adding a gun and pickup
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Normal file
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Normal file
1007
Assets/Prefabs/spaceship.prefab
Normal file
File diff suppressed because it is too large
Load diff
7
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Normal file
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91
Assets/Scripts/CharactorControl.cs
Normal file
91
Assets/Scripts/CharactorControl.cs
Normal file
|
@ -0,0 +1,91 @@
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|||
using System.Collections;
|
||||
using System.Collections.Generic;
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using System.Dynamic;
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using Unity.VisualScripting;
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using UnityEngine;
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||||
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public class CharacterControl : MonoBehaviour
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{
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[SerializeField]
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Transform playerCamera;
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[SerializeField]
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float seeDistance;
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Interactable curretInteractable;
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Pickable currentPickable;
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Gun CurrentGun=null;
|
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public RaycastHit hitInfo;
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public static bool handsFull;
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[SerializeField]
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private GameObject hand;
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void Update()
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{
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playerCamera.position,
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playerCamera.TransformDirection(Vector3.forward),
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out hitInfo,
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seeDistance
|
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);
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Debug.DrawRay(
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playerCamera.position,
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playerCamera.TransformDirection(Vector3.forward) * seeDistance,
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Color.green
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);
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{
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if (hitInfo.transform.TryGetComponent<Interactable>(out curretInteractable)) { }
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else if (hitInfo.transform.TryGetComponent<Pickable>(out currentPickable))
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{
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if (hitInfo.transform.TryGetComponent<Gun>(out CurrentGun)) { }
|
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}
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else
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{
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else
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{
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curretInteractable = null;
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currentPickable = null;
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void OnInteract()
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{
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if (curretInteractable != null)
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{
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curretInteractable.Interact();
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if (currentPickable != null)
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{
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currentPickable.PickUp();
|
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}
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}
|
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void OnShoot()
|
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{
|
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Debug.Log("Shoot");
|
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if (CurrentGun != null)
|
||||
{
|
||||
|
||||
CurrentGun.Shoot();
|
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}
|
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}
|
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void OnReload()
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{
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if (CurrentGun != null)
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{
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CurrentGun.Reload();
|
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}
|
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}
|
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|
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void OnDrop()
|
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{
|
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CurrentGun.transform.GetComponent<Pickable>().Drop();
|
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}
|
||||
}
|
|
@ -18,4 +18,5 @@ void Awake()
|
|||
Destroy(gameObject);
|
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}
|
||||
}
|
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public int playerHealth = 100;
|
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}
|
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|
|
|
@ -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;
|
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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;
|
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private int bulletsLeft;
|
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private int bulletsShot;
|
||||
|
||||
/// <summary>
|
||||
/// Refrencing
|
||||
/// </summary>
|
||||
[SerializeField]
|
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Camera fpsCam;
|
||||
public Transform bulletSpawn;
|
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public TextMeshProUGUI bulletCounter;
|
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public bool allowInvoke = true;
|
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|
||||
void Start() {
|
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bulletsLeft=magSize;
|
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readyToShot=true;
|
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}
|
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void onShoot()
|
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[SerializeField]
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private GameObject mag;
|
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|
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void Awake()
|
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{
|
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bulletsLeft = magSize;
|
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readyToShot = true;
|
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}
|
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|
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public void Shoot()
|
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{
|
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if (readyToShot && !reloading && bulletsLeft > 0)
|
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{
|
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Debug.Log("Bang");
|
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Ray ray = fpsCam.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
|
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RaycastHit hit;
|
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Vector3 targetPoint;
|
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if (Physics.Raycast(ray, out hit))
|
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{targetPoint = hit.point;}
|
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else
|
||||
{targetPoint = ray.GetPoint(150);}
|
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|
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Vector3 direction = targetPoint - bulletSpawn.position;
|
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GameObject currentBullet = Instantiate(
|
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bullet,
|
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bulletSpawn.position,
|
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Quaternion.identity
|
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);
|
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currentBullet.transform.forward = direction.normalized;
|
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currentBullet
|
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.GetComponent<Rigidbody>()
|
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.AddForce(direction.normalized * range, ForceMode.Impulse);
|
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bulletsLeft--;
|
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if (allowInvoke)
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{
|
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Invoke("ResetShot", timeBtwShots);
|
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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
|
||||
guid: 85d71d4a54240884ea3c623364a66536
|
||||
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
|
||||
{
|
||||
bool IsOpen = false;
|
||||
bool opening=false;
|
||||
[SerializeField]
|
||||
private GameObject RightDoor;
|
||||
Vector3 RightDoorStart;
|
||||
Vector3 RightDoorEnd;
|
||||
bool opening = false;
|
||||
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)
|
||||
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));
|
||||
|
||||
}
|
||||
}
|
||||
void SlideRight()
|
||||
{
|
||||
if (!IsOpen)
|
||||
{
|
||||
float time = 0;
|
||||
|
||||
while (time < 1)
|
||||
if (currentDuration >= lerpTime)
|
||||
{
|
||||
RightDoor.transform.position = Vector3.Lerp(RightDoorStart, RightDoorEnd, time);
|
||||
time += Time.deltaTime * LerpSpeed;
|
||||
currentDuration = 0;
|
||||
opening = false;
|
||||
rightDoor.transform.position = rightDoorEnd;
|
||||
leftDoor.transform.position = leftDoorEnd;
|
||||
IsOpen = true;
|
||||
Debug.Log("Door opened");
|
||||
}
|
||||
// Vector3 currentPosition = RightDoor.transform.position;
|
||||
// currentPosition.z += 2;
|
||||
// RightDoor.transform.position = currentPosition;
|
||||
}
|
||||
else
|
||||
else if (closing)
|
||||
{
|
||||
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( RightDoorEnd,RightDoorStart, 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;
|
||||
}
|
||||
}
|
||||
|
||||
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()
|
||||
{
|
||||
opening=true;
|
||||
// SlideRight();
|
||||
// SlideLeft();
|
||||
if (IsOpen)
|
||||
if (!closing && !opening && !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
|
||||
},
|
||||
{
|
||||
"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
|
||||
}
|
||||
|
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -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",
|
||||
|
|
|
@ -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,
|
||||
|
|
|
@ -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}"
|
||||
}
|
||||
]
|
||||
}
|
||||
|
|
|
@ -3,7 +3,8 @@
|
|||
--- !u!78 &1
|
||||
TagManager:
|
||||
serializedVersion: 2
|
||||
tags: []
|
||||
tags:
|
||||
- CinemachineTarget
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
@ -11,7 +12,7 @@ TagManager:
|
|||
-
|
||||
- Water
|
||||
- UI
|
||||
-
|
||||
- isInteractable
|
||||
-
|
||||
-
|
||||
-
|
||||
|
|
Loading…
Reference in a new issue