final commit yay

commented abit then built the game
This commit is contained in:
Sc0rch-thinks 2024-07-05 23:30:15 +08:00
parent 4020452366
commit b0364a3dbf
197 changed files with 26277 additions and 413 deletions

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@ -1,3 +1,9 @@
/*
*Author: Lin Hengrui Ryan
*Date:19/06/2024
*Description: for the bullet prefab to allow the bullet to deal damage to the player and enemies and to kill the bullet prefab after a certain duration or when it collides with a collider
*/
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using Unity.VisualScripting; using Unity.VisualScripting;
@ -5,14 +11,28 @@
public class BulletCollider : MonoBehaviour public class BulletCollider : MonoBehaviour
{ {
/// <summary>
/// the damage that the bullet will deal to the object that it collides with
/// </summary>
public int damage; public int damage;
/// <summary>
/// how long the bullet will live for after it gets shot if it does not collide with a collider
/// </summary>
public float lifespan; public float lifespan;
/// <summary>
/// when the bullet colides with annother object
/// </summary>
/// <param name="other">the collider of the other objectt</param>
void OnCollisionEnter(Collision other) void OnCollisionEnter(Collision other)
{ {
Debug.Log("nf"); ///<summary>
///checking if the other object is the player or enemy and then damage the appropriate object
///</summary>
if (other.transform.tag == "Player") if (other.transform.tag == "Player")
{ {
GameManager.instance.damagePlayer(damage); GameManager.instance.damagePlayer(damage);
} }
else if (other.transform.tag == "enemy") else if (other.transform.tag == "enemy")
@ -25,7 +45,9 @@ void OnCollisionEnter(Collision other)
} }
killBullet(); killBullet();
} }
/// <summary>
/// to calculate the time passed and kill the bullt afer a certain time
/// </summary>
void Update() void Update()
{ {
lifespan -= Time.deltaTime; lifespan -= Time.deltaTime;
@ -34,7 +56,9 @@ void Update()
killBullet(); killBullet();
} }
} }
/// <summary>
/// to destroy the bullet
/// </summary>
public void killBullet() public void killBullet()
{ {
Destroy(gameObject); Destroy(gameObject);

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@ -1,3 +1,9 @@
/*
*Author: Lin Hengrui Ryan
*Date:06/06/2024
*Description: this script is for all player interaction and to allow the player to see using raycast
*/
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
@ -8,24 +14,61 @@
public class CharacterControl : MonoBehaviour public class CharacterControl : MonoBehaviour
{ {
/// <summary>
/// the player camera position for the refrence of the raycast
/// </summary>
[SerializeField] [SerializeField]
Transform playerCamera; Transform playerCamera;
/// <summary>
/// the distance that the player can see
/// </summary>
[SerializeField] [SerializeField]
float seeDistance; float seeDistance;
/// <summary>
/// for the interact function to access the interactable object that the raycast "sees"
/// </summary>
Interactable curretInteractable; Interactable curretInteractable;
/// <summary>
/// for the pickable function to access the specific gun that the player is looking at to pick up the right gun
/// </summary>
public GunPickable CurrentGun; public GunPickable CurrentGun;
/// <summary>
/// for the player to call the shooting and reload functions to access the gun
/// </summary>
public GameObject holdingGun; public GameObject holdingGun;
/// <summary>
/// for other scripts to check what the player is looking at
/// </summary>
public RaycastHit hitInfo; public RaycastHit hitInfo;
/// <summary>
/// to allow the pickable objects to check if there is a available hand to equip the player with
/// </summary>
public static bool handsFull; public static bool handsFull;
[SerializeField] /// <summary>
private GameObject hand; /// to allow the tooltips for ui to help the player
/// </summary>
public TextMeshProUGUI tooltips; public TextMeshProUGUI tooltips;
private Pickable newPickable;
/// <summary>
/// to be able to disable the raycast to better the experience of the ui
/// </summary>
public bool active; public bool active;
/// <summary>
/// to allow pickable object to be picked up
/// </summary>
Pickable newPickable;
/// <summary>
/// to allow the player to "see" and to display a tooltip ui when the object is interactable
/// </summary>
void Update() void Update()
{ {
if (active) if (active)
@ -52,8 +95,11 @@ void Update()
{ {
if (curretInteractable.tag == "door") if (curretInteractable.tag == "door")
{ {
if (curretInteractable.name=="doorSlide"&&!GameManager.instance.petrolCollected if (
&& !GameManager.instance.gotGenerator) curretInteractable.name == "doorSlide"
&& !GameManager.instance.petrolCollected
&& !GameManager.instance.gotGenerator
)
{ {
tooltips.text = "get the Generator and Petrol to power the ship"; tooltips.text = "get the Generator and Petrol to power the ship";
} }
@ -105,7 +151,9 @@ void Update()
} }
} }
} }
/// <summary>
/// to allow the player to interact with the raycasted objects
/// </summary>
void OnInteract() void OnInteract()
{ {
if (curretInteractable != null) if (curretInteractable != null)
@ -122,7 +170,9 @@ void OnInteract()
} }
} }
} }
/// <summary>
/// to allow the gun to shoot
/// </summary>
void OnShoot() void OnShoot()
{ {
Debug.Log("Shoot"); Debug.Log("Shoot");
@ -131,7 +181,9 @@ void OnShoot()
holdingGun.GetComponent<Gun>().Shoot(); holdingGun.GetComponent<Gun>().Shoot();
} }
} }
/// <summary>
/// to allow the gun to reload
/// </summary>
void OnReload() void OnReload()
{ {
if (holdingGun != null) if (holdingGun != null)
@ -139,16 +191,21 @@ void OnReload()
holdingGun.GetComponent<Gun>().Reload(); holdingGun.GetComponent<Gun>().Reload();
} }
} }
/// <summary>
/// to drop the current pickable object
/// </summary>
void OnDrop() void OnDrop()
{ {
holdingGun.transform.GetComponent<Pickable>().Drop(); holdingGun.transform.GetComponent<Pickable>().Drop();
holdingGun = null; holdingGun = null;
handsFull = false; handsFull = false;
} }
/// <summary>
/// to allow the gae to pause
/// </summary>
void OnPause() void OnPause()
{ {
//TODO: fix the pause menu
GameManager.instance.Pause(); GameManager.instance.Pause();
} }
} }

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@ -1,14 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Coin : Interactable
{
[SerializeField]
AudioClip CollectedAudio;
public override void Interact()
{
AudioSource.PlayClipAtPoint(CollectedAudio, transform.position, 1f);
base.Interact();
}
}

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@ -1,3 +1,8 @@
/*
*Author: Lin Hengrui Ryan
*Date:21/06/2024
*Description: a sript to make enemy move
*/
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis; using System.Diagnostics.CodeAnalysis;
@ -5,37 +10,84 @@
using UnityEngine.AI; using UnityEngine.AI;
using UnityEngine.UI; using UnityEngine.UI;
public class EnemyAi : MonoBehaviour public class EnemyAi : MonoBehaviour
{ {
/// <summary>
/// the navmesh agen to allow the enemy know where it can navigate
/// </summary>
public NavMeshAgent agent; public NavMeshAgent agent;
public Transform player;
public LayerMask groundMask;
public LayerMask playerMask;
public int health = 100;
/// <summary> /// <summary>
/// patrol variables /// to refrence the player to navigate the enemy to the player
/// </summary>
public Transform player;
/// <summary>
/// the physics layer of the ground so that the enemy knows where he can walk
/// </summary>
public LayerMask groundMask;
/// <summary>
/// the physic layer of the player to allow the enemy to checksphere
/// </summary>
public LayerMask playerMask;
/// <summary>
/// the health of the enemy
/// </summary>
public int health = 100;
[Header("enemy stats")]
/// <summary>
/// the point that the enemy will walk to when they are patroling
/// </summary>
private Vector3 WalkPoint;
/// <summary>
/// to bool to allow the walkpoint to be reset
/// </summary> /// </summary>
public Vector3 WalkPoint;
private bool walkPointSet = false; private bool walkPointSet = false;
/// <summary>
/// the maximum range that the enemy will walk while patroling
/// </summary>
public float walkRange; public float walkRange;
/// <summary>
/// how far the player is from the enemy to start chasing the player
/// </summary>
public float sightRange; public float sightRange;
/// <summary>
/// how far the player is from the enemy to allow the enemy to start shooting
/// </summary>
public float attackRange; public float attackRange;
/// <summary>
/// a bool to call the chase function
/// </summary>
private bool playerInSightRange; private bool playerInSightRange;
/// <summary>
/// a bool to call the shoot function
/// </summary>
private bool playerInAttackRange; private bool playerInAttackRange;
/// <summary>
/// a variable to allow the enemy to refrence the gun to call its functions
/// </summary>
public GameObject gun; public GameObject gun;
/// <summary>
/// to show the enemy health in the world space ui
/// </summary>
private Slider healthbar; private Slider healthbar;
/// <summary>
/// to calibrate the enemy health on load
/// </summary>
void Awake() void Awake()
{ {
healthbar = GetComponentInChildren<Slider>(); healthbar = GetComponentInChildren<Slider>();
healthbar.maxValue = health; healthbar.maxValue = health;
} }
/// <summary>
/// to constantly check for the player in the sphere and do the nessasary action and to destroy the enemy dies after the heath reaches 0 or less
/// </summary>
void Update() void Update()
{ {
//Check for sight and attack range //Check for sight and attack range
playerInSightRange = Physics.CheckSphere(transform.position, sightRange, playerMask); playerInSightRange = Physics.CheckSphere(transform.position, sightRange, playerMask);
playerInAttackRange = Physics.CheckSphere(transform.position, attackRange, playerMask); playerInAttackRange = Physics.CheckSphere(transform.position, attackRange, playerMask);
@ -57,6 +109,9 @@ void Update()
healthbar.value = health; healthbar.value = health;
} }
/// <summary>
/// to set the enemy to go to a position specified
/// </summary>
private void Patrol() private void Patrol()
{ {
Debug.Log("Patroling"); Debug.Log("Patroling");
@ -75,11 +130,16 @@ private void Patrol()
Invoke("changePoint", 4f); Invoke("changePoint", 4f);
} }
} }
/// <summary>
/// to allow the walkpoint to change
/// </summary>
public void changePoint() public void changePoint()
{ {
walkPointSet = false; walkPointSet = false;
} }
/// <summary>
/// seach for a new walk point to somewhere that is in the walk radius and is on the ground
/// </summary>
private void SeachWalkPoint() private void SeachWalkPoint()
{ {
float randomZ = Random.Range(-walkRange, walkRange); float randomZ = Random.Range(-walkRange, walkRange);
@ -96,14 +156,18 @@ private void SeachWalkPoint()
walkPointSet = true; walkPointSet = true;
} }
} }
/// <summary>
/// to make the enemy chase the player if it is not in the shooting range
/// </summary>
private void Chase() private void Chase()
{ {
Debug.Log("chasing"); Debug.Log("chasing");
agent.SetDestination(player.position); agent.SetDestination(player.position);
} }
/// <summary>
/// to make the enemy attack the player
/// </summary>
private void Attack() private void Attack()
{ {
Debug.Log("Attacking"); Debug.Log("Attacking");
@ -114,7 +178,9 @@ private void Attack()
gun.GetComponent<enemyGun>().Shoot(); gun.GetComponent<enemyGun>().Shoot();
} }
/// <summary>
/// to see the ranges in the scene view
/// </summary>
private void OnDrawGizmosSelected() private void OnDrawGizmosSelected()
{ {
Gizmos.color = Color.red; Gizmos.color = Color.red;

View file

@ -1,8 +1,6 @@
using System.Collections;
using System.Collections.Generic; using TMPro;
using Unity.PlasticSCM.Editor.WebApi;
using Unity.VisualScripting;
using UnityEditor.SearchService;
using UnityEngine; using UnityEngine;
using UnityEngine.Audio; using UnityEngine.Audio;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
@ -126,4 +124,16 @@ public void setSFX()
float volume = sfxSlider.value; float volume = sfxSlider.value;
mixer.SetFloat("sfx", Mathf.Log10(volume) * 20); mixer.SetFloat("sfx", Mathf.Log10(volume) * 20);
} }
void Update()
{
if(playerHealth<=0)
{
die();
}
}
void die()
{
endGame();
endScreen.GetComponentInChildren<TextMeshProUGUI>().text="you died while trying to escape the planet try again next time";
}
} }

View file

@ -1,20 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GiftBox : Interactable
{
[SerializeField]
GameObject collectableToSpawn;
[SerializeField]
AudioClip GiftBoxAudio;
public override void Interact()
{
AudioSource.PlayClipAtPoint(GiftBoxAudio, transform.position, 1f);
Instantiate(collectableToSpawn, transform.position, collectableToSpawn.transform.rotation);
base.Interact();
}
}

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@ -1,3 +1,9 @@
/*
*Author: Lin Hengrui Ryan
*Date:21/06/2024
*Description: to make a gun script for the enemy
*/
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using TMPro; using TMPro;
@ -6,9 +12,9 @@
public class enemyGun : MonoBehaviour public class enemyGun : MonoBehaviour
{ {
public GameObject bullet; public GameObject bullet;
[Header("gun stats")]
/// <summary> /// <summary>
/// gun stats ///
/// </summary> /// </summary>
public int magSize; public int magSize;
public int damage; public int damage;
@ -25,9 +31,9 @@ public class enemyGun : MonoBehaviour
private bool shooting; private bool shooting;
private bool readyToShot; private bool readyToShot;
private int bulletsLeft; private int bulletsLeft;
[Header("Refrencing")]
/// <summary> /// <summary>
/// Refrencing ///
/// </summary> /// </summary>
[SerializeField] [SerializeField]
Transform fpsCam; Transform fpsCam;

View file

@ -1,7 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using Unity.PlasticSCM.Editor.WebApi;
using Unity.VisualScripting;
using UnityEngine; using UnityEngine;
public class SlideDoor : Interactable public class SlideDoor : Interactable
@ -123,15 +120,7 @@ public override void Interact()
void OnTriggerExit(Collider other) void OnTriggerExit(Collider other)
{ {
if (other.tag == "Player" && IsOpen && !opening) if (other.tag == "Player")
{
closing = true;
}
if (
other.tag == "Player"
&& GameManager.instance.petrolCollected
&& GameManager.instance.gotGenerator
)
{ {
GameManager.instance.endGame(); GameManager.instance.endGame();
} }

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--method=Unity.Jobs.IJobForExtensions+ForJobStruct`1[[UnityEngine.Rendering.Universal.TilingJob, Unity.RenderPipelines.Universal.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(UnityEngine.Rendering.Universal.TilingJob&, Unity.RenderPipelines.Universal.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)--a6f5259e22ed809ef3937424c4bd686d
--method=Unity.Jobs.IJobExtensions+JobStruct`1[[UnityEngine.Rendering.Universal.DecalCreateDrawCallSystem+DrawCallJob, Unity.RenderPipelines.Universal.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(UnityEngine.Rendering.Universal.DecalCreateDrawCallSystem+DrawCallJob&, Unity.RenderPipelines.Universal.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)--aa309157da5950aa53ed6075709e6e40
--method=Unity.Jobs.IJobParallelForExtensions+ParallelForJobStruct`1[[UnityEngine.Rendering.HighDefinition.WaterSimulationSearchJob, Unity.RenderPipelines.HighDefinition.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(UnityEngine.Rendering.HighDefinition.WaterSimulationSearchJob&, Unity.RenderPipelines.HighDefinition.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)--4f9f02a721acbab5835000b343586862
--method=Unity.Jobs.IJobForExtensions+ForJobStruct`1[[UnityEngine.Rendering.Universal.LightMinMaxZJob, Unity.RenderPipelines.Universal.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(UnityEngine.Rendering.Universal.LightMinMaxZJob&, Unity.RenderPipelines.Universal.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)--2230a143748f5ecbc3a89a75bf0ad747
--method=Unity.Jobs.IJobParallelForExtensions+ParallelForJobStruct`1[[UnityEditor.Rendering.HighDefinition.WaterAmplitudeEvaluator+ReductionStep, Unity.RenderPipelines.HighDefinition.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(UnityEditor.Rendering.HighDefinition.WaterAmplitudeEvaluator+ReductionStep&, Unity.RenderPipelines.HighDefinition.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)--b76d483722f248ee9913b04da206318d
--method=Unity.Jobs.IJobParallelForExtensions+ParallelForJobStruct`1[[UnityEngine.Rendering.HighDefinition.WaterCPUSimulation+PhillipsSpectrumInitialization, Unity.RenderPipelines.HighDefinition.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::Execute(UnityEngine.Rendering.HighDefinition.WaterCPUSimulation+PhillipsSpectrumInitialization&, Unity.RenderPipelines.HighDefinition.Runtime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|System.IntPtr, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089|Unity.Jobs.LowLevel.Unsafe.JobRanges&, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null|System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)--bb18db5126ee43f952fa01d21301f8d7
--method=Unity.Burst.Intrinsics.X86, Unity.Burst, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::DoGetCSRTrampoline()--89425a97f3f500fa810ad03f0c382542

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