adding a gun and pickup

This commit is contained in:
Sc0rch-thinks 2024-07-01 11:11:10 +08:00
parent 4961094c89
commit 77e4b75e4f
51 changed files with 7005 additions and 1131 deletions

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@ -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();
}
}

View file

@ -18,4 +18,5 @@ void Awake()
Destroy(gameObject);
}
}
public int playerHealth = 100;
}

View file

@ -5,16 +5,17 @@
public class Gun : MonoBehaviour
{
public GameObject bullet;
/// <summary>
/// gun stats
/// </summary>
public int magSize;
public int damage;
public float fireRate;
public float timeBtwShots;
public float range;
public float reloadTime;
public int bulletsPerFire;
public float timeBetweenShots;
public bool automaticFire;
/// <summary>
@ -24,21 +25,88 @@ public class Gun : MonoBehaviour
private bool shooting;
private bool readyToShot;
private int bulletsLeft;
private int bulletsShot;
/// <summary>
/// Refrencing
/// </summary>
[SerializeField]
Camera fpsCam;
public Transform bulletSpawn;
public TextMeshProUGUI bulletCounter;
public bool allowInvoke = true;
void Start() {
[SerializeField]
private GameObject mag;
void Awake()
{
bulletsLeft = magSize;
readyToShot = true;
}
void onShoot()
{
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);
}
}

View 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;
}
}
}

View file

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@ -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);
}
}

View file

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@ -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();
}
}
}

View file

@ -8,104 +8,94 @@ public class SlideDoor : Interactable
{
bool IsOpen = false;
bool opening = false;
[SerializeField]
private GameObject RightDoor;
Vector3 RightDoorStart;
Vector3 RightDoorEnd;
bool closing = false;
float currentDuration;
[SerializeField]
private GameObject LeftDoor;
private GameObject rightDoor;
Vector3 rightDoorStart;
Vector3 rightDoorEnd;
[SerializeField]
private float LerpSpeed;
private GameObject leftDoor;
Vector3 leftDoorStart;
Vector3 leftDoorEnd;
[SerializeField]
private float lerpTime;
[SerializeField]
private AnimationCurve Curve;
public void Start()
{
RightDoorStart=RightDoor.transform.position;
Debug.Log(RightDoorStart);
RightDoorEnd= RightDoor.transform.position;
RightDoorEnd.z += 2;
Debug.Log(RightDoorEnd);
// RightDoorEnd = RightDoor.transform.position;
// RightDoorEnd.z += 2;
// RightDoorEnd = RightDoor.transform.position;
// 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");
rightDoorStart = rightDoor.transform.position;
Debug.Log(rightDoorStart);
rightDoorEnd = rightDoor.transform.position;
rightDoorEnd.z += 2;
Debug.Log(rightDoorEnd);
leftDoorStart = leftDoor.transform.position;
Debug.Log(leftDoorStart);
leftDoorEnd = leftDoor.transform.position;
leftDoorEnd.z -= 2;
Debug.Log(leftDoorEnd);
}
void Update()
{
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)
{
float time = 0;
currentDuration += Time.deltaTime;
float t = currentDuration / lerpTime;
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);
time += Time.deltaTime * LerpSpeed;
currentDuration = 0;
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()
{
if (!closing && !opening && !IsOpen)
{
opening = true;
// SlideRight();
// SlideLeft();
if (IsOpen)
}
else if (!closing && !opening && IsOpen)
{
IsOpen = false;
closing = true;
}
else
}
void OnTriggerExit(Collider other)
{
IsOpen = true;
if(other.tag == "Player"&& IsOpen&& !opening)
{
closing=true;
}
}
}

View file

@ -51,13 +51,31 @@
"initialStateCheck": false
},
{
"name": "shoot",
"name": "Shoot",
"type": "Button",
"id": "57289eca-61fe-4ccf-82db-009aa86d3bdb",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"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": [
@ -255,7 +273,29 @@
"interactions": "",
"processors": "",
"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,
"isPartOfComposite": false
}

View file

@ -1,5 +1,6 @@
{
"dependencies": {
"com.unity.ai.navigation": "1.1.5",
"com.unity.cinemachine": "2.10.0",
"com.unity.collab-proxy": "2.3.1",
"com.unity.formats.fbx": "4.2.1",

View file

@ -7,6 +7,15 @@
"dependencies": {},
"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": {
"version": "1.8.13",
"depth": 1,

View file

@ -96,6 +96,11 @@
"key": "meshImporter.smoothing",
"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",
"key": "editor.selectMode",
@ -139,7 +144,7 @@
{
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"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",
@ -190,6 +195,11 @@
"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "meshImporter.smoothingAngle",
"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}"
}
]
}

View file

@ -3,7 +3,8 @@
--- !u!78 &1
TagManager:
serializedVersion: 2
tags: []
tags:
- CinemachineTarget
layers:
- Default
- TransparentFX
@ -11,7 +12,7 @@ TagManager:
-
- Water
- UI
-
- isInteractable
-
-
-