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12 Commits

Author SHA1 Message Date
Stedd 68de921a69 Implemented flashlight 2022-11-06 18:02:16 +01:00
Stedd f8abb3dac8 Added lights to Spaceship 2022-11-06 16:53:21 +01:00
Stedd 00e97a5ed2 Added textures 2022-11-06 15:48:36 +01:00
Stedd 9d8a7e59c4 Lights 2022-11-06 15:11:38 +01:00
Stedd c9d4d95cec Map Tuning 2022-11-06 15:11:25 +01:00
Stedd 4bb297eff3 Weapon tuning 2022-11-06 15:11:13 +01:00
Stedd ca9c8ad52e Spaceship map 2022-11-06 14:14:18 +01:00
Stedd 64d691a6ef WIP Spaceship map 2022-11-06 13:16:06 +01:00
Stedd d350bba282 WIP Spaceship map 2022-11-06 12:07:24 +01:00
Stedd 209e58c4b7 Scene and Project folder cleanup 2022-11-06 11:16:30 +01:00
Stedd fe499971af Added ProBuilder package 2022-11-06 11:07:04 +01:00
Stedd 8008d0755e Added Enemy death animation 2022-11-06 11:06:48 +01:00
140 changed files with 72849 additions and 2154 deletions

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@ -1,3 +1,4 @@
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.AI;
@ -10,12 +11,15 @@ public class EnemyAI : MonoBehaviour, IAggroable
[Header("State")]
[SerializeField] private Transform _target;
[SerializeField] private bool _isProvoked;
[SerializeField] private bool _isDead;
private NavMeshAgent _navMeshAgent;
private Animator _animator;
private EnemyHealth _enemyHealth;
private static readonly int MoveAnimation = Animator.StringToHash("Move");
private static readonly int AttackAnimation = Animator.StringToHash("Attack");
private static readonly int IdleAnimation = Animator.StringToHash("Idle");
private static readonly int DeathAnimation = Animator.StringToHash("Die");
public bool IsProvoked
{
@ -32,20 +36,30 @@ public class EnemyAI : MonoBehaviour, IAggroable
{
_navMeshAgent = GetComponent<NavMeshAgent>();
_animator = GetComponent<Animator>();
_enemyHealth = GetComponent<EnemyHealth>();
SetStopDistance(_attackRange * 0.9f);
}
private void Update()
{
SetStopDistance(_attackRange * 0.9f);
if (DistanceToTarget(_target.position) < _detectRange)
if (!_isDead)
{
_isProvoked = true;
}
if (DistanceToTarget(_target.position) < _detectRange)
{
_isProvoked = true;
}
if (_isProvoked)
{
EngageTarget();
if (_isProvoked)
{
EngageTarget();
}
if (_enemyHealth.IsDead)
{
_animator.SetTrigger(DeathAnimation);
_navMeshAgent.isStopped = true;
_isDead = true;
}
}
}

View File

@ -6,9 +6,11 @@ public class EnemyHealth : MonoBehaviour, IDamageable
[SerializeField] private float _maxHealth = 100f;
[Header("State")]
[SerializeField] private float _health;
[field: SerializeField] public bool IsDead { get; private set; }
private void OnEnable()
{
IsDead = false;
_health = _maxHealth;
}
@ -16,8 +18,14 @@ public class EnemyHealth : MonoBehaviour, IDamageable
{
_health += healthChange;
if (!(_health <= 0)) return;
HandleDeath();
}
private void HandleDeath()
{
IsDead = true;
print("Ded");
Destroy(gameObject);
//Destroy(gameObject);
}
public void SetHealth(float newHealth)

94
Assets/FlashLight.cs Normal file
View File

@ -0,0 +1,94 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class FlashLight : MonoBehaviour
{
[Header("Config")]
[SerializeField] private float _powerDraw;
[SerializeField] private float _maxCharge;
[SerializeField] private float _range;
[SerializeField] private float _angle;
[SerializeField] private float _intensity;
[Header("State")]
[SerializeField] private bool _isActive;
[field: SerializeField] public float CurrentCharge { get; private set; }
[field: SerializeField] private FloatVariable _S_currentCharge;
[Header("Connection")]
[SerializeField] private Light _light;
private void Awake()
{
_light = GetComponent<Light>();
}
private void OnEnable()
{
CurrentCharge = _maxCharge;
_light.enabled = false;
}
private void Update()
{
ToggleFlashlight();
if (_isActive)
{
CurrentCharge -= _powerDraw * Time.deltaTime;
CurrentCharge = Mathf.Clamp(CurrentCharge, 0, _maxCharge);
if (CurrentCharge == 0)
{
FlashLightOff();
}
}
UpdateUI();
}
private void FlashLightOff()
{
_light.enabled = false;
}
private void FlashLightOn()
{
_light.enabled = true;
}
private void ToggleFlashlight()
{
if (Keyboard.current.fKey.wasPressedThisFrame)
{
_isActive = !_isActive;
if (_isActive)
{
FlashLightOn();
}
else
{
FlashLightOff();
}
}
}
public void ModifyCharge(float modifyValue)
{
CurrentCharge += modifyValue;
CurrentCharge = Mathf.Clamp(CurrentCharge, 0, _maxCharge);
}
public float GetChargeFactor()
{
return CurrentCharge / _maxCharge;
}
private void UpdateUI()
{
_S_currentCharge.Value = GetChargeFactor() * 100f;
}
}

11
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BatteryPickup : MonoBehaviour
{
[Header("Config")]
[SerializeField] private int _pickupAmount;
private void OnTriggerEnter(Collider other)
{
print("Battery Pickup" + other);
var flashLight = other.GetComponentInChildren<FlashLight>();
var amountBefore = flashLight.CurrentCharge;
if (flashLight != null)
{
flashLight.ModifyCharge(_pickupAmount);
}
var amountAfter = flashLight.CurrentCharge;
if (amountBefore != amountAfter)
{
Destroy(gameObject.transform.parent.gameObject);
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_ammoSlots:
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<MaxBeltAmmoAmount>k__BackingField: 10
<StartingBeltAmmoAmount>k__BackingField: 2
<CurrentBeltAmmoAmount>k__BackingField: 0
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<CurrentBeltAmmoAmount>k__BackingField: 0
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<CurrentBeltAmmoAmount>k__BackingField: 0
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@ -5,10 +5,12 @@ public class PlayerHealth : MonoBehaviour, IDamageable
[SerializeField] private DeathHandler _deathHandler;
[SerializeField] private float _maxHealth;
[SerializeField] private float _health;
[field: SerializeField] private FloatVariable _S_currentHealth;
private void Awake()
{
SetHealth(_maxHealth);
UpdateUI();
}
public float GetHealth()
@ -31,12 +33,14 @@ public class PlayerHealth : MonoBehaviour, IDamageable
public void ModifyHealth(float healthChange)
{
_health += healthChange;
if (_health <= 0)
{
_health = 0;
_deathHandler.HandleDeath();
}
UpdateUI();
}
public void SetHealth(float newHealth)
@ -48,4 +52,9 @@ public class PlayerHealth : MonoBehaviour, IDamageable
{
_maxHealth = newHealth;
}
private void UpdateUI()
{
_S_currentHealth.Value = GetHealthFactor() * 100;
}
}

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