaded()
|
||||||
|
{
|
||||||
|
reloading = false;
|
||||||
|
readyToShot = true;
|
||||||
|
bulletsLeft = magSize;
|
||||||
|
mag.SetActive(true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
38
Assets/Scripts/GunPickable.cs
Normal file
38
Assets/Scripts/GunPickable.cs
Normal file
|
@ -0,0 +1,38 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class GunPickable : Pickable
|
||||||
|
{
|
||||||
|
private bool InHand;
|
||||||
|
|
||||||
|
public override void Start()
|
||||||
|
{
|
||||||
|
base.Start();
|
||||||
|
gameObject.GetComponent<Gun>().enabled = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void PickUp()
|
||||||
|
{
|
||||||
|
base.PickUp();
|
||||||
|
gameObject.GetComponent<Gun>().enabled = true;
|
||||||
|
InHand = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Drop()
|
||||||
|
{
|
||||||
|
base.Drop();
|
||||||
|
gameObject.GetComponent<Gun>().enabled = false;
|
||||||
|
InHand = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Update()
|
||||||
|
{
|
||||||
|
if (InHand)
|
||||||
|
{
|
||||||
|
Vector3 currentRotation = transform.eulerAngles;
|
||||||
|
currentRotation.x = Camera.transform.eulerAngles.x;
|
||||||
|
transform.eulerAngles = currentRotation;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/GunPickable.cs.meta
Normal file
11
Assets/Scripts/GunPickable.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
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|
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|
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|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
49
Assets/Scripts/Pickable.cs
Normal file
49
Assets/Scripts/Pickable.cs
Normal file
|
@ -0,0 +1,49 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Pickable : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private Transform HandPosition;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
protected Transform player;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
protected Transform Camera;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private float force;
|
||||||
|
private Rigidbody rb;
|
||||||
|
|
||||||
|
public virtual void Start()
|
||||||
|
{
|
||||||
|
rb = gameObject.GetComponent<Rigidbody>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void PickUp()
|
||||||
|
{
|
||||||
|
CharacterControl.handsFull = true;
|
||||||
|
rb.isKinematic = true;
|
||||||
|
gameObject.GetComponent<BoxCollider>().isTrigger = true;
|
||||||
|
transform.SetParent(HandPosition);
|
||||||
|
transform.localRotation = Quaternion.Euler(Vector3.zero);
|
||||||
|
transform.localPosition = Vector3.zero;
|
||||||
|
transform.localScale = Vector3.one;
|
||||||
|
|
||||||
|
Debug.Log("Picked up");
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void Drop()
|
||||||
|
{
|
||||||
|
CharacterControl.handsFull = false;
|
||||||
|
rb.isKinematic = false;
|
||||||
|
gameObject.GetComponent<BoxCollider>().isTrigger = false;
|
||||||
|
transform.SetParent(null);
|
||||||
|
rb.velocity = player.GetComponent<Rigidbody>().velocity;
|
||||||
|
rb.AddForce(Camera.forward * force, ForceMode.Impulse);
|
||||||
|
float random = Random.Range(-1f, 1f);
|
||||||
|
rb.AddTorque(new Vector3(random, random, random) * 10);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Pickable.cs.meta
Normal file
11
Assets/Scripts/Pickable.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6fb47712e3152d147a2f1618b3262eea
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -1,50 +0,0 @@
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class Raycasting : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField]
|
|
||||||
Transform playerCamera;
|
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
float seeDistance;
|
|
||||||
Interactable curretInteractable;
|
|
||||||
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
bool Raycast = Physics.Raycast(
|
|
||||||
playerCamera.position,
|
|
||||||
playerCamera.TransformDirection(Vector3.forward),
|
|
||||||
out RaycastHit hitInfo,
|
|
||||||
seeDistance
|
|
||||||
);
|
|
||||||
Debug.DrawRay(
|
|
||||||
playerCamera.position,
|
|
||||||
playerCamera.TransformDirection(Vector3.forward) * seeDistance,
|
|
||||||
Color.green
|
|
||||||
);
|
|
||||||
if (Raycast)
|
|
||||||
{
|
|
||||||
Debug.Log(hitInfo.transform.name);
|
|
||||||
if (hitInfo.transform.TryGetComponent<Interactable>(out curretInteractable)) { }
|
|
||||||
else
|
|
||||||
{
|
|
||||||
curretInteractable = null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
curretInteractable = null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
void OnInteract()
|
|
||||||
{
|
|
||||||
if(curretInteractable!=null)
|
|
||||||
{
|
|
||||||
curretInteractable.Interact();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
|
@ -7,105 +7,95 @@
|
||||||
public class SlideDoor : Interactable
|
public class SlideDoor : Interactable
|
||||||
{
|
{
|
||||||
bool IsOpen = false;
|
bool IsOpen = false;
|
||||||
bool opening=false;
|
bool opening = false;
|
||||||
[SerializeField]
|
bool closing = false;
|
||||||
private GameObject RightDoor;
|
float currentDuration;
|
||||||
Vector3 RightDoorStart;
|
|
||||||
Vector3 RightDoorEnd;
|
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private GameObject LeftDoor;
|
private GameObject rightDoor;
|
||||||
|
Vector3 rightDoorStart;
|
||||||
|
Vector3 rightDoorEnd;
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private float LerpSpeed;
|
private GameObject leftDoor;
|
||||||
|
Vector3 leftDoorStart;
|
||||||
|
Vector3 leftDoorEnd;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private float lerpTime;
|
||||||
|
[SerializeField]
|
||||||
|
private AnimationCurve Curve;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
RightDoorStart=RightDoor.transform.position;
|
rightDoorStart = rightDoor.transform.position;
|
||||||
Debug.Log(RightDoorStart);
|
Debug.Log(rightDoorStart);
|
||||||
RightDoorEnd= RightDoor.transform.position;
|
rightDoorEnd = rightDoor.transform.position;
|
||||||
RightDoorEnd.z += 2;
|
rightDoorEnd.z += 2;
|
||||||
Debug.Log(RightDoorEnd);
|
Debug.Log(rightDoorEnd);
|
||||||
|
leftDoorStart = leftDoor.transform.position;
|
||||||
|
Debug.Log(leftDoorStart);
|
||||||
// RightDoorEnd = RightDoor.transform.position;
|
leftDoorEnd = leftDoor.transform.position;
|
||||||
// RightDoorEnd.z += 2;
|
leftDoorEnd.z -= 2;
|
||||||
// RightDoorEnd = RightDoor.transform.position;
|
Debug.Log(leftDoorEnd);
|
||||||
// Debug.Log(RightDoorEnd);
|
|
||||||
// RightDoorStart = RightDoor.transform.position;
|
|
||||||
// Debug.Log(RightDoorStart);
|
|
||||||
// LeftDoorEnd = LeftDoor.transform.position;
|
|
||||||
// LeftDoorEnd.z += 2;
|
|
||||||
// LeftDoorEnd = LeftDoor.transform.position;
|
|
||||||
// LeftDoorStart = LeftDoor.transform.position;
|
|
||||||
// Debug.Log("done ini");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
if(opening)
|
if (opening)
|
||||||
{
|
{
|
||||||
|
currentDuration += Time.deltaTime;
|
||||||
|
float t = currentDuration / lerpTime;
|
||||||
|
rightDoor.transform.position = Vector3.Lerp(rightDoorStart, rightDoorEnd, Curve.Evaluate(t));
|
||||||
|
leftDoor.transform.position = Vector3.Lerp(leftDoorStart, leftDoorEnd, Curve.Evaluate(t));
|
||||||
|
|
||||||
|
if (currentDuration >= lerpTime)
|
||||||
|
{
|
||||||
|
currentDuration = 0;
|
||||||
|
opening = false;
|
||||||
|
rightDoor.transform.position = rightDoorEnd;
|
||||||
|
leftDoor.transform.position = leftDoorEnd;
|
||||||
|
IsOpen = true;
|
||||||
|
Debug.Log("Door opened");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
void SlideRight()
|
else if (closing)
|
||||||
{
|
{
|
||||||
if (!IsOpen)
|
currentDuration += Time.deltaTime;
|
||||||
{
|
float t = currentDuration / lerpTime;
|
||||||
float time = 0;
|
rightDoor.transform.position = Vector3.Lerp(rightDoorEnd, rightDoorStart, Curve.Evaluate(t));
|
||||||
|
leftDoor.transform.position = Vector3.Lerp(leftDoorEnd, leftDoorStart, Curve.Evaluate(t));
|
||||||
|
|
||||||
while (time < 1)
|
if (currentDuration >= lerpTime)
|
||||||
{
|
{
|
||||||
RightDoor.transform.position = Vector3.Lerp(RightDoorStart, RightDoorEnd, time);
|
currentDuration = 0;
|
||||||
time += Time.deltaTime * LerpSpeed;
|
closing = false;
|
||||||
|
rightDoor.transform.position = rightDoorStart;
|
||||||
|
leftDoor.transform.position = leftDoorStart;
|
||||||
|
IsOpen = false;
|
||||||
|
Debug.Log("Door closed");
|
||||||
}
|
}
|
||||||
// Vector3 currentPosition = RightDoor.transform.position;
|
|
||||||
// currentPosition.z += 2;
|
|
||||||
// RightDoor.transform.position = currentPosition;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
float time = 0;
|
|
||||||
|
|
||||||
while (time < 1)
|
|
||||||
{
|
|
||||||
RightDoor.transform.position = Vector3.Lerp( RightDoorEnd,RightDoorStart, time);
|
|
||||||
time += Time.deltaTime * LerpSpeed;
|
|
||||||
}
|
|
||||||
// Vector3 currentPosition = RightDoor.transform.position;
|
|
||||||
// currentPosition.z -= 2;
|
|
||||||
// RightDoor.transform.position = currentPosition;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void SlideLeft()
|
|
||||||
{
|
|
||||||
if (!IsOpen)
|
|
||||||
{
|
|
||||||
Vector3 currentPosition = LeftDoor.transform.position;
|
|
||||||
currentPosition.z -= 2;
|
|
||||||
LeftDoor.transform.position = currentPosition;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Vector3 currentPosition = LeftDoor.transform.position;
|
|
||||||
currentPosition.z += 2;
|
|
||||||
LeftDoor.transform.position = currentPosition;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Interact()
|
public override void Interact()
|
||||||
{
|
{
|
||||||
opening=true;
|
if (!closing && !opening && !IsOpen)
|
||||||
// SlideRight();
|
|
||||||
// SlideLeft();
|
|
||||||
if (IsOpen)
|
|
||||||
{
|
{
|
||||||
IsOpen = false;
|
opening = true;
|
||||||
}
|
}
|
||||||
else
|
else if (!closing && !opening && IsOpen)
|
||||||
{
|
{
|
||||||
IsOpen = true;
|
closing = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
void OnTriggerExit(Collider other)
|
||||||
|
{
|
||||||
|
if(other.tag == "Player"&& IsOpen&& !opening)
|
||||||
|
{
|
||||||
|
closing=true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -51,13 +51,31 @@
|
||||||
"initialStateCheck": false
|
"initialStateCheck": false
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"name": "shoot",
|
"name": "Shoot",
|
||||||
"type": "Button",
|
"type": "Button",
|
||||||
"id": "57289eca-61fe-4ccf-82db-009aa86d3bdb",
|
"id": "57289eca-61fe-4ccf-82db-009aa86d3bdb",
|
||||||
"expectedControlType": "Button",
|
"expectedControlType": "Button",
|
||||||
"processors": "",
|
"processors": "",
|
||||||
"interactions": "",
|
"interactions": "",
|
||||||
"initialStateCheck": false
|
"initialStateCheck": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "Reload",
|
||||||
|
"type": "Button",
|
||||||
|
"id": "098a6518-d8c0-4bfd-8e79-605f226651f4",
|
||||||
|
"expectedControlType": "Button",
|
||||||
|
"processors": "",
|
||||||
|
"interactions": "",
|
||||||
|
"initialStateCheck": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "Drop",
|
||||||
|
"type": "Button",
|
||||||
|
"id": "cc3794c8-637f-4fb4-aae2-2f3eb9e09308",
|
||||||
|
"expectedControlType": "Button",
|
||||||
|
"processors": "",
|
||||||
|
"interactions": "",
|
||||||
|
"initialStateCheck": false
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"bindings": [
|
"bindings": [
|
||||||
|
@ -255,7 +273,29 @@
|
||||||
"interactions": "",
|
"interactions": "",
|
||||||
"processors": "",
|
"processors": "",
|
||||||
"groups": "",
|
"groups": "",
|
||||||
"action": "shoot",
|
"action": "Shoot",
|
||||||
|
"isComposite": false,
|
||||||
|
"isPartOfComposite": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "",
|
||||||
|
"id": "fea4f269-66d7-4a44-9814-03127a726991",
|
||||||
|
"path": "<Keyboard>/r",
|
||||||
|
"interactions": "",
|
||||||
|
"processors": "",
|
||||||
|
"groups": "",
|
||||||
|
"action": "Reload",
|
||||||
|
"isComposite": false,
|
||||||
|
"isPartOfComposite": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "",
|
||||||
|
"id": "dd5c0487-8312-44e9-8f8a-e13c054f6683",
|
||||||
|
"path": "<Keyboard>/g",
|
||||||
|
"interactions": "",
|
||||||
|
"processors": "",
|
||||||
|
"groups": "",
|
||||||
|
"action": "Drop",
|
||||||
"isComposite": false,
|
"isComposite": false,
|
||||||
"isPartOfComposite": false
|
"isPartOfComposite": false
|
||||||
}
|
}
|
||||||
|
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -1,5 +1,6 @@
|
||||||
{
|
{
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
|
"com.unity.ai.navigation": "1.1.5",
|
||||||
"com.unity.cinemachine": "2.10.0",
|
"com.unity.cinemachine": "2.10.0",
|
||||||
"com.unity.collab-proxy": "2.3.1",
|
"com.unity.collab-proxy": "2.3.1",
|
||||||
"com.unity.formats.fbx": "4.2.1",
|
"com.unity.formats.fbx": "4.2.1",
|
||||||
|
|
|
@ -7,6 +7,15 @@
|
||||||
"dependencies": {},
|
"dependencies": {},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
|
"com.unity.ai.navigation": {
|
||||||
|
"version": "1.1.5",
|
||||||
|
"depth": 0,
|
||||||
|
"source": "registry",
|
||||||
|
"dependencies": {
|
||||||
|
"com.unity.modules.ai": "1.0.0"
|
||||||
|
},
|
||||||
|
"url": "https://packages.unity.com"
|
||||||
|
},
|
||||||
"com.unity.burst": {
|
"com.unity.burst": {
|
||||||
"version": "1.8.13",
|
"version": "1.8.13",
|
||||||
"depth": 1,
|
"depth": 1,
|
||||||
|
|
|
@ -96,6 +96,11 @@
|
||||||
"key": "meshImporter.smoothing",
|
"key": "meshImporter.smoothing",
|
||||||
"value": "{\"m_Value\":true}"
|
"value": "{\"m_Value\":true}"
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||||
|
"key": "editor.showEditorNotifications",
|
||||||
|
"value": "{\"m_Value\":false}"
|
||||||
|
},
|
||||||
{
|
{
|
||||||
"type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
"type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
"key": "editor.selectMode",
|
"key": "editor.selectMode",
|
||||||
|
@ -139,7 +144,7 @@
|
||||||
{
|
{
|
||||||
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
"key": "ShapeBuilder.LastSize",
|
"key": "ShapeBuilder.LastSize",
|
||||||
"value": "{\"m_Value\":{\"x\":-26.2215576171875,\"y\":21.601959228515626,\"z\":57.2421875}}"
|
"value": "{\"m_Value\":{\"x\":-3.08355712890625,\"y\":2.8395957946777345,\"z\":6.7841796875}}"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
@ -190,6 +195,11 @@
|
||||||
"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||||
"key": "meshImporter.smoothingAngle",
|
"key": "meshImporter.smoothingAngle",
|
||||||
"value": "{\"m_Value\":1.0}"
|
"value": "{\"m_Value\":1.0}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.ProBuilder.ExtrudeMethod, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "editor.extrudeMethod",
|
||||||
|
"value": "{\"m_Value\":2}"
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
|
|
@ -3,7 +3,8 @@
|
||||||
--- !u!78 &1
|
--- !u!78 &1
|
||||||
TagManager:
|
TagManager:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
tags: []
|
tags:
|
||||||
|
- CinemachineTarget
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
|
@ -11,7 +12,7 @@ TagManager:
|
||||||
-
|
-
|
||||||
- Water
|
- Water
|
||||||
- UI
|
- UI
|
||||||
-
|
- isInteractable
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
|
|
Loading…
Reference in a new issue