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@ -1,3 +1,4 @@
|
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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;
|
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[SerializeField] private bool _isDead;
|
||||
|
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private NavMeshAgent _navMeshAgent;
|
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private Animator _animator;
|
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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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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)
|
|
@ -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;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: a5afad0b2814fab4a8ac446ff9896773
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,28 @@
|
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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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}
|
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}
|
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}
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@ -0,0 +1,11 @@
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assetBundleVariant:
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: a15889f63fca8264cbfbffada1b08ffa
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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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fileFormatVersion: 2
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@ -66,15 +66,19 @@ MonoBehaviour:
|
|||
_ammoSlots:
|
||||
- <AmmoType>k__BackingField: 0
|
||||
<MaxBeltAmmoAmount>k__BackingField: 10
|
||||
<StartingBeltAmmoAmount>k__BackingField: 2
|
||||
<CurrentBeltAmmoAmount>k__BackingField: 0
|
||||
- <AmmoType>k__BackingField: 1
|
||||
<MaxBeltAmmoAmount>k__BackingField: 30
|
||||
<StartingBeltAmmoAmount>k__BackingField: 10
|
||||
<CurrentBeltAmmoAmount>k__BackingField: 0
|
||||
- <AmmoType>k__BackingField: 2
|
||||
<MaxBeltAmmoAmount>k__BackingField: 200
|
||||
<StartingBeltAmmoAmount>k__BackingField: 45
|
||||
<CurrentBeltAmmoAmount>k__BackingField: 0
|
||||
- <AmmoType>k__BackingField: 3
|
||||
<MaxBeltAmmoAmount>k__BackingField: 15
|
||||
<StartingBeltAmmoAmount>k__BackingField: 6
|
||||
<CurrentBeltAmmoAmount>k__BackingField: 0
|
||||
_S_currentBeltAmmoAmount: {fileID: 11400000, guid: f19d1fc1d5102a545800f4f8273640b1, type: 2}
|
||||
_currentWeaponAmmoType: 0
|
||||
|
@ -107,6 +111,7 @@ Transform:
|
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m_ConstrainProportionsScale: 0
|
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m_Children:
|
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- {fileID: 2265701993784981172}
|
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- {fileID: 1625201294374954353}
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m_Father: {fileID: 8997996947095583982}
|
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m_RootOrder: 0
|
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
|
@ -208,6 +213,122 @@ CapsuleCollider:
|
|||
m_Height: 2
|
||||
m_Direction: 1
|
||||
m_Center: {x: 0, y: 0, z: 0}
|
||||
--- !u!1 &6672967986838290054
|
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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