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userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs deleted file mode 100644 index c01b3d3b131b1648519c98d6a5e25a7a4e96784a..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs +++ /dev/null @@ -1,283 +0,0 @@ -using System; -using UnityEngine; -using UnitySampleAssets.CrossPlatformInput.PlatformSpecific; - - -namespace UnitySampleAssets.CrossPlatformInput -{ - public static class CrossPlatformInputManager - { - private static VirtualInput virtualInput; - - - static CrossPlatformInputManager() - { -#if MOBILE_INPUT - virtualInput = new MobileInput (); -#else - virtualInput = new StandaloneInput(); -#endif - } - - - public static void RegisterVirtualAxis(VirtualAxis axis) - { - virtualInput.RegisterVirtualAxis(axis); - } - - - public static void RegisterVirtualButton(VirtualButton button) - { - virtualInput.RegisterVirtualButton(button); - } - - - public static void UnRegisterVirtualAxis(string _name) - { - if (_name == null) - { - throw new ArgumentNullException("_name"); - } - virtualInput.UnRegisterVirtualAxis(_name); - } - - - public static void UnRegisterVirtualButton(string name) - { - virtualInput.UnRegisterVirtualButton(name); - } - - - // returns a reference to a named virtual axis if it exists otherwise null - public static VirtualAxis VirtualAxisReference(string name) - { - return virtualInput.VirtualAxisReference(name); - } - - - // returns the platform appropriate axis for the given name - public static float GetAxis(string name) - { - return GetAxis(name, false); - } - - - public static float GetAxisRaw(string name) - { - return GetAxis(name, true); - } - - - // private function handles both types of axis (raw and not raw) - private static float GetAxis(string name, bool raw) - { - return virtualInput.GetAxis(name, raw); - } - - - // -- Button handling -- - public static bool GetButton(string name) - { - return virtualInput.GetButton(name); - } - - - public static bool GetButtonDown(string name) - { - return virtualInput.GetButtonDown(name); - } - - - public static bool GetButtonUp(string name) - { - return virtualInput.GetButtonUp(name); - } - - - public static void SetButtonDown(string name) - { - virtualInput.SetButtonDown(name); - } - - - public static void SetButtonUp(string name) - { - virtualInput.SetButtonUp(name); - } - - - public static void SetAxisPositive(string name) - { - virtualInput.SetAxisPositive(name); - } - - - public static void SetAxisNegative(string name) - { - virtualInput.SetAxisNegative(name); - } - - - public static void SetAxisZero(string name) - { - virtualInput.SetAxisZero(name); - } - - - public static void SetAxis(string name, float value) - { - virtualInput.SetAxis(name, value); - } - - - public static Vector3 mousePosition - { - get { return virtualInput.MousePosition(); } - } - - - public static void SetVirtualMousePositionX(float f) - { - virtualInput.SetVirtualMousePositionX(f); - } - - - public static void SetVirtualMousePositionY(float f) - { - virtualInput.SetVirtualMousePositionY(f); - } - - - public static void SetVirtualMousePositionZ(float f) - { - virtualInput.SetVirtualMousePositionZ(f); - } - - - // virtual axis and button classes - applies to mobile input - // Can be mapped to touch joysticks, tilt, gyro, etc, depending on desired implementation. - // Could also be implemented by other input devices - kinect, electronic sensors, etc - public class VirtualAxis - { - public string name { get; private set; } - private float m_Value; - public bool matchWithInputManager { get; private set; } - - - public VirtualAxis(string name) : this(name, true) - { - } - - - public VirtualAxis(string name, bool matchToInputSettings) - { - this.name = name; - matchWithInputManager = matchToInputSettings; - RegisterVirtualAxis(this); - } - - - // removes an axes from the cross platform input system - public void Remove() - { - UnRegisterVirtualAxis(name); - } - - - // a controller gameobject (eg. a virtual thumbstick) should update this class - public void Update(float value) - { - m_Value = value; - } - - - public float GetValue - { - get { return m_Value; } - } - - - public float GetValueRaw - { - get { return m_Value; } - } - } - - // a controller gameobject (eg. a virtual GUI button) should call the - // 'pressed' function of this class. Other objects can then read the - // Get/Down/Up state of this button. - public class VirtualButton - { - public string name { get; private set; } - private int lastPressedFrame = -5; - private int releasedFrame = -5; - private bool pressed; - public bool matchWithInputManager { get; private set; } - - - public VirtualButton(string name) : this(name, true) - { - } - - - public VirtualButton(string name, bool matchToInputSettings) - { - this.name = name; - matchWithInputManager = matchToInputSettings; - // RegisterVirtualButton(this); - } - - - // A controller gameobject should call this function when the button is pressed down - public void Pressed() - { - if (pressed) - { - return; - } - pressed = true; - lastPressedFrame = Time.frameCount; - } - - - // A controller gameobject should call this function when the button is released - public void Released() - { - pressed = false; - releasedFrame = Time.frameCount; - } - - - // the controller gameobject should call Remove when the button is destroyed or disabled - public void Remove() - { - UnRegisterVirtualButton(name); - } - - - // these are the states of the button which can be read via the cross platform input system - public bool GetButton - { - get { return pressed; } - } - - - public bool GetButtonDown - { - get - { - return lastPressedFrame - Time.frameCount == 0; - } - } - - - public bool GetButtonUp - { - get - { - return (releasedFrame == Time.frameCount - 0); - } - } - } - } -} \ No newline at end of file diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs.meta deleted file mode 100644 index 3bc8b7ac5477373bf9cc9265545d5f7e4ec3a0dc..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 6ac1ce5a5adfd9f46adbf5b6f752a47c -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor.meta deleted file mode 100644 index 66de94594265fe24a53a17fe43fa8739cf22c210..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 8c72780261c377a46a662dcf8505b28f -folderAsset: yes -DefaultImporter: - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs deleted file mode 100644 index 175464fb675bfb2ac4adafec5ec9b1eb68acf415..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs +++ /dev/null @@ -1,135 +0,0 @@ -using UnityEditor; -using System.Collections.Generic; - -namespace UnitySampleAssets.CrossPlatformInput.Inspector -{ - [InitializeOnLoad] - public class CrossPlatformInitialize - { - // Custom compiler defines: - // - // CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions. - // EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app). - // MOBILE_INPUT : denotes that mobile input should be used right now! - - static CrossPlatformInitialize() - { - var defines = GetDefinesList(buildTargetGroups[0]); - if (!defines.Contains("CROSS_PLATFORM_INPUT")) - { - SetEnabled("CROSS_PLATFORM_INPUT", true, false); - SetEnabled("MOBILE_INPUT", true, true); - } - } - - - [MenuItem("Mobile Input/Enable")] - private static void Enable() - { - SetEnabled("MOBILE_INPUT", true, true); - switch (EditorUserBuildSettings.activeBuildTarget) - { - case BuildTarget.Android: - case BuildTarget.iOS: - case BuildTarget.WSAPlayer: - EditorUtility.DisplayDialog("Mobile Input", - "You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.", - "OK"); - break; - - default: - EditorUtility.DisplayDialog("Mobile Input", - "You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.", - "OK"); - break; - } - } - - - [MenuItem("Mobile Input/Enable", true)] - private static bool EnableValidate() - { - var defines = GetDefinesList(mobileBuildTargetGroups[0]); - return !defines.Contains("MOBILE_INPUT"); - } - - - [MenuItem("Mobile Input/Disable")] - private static void Disable() - { - SetEnabled("MOBILE_INPUT", false, true); - switch (EditorUserBuildSettings.activeBuildTarget) - { - case BuildTarget.Android: - case BuildTarget.iOS: - case BuildTarget.WSAPlayer: - EditorUtility.DisplayDialog("Mobile Input", - "You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.", - "OK"); - break; - } - } - - - [MenuItem("Mobile Input/Disable", true)] - private static bool DisableValidate() - { - var defines = GetDefinesList(mobileBuildTargetGroups[0]); - return defines.Contains("MOBILE_INPUT"); - } - - - private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[] - { - BuildTargetGroup.Standalone, - BuildTargetGroup.WebGL, - BuildTargetGroup.Android, - BuildTargetGroup.iOS, - BuildTargetGroup.WSA, - }; - - private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[] - { - BuildTargetGroup.Android, - BuildTargetGroup.iOS, - BuildTargetGroup.WSA, - }; - - - private static void SetEnabled(string defineName, bool enable, bool mobile) - { - //Debug.Log("setting "+defineName+" to "+enable); - foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups) - { - var defines = GetDefinesList(group); - if (enable) - { - if (defines.Contains(defineName)) - { - return; - } - defines.Add(defineName); - } - else - { - if (!defines.Contains(defineName)) - { - return; - } - while (defines.Contains(defineName)) - { - defines.Remove(defineName); - } - } - string definesString = string.Join(";", defines.ToArray()); - PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString); - } - } - - - private static List<string> GetDefinesList(BuildTargetGroup group) - { - return new List<string>(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';')); - } - } -} \ No newline at end of file diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs.meta deleted file mode 100644 index 818f03cf77e84c529b1cb4236a1e00f3f6981bfe..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: db7667203062c644ea1877077e30ebd6 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs deleted file mode 100644 index dc99b6168f920f588ee159e6e5d6a75e92daaba4..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs +++ /dev/null @@ -1,101 +0,0 @@ -using UnityEngine; -using UnityEngine.EventSystems; -using UnitySampleAssets.CrossPlatformInput; - -public class Joystick : MonoBehaviour , IPointerUpHandler , IPointerDownHandler , IDragHandler { - - public int MovementRange = 100; - - public enum AxisOption - { // Options for which axes to use - Both, // Use both - OnlyHorizontal, // Only horizontal - OnlyVertical // Only vertical - } - - public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use - public string horizontalAxisName = "Horizontal";// The name given to the horizontal axis for the cross platform input - public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input - - private Vector3 startPos; - private bool useX; // Toggle for using the x axis - private bool useY; // Toggle for using the Y axis - private CrossPlatformInputManager.VirtualAxis horizontalVirtualAxis; // Reference to the joystick in the cross platform input - private CrossPlatformInputManager.VirtualAxis verticalVirtualAxis; // Reference to the joystick in the cross platform input - - void OnEnable () { - - startPos = transform.position; - CreateVirtualAxes (); - } - - private void UpdateVirtualAxes (Vector3 value) { - - var delta = startPos - value; - delta.y = -delta.y; - delta /= MovementRange; - if(useX) - horizontalVirtualAxis.Update (-delta.x); - - if(useY) - verticalVirtualAxis.Update (delta.y); - - } - - private void CreateVirtualAxes() - { - // set axes to use - useX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); - useY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); - - // create new axes based on axes to use - if (useX) - horizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); - if (useY) - verticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); - } - - - public void OnDrag(PointerEventData data) { - - Vector3 newPos = Vector3.zero; - - if (useX) { - int delta = (int) (data.position.x - startPos.x); - delta = Mathf.Clamp(delta, - MovementRange, MovementRange); - newPos.x = delta; - } - - if (useY) - { - int delta = (int)(data.position.y - startPos.y); - delta = Mathf.Clamp(delta, -MovementRange, MovementRange); - newPos.y = delta; - } - transform.position = new Vector3(startPos.x + newPos.x , startPos.y + newPos.y , startPos.z + newPos.z); - UpdateVirtualAxes (transform.position); - } - - - public void OnPointerUp(PointerEventData data) - { - transform.position = startPos; - UpdateVirtualAxes (startPos); - } - - - public void OnPointerDown (PointerEventData data) { - } - - void OnDisable () { - // remove the joysticks from the cross platform input - if (useX) - { - horizontalVirtualAxis.Remove(); - } - if (useY) - { - verticalVirtualAxis.Remove(); - } - } -} diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs.meta deleted file mode 100644 index da00025661509cf460cd8b89db93541fdc418628..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 00c3c865782347f41b6358d9fba14b48 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs deleted file mode 100644 index db4af85703b737c66e52314efc2932d1a81a5556..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs +++ /dev/null @@ -1,84 +0,0 @@ -#if UNITY_EDITOR -using UnityEditor; -#endif -using UnityEngine; - - -namespace UnityStandardAssets.CrossPlatformInput -{ - [ExecuteInEditMode] - public class MobileControlRig : MonoBehaviour -#if UNITY_EDITOR - , UnityEditor.Build.IActiveBuildTargetChanged -#endif - { - // this script enables or disables the child objects of a control rig - // depending on whether the USE_MOBILE_INPUT define is declared. - - // This define is set or unset by a menu item that is included with - // the Cross Platform Input package. - - -#if !UNITY_EDITOR - void OnEnable() - { - CheckEnableControlRig(); - } -#else - public int callbackOrder - { - get - { - return 1; - } - } -#endif - - -#if UNITY_EDITOR - - private void OnEnable() - { - EditorApplication.update += Update; - } - - - private void OnDisable() - { - EditorApplication.update -= Update; - } - - - private void Update() - { - CheckEnableControlRig(); - } -#endif - - - private void CheckEnableControlRig() - { -#if MOBILE_INPUT - EnableControlRig(true); -#else - EnableControlRig(false); -#endif - } - - - private void EnableControlRig(bool enabled) - { - foreach (Transform t in transform) - { - t.gameObject.SetActive(enabled); - } - } - -#if UNITY_EDITOR - public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget) - { - CheckEnableControlRig(); - } -#endif - } -} \ No newline at end of file diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs.meta deleted file mode 100644 index 691261d8f8dde1860525e3360b8e878d8e962b5d..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 71398ce7fbc3a5b4fa50b50bd54317a7 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific.meta deleted file mode 100644 index 6797e904c7e80a14bbdf9d62b70008b2900cf2bf..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: f3f33f034733d9f4f9d439d80e26bdce -folderAsset: yes -DefaultImporter: - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs deleted file mode 100644 index 61738c6398ee53e43c98d55cf504a32be61380e9..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs +++ /dev/null @@ -1,124 +0,0 @@ -using UnityEngine; - -namespace UnitySampleAssets.CrossPlatformInput.PlatformSpecific -{ - public class MobileInput : VirtualInput - { - private void AddButton(string name) - { - // we have not registered this button yet so add it, happens in the constructor - CrossPlatformInputManager.RegisterVirtualButton(new CrossPlatformInputManager.VirtualButton(name)); - } - - - private void AddAxes(string name) - { - // we have not registered this button yet so add it, happens in the constructor - CrossPlatformInputManager.RegisterVirtualAxis(new CrossPlatformInputManager.VirtualAxis(name)); - } - - - public override float GetAxis(string name, bool raw) - { - return virtualAxes.ContainsKey(name) ? virtualAxes[name].GetValue : 0; - } - - - public override void SetButtonDown(string name) - { - if (!virtualButtons.ContainsKey(name)) - { - AddButton(name); - } - virtualButtons[name].Pressed(); - } - - - public override void SetButtonUp(string name) - { - virtualButtons[name].Released(); - } - - - public override void SetAxisPositive(string name) - { - if (!virtualAxes.ContainsKey(name)) - { - AddAxes(name); - } - virtualAxes[name].Update(1f); - } - - - public override void SetAxisNegative(string name) - { - if (!virtualAxes.ContainsKey(name)) - { - AddAxes(name); - } - virtualAxes[name].Update(-1f); - } - - - public override void SetAxisZero(string name) - { - if (!virtualAxes.ContainsKey(name)) - { - AddAxes(name); - } - virtualAxes[name].Update(0f); - } - - - public override void SetAxis(string name, float value) - { - if (!virtualAxes.ContainsKey(name)) - { - AddAxes(name); - } - virtualAxes[name].Update(value); - } - - - public override bool GetButtonDown(string name) - { - if (virtualButtons.ContainsKey(name)) - { - return virtualButtons[name].GetButtonDown; - } - - AddButton(name); - return virtualButtons[name].GetButtonDown; - } - - - public override bool GetButtonUp(string name) - { - if (virtualButtons.ContainsKey(name)) - { - return virtualButtons[name].GetButtonUp; - } - - AddButton(name); - return virtualButtons[name].GetButtonUp; - } - - - public override bool GetButton(string name) - { - if (virtualButtons.ContainsKey(name)) - { - return virtualButtons[name].GetButton; - } - - AddButton(name); - return virtualButtons[name].GetButton; - } - - - public override Vector3 MousePosition() - { - return virtualMousePosition; - } - } -} \ No newline at end of file diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs.meta deleted file mode 100644 index 279fec3eb588474098fcbd76ee0f3ed4186be0be..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 9703d53e47195aa4190acd11369ccd1b -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs deleted file mode 100644 index 443922abd0808d000dbc1a1aa21c857a0a1d0345..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs +++ /dev/null @@ -1,79 +0,0 @@ -using System; -using UnityEngine; - -namespace UnitySampleAssets.CrossPlatformInput.PlatformSpecific -{ - public class StandaloneInput : VirtualInput - { - public override float GetAxis(string name, bool raw) - { - return raw ? Input.GetAxisRaw(name) : Input.GetAxis(name); - } - - - public override bool GetButton(string name) - { - return Input.GetButton(name); - } - - - public override bool GetButtonDown(string name) - { - return Input.GetButtonDown(name); - } - - - public override bool GetButtonUp(string name) - { - return Input.GetButtonUp(name); - } - - - public override void SetButtonDown(string name) - { - throw new Exception( - " This is not possible to be called for standalone input. Please check your platform and code where this is called"); - } - - - public override void SetButtonUp(string name) - { - throw new Exception( - " This is not possible to be called for standalone input. Please check your platform and code where this is called"); - } - - - public override void SetAxisPositive(string name) - { - throw new Exception( - " This is not possible to be called for standalone input. Please check your platform and code where this is called"); - } - - - public override void SetAxisNegative(string name) - { - throw new Exception( - " This is not possible to be called for standalone input. Please check your platform and code where this is called"); - } - - - public override void SetAxisZero(string name) - { - throw new Exception( - " This is not possible to be called for standalone input. Please check your platform and code where this is called"); - } - - - public override void SetAxis(string name, float value) - { - throw new Exception( - " This is not possible to be called for standalone input. Please check your platform and code where this is called"); - } - - - public override Vector3 MousePosition() - { - return Input.mousePosition; - } - } -} \ No newline at end of file diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta deleted file mode 100644 index 243f4af2e9419515e10de5353fcf8fc44feef14f..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 9961032f4f02c4f41997c3ea399d2f22 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs deleted file mode 100644 index 4f03b05517f16eaf2bd4fdbbb65e8f6d4d20ac7b..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs +++ /dev/null @@ -1,124 +0,0 @@ -using System.Collections.Generic; -using UnityEngine; - - -namespace UnitySampleAssets.CrossPlatformInput -{ - public abstract class VirtualInput - { - protected Dictionary<string, CrossPlatformInputManager.VirtualAxis> virtualAxes = - new Dictionary<string, CrossPlatformInputManager.VirtualAxis>(); - - // Dictionary to store the name relating to the virtual axes - - protected Dictionary<string, CrossPlatformInputManager.VirtualButton> virtualButtons = - new Dictionary<string, CrossPlatformInputManager.VirtualButton>(); - - protected List<string> alwaysUseVirtual = new List<string>(); - // list of the axis and button names that have been flagged to always use a virtual axis or button - - public Vector3 virtualMousePosition { get; private set; } - - - public void RegisterVirtualAxis(CrossPlatformInputManager.VirtualAxis axis) - { - // check if we already have an axis with that name and log and error if we do - if (virtualAxes.ContainsKey(axis.name)) - { - Debug.LogError("There is already a virtual axis named " + axis.name + " registered."); - } - else - { - // add any new axes - virtualAxes.Add(axis.name, axis); - - // if we dont want to match with the input manager setting then revert to always using virtual - if (!axis.matchWithInputManager) - { - alwaysUseVirtual.Add(axis.name); - } - } - } - - - public void RegisterVirtualButton(CrossPlatformInputManager.VirtualButton button) - { - // check if already have a buttin with that name and log an error if we do - if (virtualButtons.ContainsKey(button.name)) - { - Debug.LogError("There is already a virtual button named " + button.name + " registered."); - } - else - { - // add any new buttons - virtualButtons.Add(button.name, button); - - // if we dont want to match to the input manager then always use a virtual axis - if (!button.matchWithInputManager) - { - alwaysUseVirtual.Add(button.name); - } - } - } - - - public void UnRegisterVirtualAxis(string name) - { - // if we have an axis with that name then remove it from our dictionary of registered axes - if (virtualAxes.ContainsKey(name)) - { - virtualAxes.Remove(name); - } - } - - - public void UnRegisterVirtualButton(string name) - { - // if we have a button with this name then remove it from our dictionary of registered buttons - if (virtualButtons.ContainsKey(name)) - { - virtualButtons.Remove(name); - } - } - - - // returns a reference to a named virtual axis if it exists otherwise null - public CrossPlatformInputManager.VirtualAxis VirtualAxisReference(string name) - { - return virtualAxes.ContainsKey(name) ? virtualAxes[name] : null; - } - - - public void SetVirtualMousePositionX(float f) - { - virtualMousePosition = new Vector3(f, virtualMousePosition.y, virtualMousePosition.z); - } - - - public void SetVirtualMousePositionY(float f) - { - virtualMousePosition = new Vector3(virtualMousePosition.x, f, virtualMousePosition.z); - } - - - public void SetVirtualMousePositionZ(float f) - { - virtualMousePosition = new Vector3(virtualMousePosition.x, virtualMousePosition.y, f); - } - - - public abstract float GetAxis(string name, bool raw); - - public abstract bool GetButton(string name); - public abstract bool GetButtonDown(string name); - public abstract bool GetButtonUp(string name); - - public abstract void SetButtonDown(string name); - public abstract void SetButtonUp(string name); - public abstract void SetAxisPositive(string name); - public abstract void SetAxisNegative(string name); - public abstract void SetAxisZero(string name); - public abstract void SetAxis(string name, float value); - public abstract Vector3 MousePosition(); - } -} \ No newline at end of file diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs.meta deleted file mode 100644 index fdcbabe47ef18c16707850f055936929e206bc0d..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 0f57aeb1b8dce3342bea5c28ac17db24 -MonoImporter: - 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userData: - assetBundleName: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Audio/MixLevels.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Audio/MixLevels.cs deleted file mode 100644 index cc51e6356c7a61c73669d4f19000bb44e805c1b7..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Audio/MixLevels.cs +++ /dev/null @@ -1,18 +0,0 @@ -using UnityEngine; -using System.Collections; -using UnityEngine.Audio; - -public class MixLevels : MonoBehaviour { - - public AudioMixer masterMixer; - - public void SetSfxLvl(float sfxLvl) - { - masterMixer.SetFloat("sfxVol", sfxLvl); - } - - public void SetMusicLvl (float musicLvl) - { - masterMixer.SetFloat ("musicVol", musicLvl); - } -} diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Audio/MixLevels.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Audio/MixLevels.cs.meta deleted file mode 100644 index 2a003bc9ae3c262280c9028a5ee0e07415e5fb8a..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Audio/MixLevels.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 19ed055c6eb86c94ba753f5adfd3bf80 -MonoImporter: - 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-namespace CompleteProject -{ - public class CameraFollow : MonoBehaviour - { - public Transform target; // The position that that camera will be following. - public float smoothing = 5f; // The speed with which the camera will be following. - - - Vector3 offset; // The initial offset from the target. - - - void Start () - { - // Calculate the initial offset. - offset = transform.position - target.position; - } - - - void FixedUpdate () - { - // Create a postion the camera is aiming for based on the offset from the target. - Vector3 targetCamPos = target.position + offset; - - // Smoothly interpolate between the camera's current position and it's target position. - transform.position = Vector3.Lerp (transform.position, targetCamPos, smoothing * Time.deltaTime); - } - } -} \ No newline at end of file diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Camera/CameraFollow.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Camera/CameraFollow.cs.meta deleted file mode 100644 index ac0712e85fc7ed3e84eacdfaabbe6bc8a1431a97..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Camera/CameraFollow.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: d7bced140059b694e91f0e48210059c7 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 200 - icon: {instanceID: 0} - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy.meta deleted file mode 100644 index ad37fdb4704531e33b4122355d2ff7776e76afa9..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 8a0fa9ac57cf1a14d8c276eaaf79a8e9 -folderAsset: yes -DefaultImporter: - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyAttack.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyAttack.cs deleted file mode 100644 index f873a932e2a1910f772a908f7c06a4292d8414d3..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyAttack.cs +++ /dev/null @@ -1,86 +0,0 @@ -using UnityEngine; -using System.Collections; - -namespace CompleteProject -{ - public class EnemyAttack : MonoBehaviour - { - public float timeBetweenAttacks = 0.5f; // The time in seconds between each attack. - public int attackDamage = 10; // The amount of health taken away per attack. - - - Animator anim; // Reference to the animator component. - GameObject player; // Reference to the player GameObject. - PlayerHealth playerHealth; // Reference to the player's health. - EnemyHealth enemyHealth; // Reference to this enemy's health. - bool playerInRange; // Whether player is within the trigger collider and can be attacked. - float timer; // Timer for counting up to the next attack. - - - void Awake () - { - // Setting up the references. - player = GameObject.FindGameObjectWithTag ("Player"); - playerHealth = player.GetComponent <PlayerHealth> (); - enemyHealth = GetComponent<EnemyHealth>(); - anim = GetComponent <Animator> (); - } - - - void OnTriggerEnter (Collider other) - { - // If the entering collider is the player... - if(other.gameObject == player) - { - // ... the player is in range. - playerInRange = true; - } - } - - - void OnTriggerExit (Collider other) - { - // If the exiting collider is the player... - if(other.gameObject == player) - { - // ... the player is no longer in range. - playerInRange = false; - } - } - - - void Update () - { - // Add the time since Update was last called to the timer. - timer += Time.deltaTime; - - // If the timer exceeds the time between attacks, the player is in range and this enemy is alive... - if(timer >= timeBetweenAttacks && playerInRange && enemyHealth.currentHealth > 0) - { - // ... attack. - Attack (); - } - - // If the player has zero or less health... - if(playerHealth.currentHealth <= 0) - { - // ... tell the animator the player is dead. - anim.SetTrigger ("PlayerDead"); - } - } - - - void Attack () - { - // Reset the timer. - timer = 0f; - - // If the player has health to lose... - if(playerHealth.currentHealth > 0) - { - // ... damage the player. - playerHealth.TakeDamage (attackDamage); - } - } - } -} \ No newline at end of file diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyAttack.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyAttack.cs.meta deleted file mode 100644 index 7fc5712160ad46b0f8314cbd8f2dd67a00dc0ab7..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyAttack.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: bc28e8f7dbbe7494a8d67b6f5f3636bc -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyHealth.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyHealth.cs deleted file mode 100644 index 005cfaeac35628797c4931ac961cda306e9d4177..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyHealth.cs +++ /dev/null @@ -1,109 +0,0 @@ -using UnityEngine; - -namespace CompleteProject -{ - public class EnemyHealth : MonoBehaviour - { - public int startingHealth = 100; // The amount of health the enemy starts the game with. - public int currentHealth; // The current health the enemy has. - public float sinkSpeed = 2.5f; // The speed at which the enemy sinks through the floor when dead. - public int scoreValue = 10; // The amount added to the player's score when the enemy dies. - public AudioClip deathClip; // The sound to play when the enemy dies. - - - Animator anim; // Reference to the animator. - AudioSource enemyAudio; // Reference to the audio source. - ParticleSystem hitParticles; // Reference to the particle system that plays when the enemy is damaged. - CapsuleCollider capsuleCollider; // Reference to the capsule collider. - bool isDead; // Whether the enemy is dead. - bool isSinking; // Whether the enemy has started sinking through the floor. - - - void Awake () - { - // Setting up the references. - anim = GetComponent <Animator> (); - enemyAudio = GetComponent <AudioSource> (); - hitParticles = GetComponentInChildren <ParticleSystem> (); - capsuleCollider = GetComponent <CapsuleCollider> (); - - // Setting the current health when the enemy first spawns. - currentHealth = startingHealth; - } - - - void Update () - { - // If the enemy should be sinking... - if(isSinking) - { - // ... move the enemy down by the sinkSpeed per second. - transform.Translate (-Vector3.up * sinkSpeed * Time.deltaTime); - } - } - - - public void TakeDamage (int amount, Vector3 hitPoint) - { - // If the enemy is dead... - if(isDead) - // ... no need to take damage so exit the function. - return; - - // Play the hurt sound effect. - enemyAudio.Play (); - - // Reduce the current health by the amount of damage sustained. - currentHealth -= amount; - - // Set the position of the particle system to where the hit was sustained. - hitParticles.transform.position = hitPoint; - - // And play the particles. - hitParticles.Play(); - - // If the current health is less than or equal to zero... - if(currentHealth <= 0) - { - // ... the enemy is dead. - Death (); - } - } - - - void Death () - { - // The enemy is dead. - isDead = true; - - // Turn the collider into a trigger so shots can pass through it. - capsuleCollider.isTrigger = true; - - // Tell the animator that the enemy is dead. - anim.SetTrigger ("Dead"); - - // Change the audio clip of the audio source to the death clip and play it (this will stop the hurt clip playing). - enemyAudio.clip = deathClip; - enemyAudio.Play (); - } - - - public void StartSinking () - { - // Find and disable the Nav Mesh Agent. - GetComponent <UnityEngine.AI.NavMeshAgent> ().enabled = false; - - // Find the rigidbody component and make it kinematic (since we use Translate to sink the enemy). - GetComponent <Rigidbody> ().isKinematic = true; - - // The enemy should no sink. - isSinking = true; - - // Increase the score by the enemy's score value. - ScoreManager.score += scoreValue; - - // After 2 seconds destory the enemy. - Destroy (gameObject, 2f); - } - } -} \ No newline at end of file diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyHealth.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyHealth.cs.meta deleted file mode 100644 index ac3ed556b197bffcfbb00f1220c88ff3fc29fbb0..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyHealth.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: aa10cc87aff30c04dbe0aa648f5b6adc -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs deleted file mode 100644 index 934ff60bf04f462a8df895b69df79385c1f58b82..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs +++ /dev/null @@ -1,40 +0,0 @@ -using UnityEngine; -using System.Collections; - -namespace CompleteProject -{ - public class EnemyMovement : MonoBehaviour - { - Transform player; // Reference to the player's position. - PlayerHealth playerHealth; // Reference to the player's health. - EnemyHealth enemyHealth; // Reference to this enemy's health. - UnityEngine.AI.NavMeshAgent nav; // Reference to the nav mesh agent. - - - void Awake () - { - // Set up the references. - player = GameObject.FindGameObjectWithTag ("Player").transform; - playerHealth = player.GetComponent <PlayerHealth> (); - enemyHealth = GetComponent <EnemyHealth> (); - nav = GetComponent <UnityEngine.AI.NavMeshAgent> (); - } - - - void Update () - { - // If the enemy and the player have health left... - if(enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0) - { - // ... set the destination of the nav mesh agent to the player. - nav.SetDestination (player.position); - } - // Otherwise... - else - { - // ... disable the nav mesh agent. - nav.enabled = false; - } - } - } -} \ No newline at end of file diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs.meta deleted file mode 100644 index b79f6deaea4aef5a9894556729b323ca3c47b68f..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 6ea9a6ed18654d14db02bf0076cfe488 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers.meta deleted file mode 100644 index 90a4dbd67fdb34e7d3e96feb69013343eeb8502c..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: bafbb8cb07fedac43948d44f4b380830 -folderAsset: yes -DefaultImporter: - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs deleted file mode 100644 index a4bee02adaa539264771d033b57de45a11766774..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs +++ /dev/null @@ -1,15 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class RandomAnimationPoint : MonoBehaviour -{ - public bool randomize; - [Range(0f, 1f)] public float normalizedTime; - - - void OnValidate () - { - GetComponent<Animator> ().Update (0f); - GetComponent <Animator> ().Play ("Walk", 0, randomize ? Random.value : normalizedTime); - } -} diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs.meta deleted file mode 100644 index 20d736000c59737ebb5fd4fae7e672704af734db..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: de4cc967c8e16fa4cb37cebf3eb501c6 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs deleted file mode 100644 index 63cf3ac8eaf279f3fa20f904dccabf2335c6dd91..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs +++ /dev/null @@ -1,14 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class RandomParticlePoint : MonoBehaviour -{ - [Range(0f, 1f)] - public float normalizedTime; - - - void OnValidate() - { - GetComponent<ParticleSystem>().Simulate (normalizedTime, true, true); - } -} diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs.meta deleted file mode 100644 index 297fa925ada54f3302264a52f4f2537ce3254b64..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 9e29d72814f12624f9c2a9d1b98d6fcf -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs deleted file mode 100644 index 45705a4e7710ecc6cd2ff688015598dca1b8c43d..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs +++ /dev/null @@ -1,25 +0,0 @@ -using UnityEngine; -using System.Collections; -using UnityEngine.UI; - - -public class VolumeHandler : MonoBehaviour { - - // Use this for initialization - void Start () - { - if(GameObject.Find("EffectsSlider")) - GameObject.Find("EffectsSlider").GetComponent<Slider>().onValueChanged.AddListener(SetVolume); - } - - void SetVolume(float volume) - { - GetComponent<AudioSource>().volume = volume; - } - - void OnDestroy() - { - if(GameObject.Find("EffectsSlider")) - GameObject.Find("EffectsSlider").GetComponent<Slider>().onValueChanged.RemoveListener(SetVolume); - } -} diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs.meta deleted file mode 100644 index 9a87c3ce74e073598ca53f1a6811a0948898dec0..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 6f58c1d9ce56e1749830b8aebe8ba3bf -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers.meta deleted file mode 100644 index 0198ac51904a0980a3670a7b23dce49e9e294a65..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: f3796e7cb4a0fd844ac3d7800956af7c -folderAsset: yes -DefaultImporter: - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs deleted file mode 100644 index c8065636ae96cba2d027c729dbd45737774c5296..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs +++ /dev/null @@ -1,36 +0,0 @@ -using UnityEngine; - -namespace CompleteProject -{ - public class EnemyManager : MonoBehaviour - { - public PlayerHealth playerHealth; // Reference to the player's heatlh. - public GameObject enemy; // The enemy prefab to be spawned. - public float spawnTime = 3f; // How long between each spawn. - public Transform[] spawnPoints; // An array of the spawn points this enemy can spawn from. - - - void Start () - { - // Call the Spawn function after a delay of the spawnTime and then continue to call after the same amount of time. - InvokeRepeating ("Spawn", spawnTime, spawnTime); - } - - - void Spawn () - { - // If the player has no health left... - if(playerHealth.currentHealth <= 0f) - { - // ... exit the function. - return; - } - - // Find a random index between zero and one less than the number of spawn points. - int spawnPointIndex = Random.Range (0, spawnPoints.Length); - - // Create an instance of the enemy prefab at the randomly selected spawn point's position and rotation. - Instantiate (enemy, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation); - } - } -} \ No newline at end of file diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs.meta deleted file mode 100644 index 6290c4540e21311ea4d30ef754afe3cc04b37415..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8bf862ffeb7e74943a1729f1cff11eb4 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs deleted file mode 100644 index 25dff46ccd8f9710e9be159800fe587c27c2a3fb..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs +++ /dev/null @@ -1,30 +0,0 @@ -using UnityEngine; - -namespace CompleteProject -{ - public class GameOverManager : MonoBehaviour - { - public PlayerHealth playerHealth; // Reference to the player's health. - - - Animator anim; // Reference to the animator component. - - - void Awake () - { - // Set up the reference. - anim = GetComponent <Animator> (); - } - - - void Update () - { - // If the player has run out of health... - if(playerHealth.currentHealth <= 0) - { - // ... tell the animator the game is over. - anim.SetTrigger ("GameOver"); - } - } - } -} \ No newline at end of file diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs.meta deleted file mode 100644 index 4dfbf100a6ba10a34d4e1036afc3863eab8f93c0..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: a210693e63307044a858d1787aacd62c -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs deleted file mode 100644 index 9e7fd1ba8d760dfe0c5a963969f4987513a158fd..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs +++ /dev/null @@ -1,59 +0,0 @@ -using UnityEngine; -using System.Collections; -using UnityEngine.UI; -using UnityEngine.Audio; -#if UNITY_EDITOR -using UnityEditor; -#endif - -public class PauseManager : MonoBehaviour { - - public AudioMixerSnapshot paused; - public AudioMixerSnapshot unpaused; - - Canvas canvas; - - void Start() - { - canvas = GetComponent<Canvas>(); - } - - void Update() - { - if (Input.GetKeyDown(KeyCode.Escape)) - { - canvas.enabled = !canvas.enabled; - Pause(); - } - } - - public void Pause() - { - Time.timeScale = Time.timeScale == 0 ? 1 : 0; - Lowpass (); - - } - - void Lowpass() - { - if (Time.timeScale == 0) - { - paused.TransitionTo(.01f); - } - - else - - { - unpaused.TransitionTo(.01f); - } - } - - public void Quit() - { - #if UNITY_EDITOR - EditorApplication.isPlaying = false; - #else - Application.Quit(); - #endif - } -} diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs.meta deleted file mode 100644 index 409555a105779c7613140e4b5037bb7c7712622e..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 189bfb9c6772b6b4a87e12cd8b9af36f -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs deleted file mode 100644 index 0e52c43ecbb31fa3062f3dc8160456b0ddb18226..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs +++ /dev/null @@ -1,31 +0,0 @@ -using UnityEngine; -using UnityEngine.UI; -using System.Collections; - -namespace CompleteProject -{ - public class ScoreManager : MonoBehaviour - { - public static int score; // The player's score. - - - Text text; // Reference to the Text component. - - - void Awake () - { - // Set up the reference. - text = GetComponent <Text> (); - - // Reset the score. - score = 0; - } - - - void Update () - { - // Set the displayed text to be the word "Score" followed by the score value. - text.text = "Score: " + score; - } - } -} \ No newline at end of file diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs.meta deleted file mode 100644 index 440aecc53d6b128ce3412d0f995b1f4c94813665..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: b4f43bf66218c874d871d02802b6a2db -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player.meta deleted file mode 100644 index e078b620abaca3b55eab2089e899f4e264061093..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 1cd2c9641294005428dc356c88d6c0d4 -folderAsset: yes -DefaultImporter: - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs deleted file mode 100644 index 3b8b20d5dc1d0a4a8a14a623be11939f782e6fdf..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs +++ /dev/null @@ -1,110 +0,0 @@ -using UnityEngine; -using UnityEngine.UI; -using System.Collections; -using UnityEngine.SceneManagement; - -namespace CompleteProject -{ - public class PlayerHealth : MonoBehaviour - { - public int startingHealth = 100; // The amount of health the player starts the game with. - public int currentHealth; // The current health the player has. - public Slider healthSlider; // Reference to the UI's health bar. - public Image damageImage; // Reference to an image to flash on the screen on being hurt. - public AudioClip deathClip; // The audio clip to play when the player dies. - public float flashSpeed = 5f; // The speed the damageImage will fade at. - public Color flashColour = new Color(1f, 0f, 0f, 0.1f); // The colour the damageImage is set to, to flash. - - - Animator anim; // Reference to the Animator component. - AudioSource playerAudio; // Reference to the AudioSource component. - PlayerMovement playerMovement; // Reference to the player's movement. - PlayerShooting playerShooting; // Reference to the PlayerShooting script. - bool isDead; // Whether the player is dead. - bool damaged; // True when the player gets damaged. - - - void Awake () - { - // Setting up the references. - anim = GetComponent <Animator> (); - playerAudio = GetComponent <AudioSource> (); - playerMovement = GetComponent <PlayerMovement> (); - playerShooting = GetComponentInChildren <PlayerShooting> (); - - // Set the initial health of the player. - currentHealth = startingHealth; - } - - - void Update () - { - // If the player has just been damaged... - if(damaged) - { - // ... set the colour of the damageImage to the flash colour. - damageImage.color = flashColour; - } - // Otherwise... - else - { - // ... transition the colour back to clear. - damageImage.color = Color.Lerp (damageImage.color, Color.clear, flashSpeed * Time.deltaTime); - } - - // Reset the damaged flag. - damaged = false; - } - - - public void TakeDamage (int amount) - { - // Set the damaged flag so the screen will flash. - damaged = true; - - // Reduce the current health by the damage amount. - currentHealth -= amount; - - // Set the health bar's value to the current health. - healthSlider.value = currentHealth; - - // Play the hurt sound effect. - playerAudio.Play (); - - // If the player has lost all it's health and the death flag hasn't been set yet... - if(currentHealth <= 0 && !isDead) - { - // ... it should die. - Death (); - } - } - - - void Death () - { - // Set the death flag so this function won't be called again. - isDead = true; - - // Turn off any remaining shooting effects. - playerShooting.DisableEffects (); - - // Tell the animator that the player is dead. - anim.SetTrigger ("Die"); - - // Set the audiosource to play the death clip and play it (this will stop the hurt sound from playing). - playerAudio.clip = deathClip; - playerAudio.Play (); - - // Turn off the movement and shooting scripts. - playerMovement.enabled = false; - playerShooting.enabled = false; - } - - - public void RestartLevel () - { - // Reload the level that is currently loaded. - SceneManager.LoadScene (0); - } - } -} \ No newline at end of file diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs.meta deleted file mode 100644 index 96dae52631f462417c4e61eaf0d63fc2eb669e8c..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: c32067ea884548644b13cf9baddd4573 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs deleted file mode 100644 index 69c83bf41dec0d21586e602b15099efb9d691b94..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs +++ /dev/null @@ -1,117 +0,0 @@ -using UnityEngine; -using UnitySampleAssets.CrossPlatformInput; - -namespace CompleteProject -{ - public class PlayerMovement : MonoBehaviour - { - public float speed = 6f; // The speed that the player will move at. - - - Vector3 movement; // The vector to store the direction of the player's movement. - Animator anim; // Reference to the animator component. - Rigidbody playerRigidbody; // Reference to the player's rigidbody. -#if !MOBILE_INPUT - int floorMask; // A layer mask so that a ray can be cast just at gameobjects on the floor layer. - float camRayLength = 100f; // The length of the ray from the camera into the scene. -#endif - - void Awake () - { -#if !MOBILE_INPUT - // Create a layer mask for the floor layer. - floorMask = LayerMask.GetMask ("Floor"); -#endif - - // Set up references. - anim = GetComponent <Animator> (); - playerRigidbody = GetComponent <Rigidbody> (); - } - - - void FixedUpdate () - { - // Store the input axes. - float h = CrossPlatformInputManager.GetAxisRaw("Horizontal"); - float v = CrossPlatformInputManager.GetAxisRaw("Vertical"); - - // Move the player around the scene. - Move (h, v); - - // Turn the player to face the mouse cursor. - Turning (); - - // Animate the player. - Animating (h, v); - } - - - void Move (float h, float v) - { - // Set the movement vector based on the axis input. - movement.Set (h, 0f, v); - - // Normalise the movement vector and make it proportional to the speed per second. - movement = movement.normalized * speed * Time.deltaTime; - - // Move the player to it's current position plus the movement. - playerRigidbody.MovePosition (transform.position + movement); - } - - - void Turning () - { -#if !MOBILE_INPUT - // Create a ray from the mouse cursor on screen in the direction of the camera. - Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition); - - // Create a RaycastHit variable to store information about what was hit by the ray. - RaycastHit floorHit; - - // Perform the raycast and if it hits something on the floor layer... - if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask)) - { - // Create a vector from the player to the point on the floor the raycast from the mouse hit. - Vector3 playerToMouse = floorHit.point - transform.position; - - // Ensure the vector is entirely along the floor plane. - playerToMouse.y = 0f; - - // Create a quaternion (rotation) based on looking down the vector from the player to the mouse. - Quaternion newRotatation = Quaternion.LookRotation (playerToMouse); - - // Set the player's rotation to this new rotation. - playerRigidbody.MoveRotation (newRotatation); - } -#else - - Vector3 turnDir = new Vector3(CrossPlatformInputManager.GetAxisRaw("Mouse X") , 0f , CrossPlatformInputManager.GetAxisRaw("Mouse Y")); - - if (turnDir != Vector3.zero) - { - // Create a vector from the player to the point on the floor the raycast from the mouse hit. - Vector3 playerToMouse = (transform.position + turnDir) - transform.position; - - // Ensure the vector is entirely along the floor plane. - playerToMouse.y = 0f; - - // Create a quaternion (rotation) based on looking down the vector from the player to the mouse. - Quaternion newRotatation = Quaternion.LookRotation(playerToMouse); - - // Set the player's rotation to this new rotation. - playerRigidbody.MoveRotation(newRotatation); - } -#endif - } - - - void Animating (float h, float v) - { - // Create a boolean that is true if either of the input axes is non-zero. - bool walking = h != 0f || v != 0f; - - // Tell the animator whether or not the player is walking. - anim.SetBool ("IsWalking", walking); - } - } -} \ No newline at end of file diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs.meta deleted file mode 100644 index 61d8d974be61c8b6f7f66327483afa74eac61225..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 9b2268f9c7df8764aa2e92dbf55b5ae1 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 100 - icon: {instanceID: 0} - userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerShooting.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerShooting.cs deleted file mode 100644 index eae7717b8d84034866ba03b73f47c71057236ddf..0000000000000000000000000000000000000000 --- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerShooting.cs +++ /dev/null @@ -1,125 +0,0 @@ -using UnityEngine; -using UnitySampleAssets.CrossPlatformInput; - -namespace CompleteProject -{ - public class PlayerShooting : MonoBehaviour - { - public int damagePerShot = 20; // The damage inflicted by each bullet. - public float timeBetweenBullets = 0.15f; // The time between each shot. - public float range = 100f; // The distance the gun can fire. - - - float timer; // A timer to determine when to fire. - Ray shootRay = new Ray(); // A ray from the gun end forwards. - RaycastHit shootHit; // A raycast hit to get information about what was hit. - int shootableMask; // A layer mask so the raycast only hits things on the shootable layer. - ParticleSystem gunParticles; // Reference to the particle system. - LineRenderer gunLine; // Reference to the line renderer. - AudioSource gunAudio; // Reference to the audio source. - Light gunLight; // Reference to the light component. - public Light faceLight; // Duh - float effectsDisplayTime = 0.2f; // The proportion of the timeBetweenBullets that the effects will display for. - - - void Awake () - { - // Create a layer mask for the Shootable layer. - shootableMask = LayerMask.GetMask ("Shootable"); - - // Set up the references. - gunParticles = GetComponent<ParticleSystem> (); - gunLine = GetComponent <LineRenderer> (); - gunAudio = GetComponent<AudioSource> (); - gunLight = GetComponent<Light> (); - //faceLight = GetComponentInChildren<Light> (); - } - - - void Update () - { - // Add the time since Update was last called to the timer. - timer += Time.deltaTime; - -#if !MOBILE_INPUT - // If the Fire1 button is being press and it's time to fire... - if(Input.GetButton ("Fire1") && timer >= timeBetweenBullets && Time.timeScale != 0) - { - // ... shoot the gun. - Shoot (); - } -#else - // If there is input on the shoot direction stick and it's time to fire... - if ((CrossPlatformInputManager.GetAxisRaw("Mouse X") != 0 || CrossPlatformInputManager.GetAxisRaw("Mouse Y") != 0) && timer >= timeBetweenBullets) - { - // ... shoot the gun - Shoot(); - } -#endif - // If the timer has exceeded the proportion of timeBetweenBullets that the effects should be displayed for... - if(timer >= timeBetweenBullets * effectsDisplayTime) - { - // ... disable the effects. - DisableEffects (); - } - } - - - public void DisableEffects () - { - // Disable the line renderer and the light. - gunLine.enabled = false; - faceLight.enabled = false; - gunLight.enabled = false; - } - - - void Shoot () - { - // Reset the timer. - timer = 0f; - - // Play the gun shot audioclip. - gunAudio.Play (); - - // Enable the lights. - gunLight.enabled = true; - faceLight.enabled = true; - - // Stop the particles from playing if they were, then start the particles. - gunParticles.Stop (); - gunParticles.Play (); - - // Enable the line renderer and set it's first position to be the end of the gun. - gunLine.enabled = true; - gunLine.SetPosition (0, transform.position); - - // Set the shootRay so that it starts at the end of the gun and points forward from the barrel. - shootRay.origin = transform.position; - shootRay.direction = transform.forward; - - // Perform the raycast against gameobjects on the shootable layer and if it hits something... - if(Physics.Raycast (shootRay, out shootHit, range, shootableMask)) - { - // Try and find an EnemyHealth script on the gameobject hit. - EnemyHealth enemyHealth = shootHit.collider.GetComponent <EnemyHealth> (); - - // If the EnemyHealth component exist... - if(enemyHealth != null) - { - // ... the enemy should take damage. - enemyHealth.TakeDamage (damagePerShot, shootHit.point); - } - - // Set the second position of the line renderer to the point the raycast hit. - gunLine.SetPosition (1, shootHit.point); - } - // If the raycast didn't hit anything on the shootable layer... - else - { - // ... set the second position of the line renderer to the fullest extent of the gun's range. - gunLine.SetPosition (1, shootRay.origin + shootRay.direction * range); - } - } - } -} \ No newline at end of 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