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index 0000000000000000000000000000000000000000..8c79d972f21d2f490c9c266ece1a363017250e5d --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Camera/CameraFollow.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class CameraFollow : MonoBehaviour { + + public Transform target; + public float smoothing = 5f; + + Vector3 offset; + + private void Start() + { + offset = transform.position - target.position; + } + + private void FixedUpdate() + { + Vector3 targetCamPos = target.position + offset; + transform.position = Vector3.Lerp(transform.position, targetCamPos, smoothing * Time.deltaTime); + } +} diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Camera/CameraFollow.cs.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Camera/CameraFollow.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..c44e5c7546065b8c201fcfd68ddaf9e5dee5a21d --- /dev/null +++ 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shooter/Assets/Scripts/Enemy/EnemyAttack.cs new file mode 100644 index 0000000000000000000000000000000000000000..b1bc32d081d06c7eb086d5b239026a7ffd60d457 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyAttack.cs @@ -0,0 +1,70 @@ +using UnityEngine; +using System.Collections; + +public class EnemyAttack : MonoBehaviour +{ + public float timeBetweenAttacks = 0.5f; + public int attackDamage = 10; + + + Animator anim; + GameObject player; + PlayerHealth playerHealth; + //EnemyHealth enemyHealth; + bool playerInRange; + float timer; + + + void Awake () + { + player = GameObject.FindGameObjectWithTag ("Player"); + playerHealth = player.GetComponent <PlayerHealth> (); + //enemyHealth = GetComponent<EnemyHealth>(); + anim = GetComponent <Animator> (); + } + + + void OnTriggerEnter (Collider other) + { + if(other.gameObject == player) + { + playerInRange = true; + } + } + + + void OnTriggerExit (Collider other) + { + if(other.gameObject == player) + { + playerInRange = false; + } + } + + + void Update () + { + timer += Time.deltaTime; + + if(timer >= timeBetweenAttacks && playerInRange/* && enemyHealth.currentHealth > 0*/) + { + Attack (); + } + + if(playerHealth.currentHealth <= 0) + { + anim.SetTrigger ("PlayerDead"); + } + } + + + void Attack () + { + timer = 0f; + + if(playerHealth.currentHealth > 0) + { + playerHealth.TakeDamage (attackDamage); + } + } +} diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyAttack.cs.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyAttack.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..8b227032e56ac6cbe5baeaba07313931a95eabe3 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyAttack.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e15099f5ee559584089d5851df572def +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyHealth.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyHealth.cs new file mode 100644 index 0000000000000000000000000000000000000000..cf0e5b607ca3a668fb1decf25e88b7f9d0bcf862 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyHealth.cs @@ -0,0 +1,80 @@ +using UnityEngine; + +public class EnemyHealth : MonoBehaviour +{ + public int startingHealth = 100; + public int currentHealth; + public float sinkSpeed = 2.5f; + public int scoreValue = 10; + public AudioClip deathClip; + + + Animator anim; + AudioSource enemyAudio; + ParticleSystem hitParticles; + CapsuleCollider capsuleCollider; + bool isDead; + bool isSinking; + + + void Awake () + { + anim = GetComponent <Animator> (); + enemyAudio = GetComponent <AudioSource> (); + hitParticles = GetComponentInChildren <ParticleSystem> (); + capsuleCollider = GetComponent <CapsuleCollider> (); + + currentHealth = startingHealth; + } + + + void Update () + { + if(isSinking) + { + transform.Translate (-Vector3.up * sinkSpeed * Time.deltaTime); + } + } + + + public void TakeDamage (int amount, Vector3 hitPoint) + { + if(isDead) + return; + + enemyAudio.Play (); + + currentHealth -= amount; + + hitParticles.transform.position = hitPoint; + hitParticles.Play(); + + if(currentHealth <= 0) + { + Death (); + } + } + + + void Death () + { + isDead = true; + + capsuleCollider.isTrigger = true; + + anim.SetTrigger ("Dead"); + + enemyAudio.clip = deathClip; + enemyAudio.Play (); + } + + + public void StartSinking () + { + GetComponent <UnityEngine.AI.NavMeshAgent> ().enabled = false; + GetComponent <Rigidbody> ().isKinematic = true; + isSinking = true; + //ScoreManager.score += scoreValue; + Destroy (gameObject, 2f); + } +} diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyHealth.cs.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyHealth.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..38c2c3c110e3398eb737febec3840c0fa323bacf --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyHealth.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a9b9d14572410594cb85d40eedfb150c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyMovement.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyMovement.cs new file mode 100644 index 0000000000000000000000000000000000000000..67f03ae8d6cb1bc056f6a925fb1c5c9fd9468c8a --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyMovement.cs @@ -0,0 +1,32 @@ +using UnityEngine; +using System.Collections; + +public class EnemyMovement : MonoBehaviour +{ + Transform player; + //PlayerHealth playerHealth; + //EnemyHealth enemyHealth; + UnityEngine.AI.NavMeshAgent nav; + + + void Awake () + { + player = GameObject.FindGameObjectWithTag ("Player").transform; + //playerHealth = player.GetComponent <PlayerHealth> (); + //enemyHealth = GetComponent <EnemyHealth> (); + nav = GetComponent <UnityEngine.AI.NavMeshAgent> (); + } + + + void Update () + { + //if(enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0) + //{ + nav.SetDestination (player.position); + //} + //else + //{ + // nav.enabled = false; + //} + } +} diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyMovement.cs.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyMovement.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..caaa6658c6810c4366c54faacc18fb8bbddaeb77 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyMovement.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 94f6618a0da65fa45b24d5105d5d8422 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers.meta new file mode 100644 index 0000000000000000000000000000000000000000..205be6f0725fe42276b9ba7cb2bcf26d8eb33d23 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 5f0c3aa6ccd64c0419d38bf2d88ee39e +folderAsset: yes +DefaultImporter: + userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/EnemyManager.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/EnemyManager.cs new file mode 100644 index 0000000000000000000000000000000000000000..54f713833667e66c09d993e44013f0772a218753 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/EnemyManager.cs @@ -0,0 +1,28 @@ +using UnityEngine; + +public class EnemyManager : MonoBehaviour +{ + public PlayerHealth playerHealth; + public GameObject enemy; + public float spawnTime = 3f; + public Transform[] spawnPoints; + + + void Start () + { + InvokeRepeating ("Spawn", spawnTime, spawnTime); + } + + + void Spawn () + { + if(playerHealth.currentHealth <= 0f) + { + return; + } + + int spawnPointIndex = Random.Range (0, spawnPoints.Length); + + Instantiate (enemy, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation); + } +} diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/EnemyManager.cs.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/EnemyManager.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..2473a11211ca4eda98de481734fbe63d9a8f4863 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/EnemyManager.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 76a99222b1e4a384e923ac7e86efc709 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/GameOverManager.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/GameOverManager.cs new file mode 100644 index 0000000000000000000000000000000000000000..ed35c16f97ded81516b0da1a51b1414a451a4044 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/GameOverManager.cs @@ -0,0 +1,24 @@ +using UnityEngine; + +public class GameOverManager : MonoBehaviour +{ + public PlayerHealth playerHealth; + + + Animator anim; + + + void Awake() + { + anim = GetComponent<Animator>(); + } + + + void Update() + { + if (playerHealth.currentHealth <= 0) + { + anim.SetTrigger("GameOver"); + } + } +} diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/GameOverManager.cs.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/GameOverManager.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..7d9ff5ee8079408acc807dcf00846b4834b028f8 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/GameOverManager.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d9c9e0011c2ed97428a4efc03b455359 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/ScoreManager.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/ScoreManager.cs new file mode 100644 index 0000000000000000000000000000000000000000..b235b9beb92cd4c0eb30db107b12ad6dd3084d0d --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/ScoreManager.cs @@ -0,0 +1,24 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; + +public class ScoreManager : MonoBehaviour +{ + public static int score; + + + Text text; + + + void Awake () + { + text = GetComponent <Text> (); + score = 0; + } + + + void Update () + { + text.text = "Score: " + score; + } +} diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/ScoreManager.cs.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/ScoreManager.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..92465d136471f0302403865a1e0bc5bfba38b7a5 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/ScoreManager.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 86e378bc199fbd343bceabbd3a16d73e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Player.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player.meta new file mode 100644 index 0000000000000000000000000000000000000000..c72ee8a0b6b470ed11b72d255e364890e42a8cea --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: ddcf9b9898ce58248b9a49113705d610 +folderAsset: yes +DefaultImporter: + userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerHealth.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerHealth.cs new file mode 100644 index 0000000000000000000000000000000000000000..c0163bb1b5cbf5f2ceb42a36f6eb7060c5d32c73 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerHealth.cs @@ -0,0 +1,87 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; +using UnityEngine.SceneManagement; + + +public class PlayerHealth : MonoBehaviour +{ + public int startingHealth = 100; + public int currentHealth; + public Slider healthSlider; + public Image damageImage; + public AudioClip deathClip; + public float flashSpeed = 5f; + public Color flashColour = new Color(1f, 0f, 0f, 0.1f); + + + Animator anim; + AudioSource playerAudio; + PlayerMovement playerMovement; + //PlayerShooting playerShooting; + bool isDead; + bool damaged; + + + void Awake () + { + anim = GetComponent <Animator> (); + playerAudio = GetComponent <AudioSource> (); + playerMovement = GetComponent <PlayerMovement> (); + //playerShooting = GetComponentInChildren <PlayerShooting> (); + currentHealth = startingHealth; + } + + + void Update () + { + if(damaged) + { + damageImage.color = flashColour; + } + else + { + damageImage.color = Color.Lerp (damageImage.color, Color.clear, flashSpeed * Time.deltaTime); + } + damaged = false; + } + + + public void TakeDamage (int amount) + { + damaged = true; + + currentHealth -= amount; + + healthSlider.value = currentHealth; + + playerAudio.Play (); + + if(currentHealth <= 0 && !isDead) + { + Death (); + } + } + + + void Death () + { + isDead = true; + + //playerShooting.DisableEffects (); + + anim.SetTrigger ("Die"); + + playerAudio.clip = deathClip; + playerAudio.Play (); + + playerMovement.enabled = false; + //playerShooting.enabled = false; + } + + + public void RestartLevel () + { + SceneManager.LoadScene (0); + } +} diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerHealth.cs.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerHealth.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..eacbbcd4dec17eb5c7ebfc5d62aa83efc0684145 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerHealth.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 544f2064df03e95419b4a5147c506b08 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerMovement.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerMovement.cs new file mode 100644 index 0000000000000000000000000000000000000000..1a49fc5496952d2d6f8429b5850bbb72502fef5a --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerMovement.cs @@ -0,0 +1,57 @@ +using UnityEngine; + +public class PlayerMovement : MonoBehaviour +{ + public float speed = 6f; + Vector3 movement; + Animator anim; + Rigidbody playerRigidbody; + int floorMask; + float camRayLenght = 100f; + + private void Awake() + { + floorMask = LayerMask.GetMask("Floor"); + anim = GetComponent<Animator>(); + playerRigidbody = GetComponent<Rigidbody>(); + } + + private void FixedUpdate() + { + float h = Input.GetAxisRaw("Horizontal"); + float v = Input.GetAxisRaw("Vertical"); + + Move(h, v); + Turning(); + Animating(h, v); + + } + + private void Move(float h, float v) + { + movement.Set(h, 0f, v); + movement = movement.normalized * speed * Time.deltaTime; + playerRigidbody.MovePosition(transform.position + movement); + } + + void Turning() + { + Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition); + RaycastHit floorHit; + + if(Physics.Raycast(camRay, out floorHit, camRayLenght, floorMask)) + { + Vector3 playerToMouse = floorHit.point - transform.position; + playerToMouse.y = 0f; + + Quaternion newRotation = Quaternion.LookRotation(playerToMouse); + playerRigidbody.MoveRotation(newRotation); + } + } + + void Animating(float h, float v) + { + bool walking = h != 0f || v != 0f; + anim.SetBool("IsWalking", walking); + } +} diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerMovement.cs.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerMovement.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..1874e248da83af35e3063fa36ff839746e2f1c6c --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerMovement.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8ec45203ae7a1a54c9d02c355f983833 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 100 + icon: {instanceID: 0} + userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerShooting.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerShooting.cs new file mode 100644 index 0000000000000000000000000000000000000000..567eede21fb816a0207173b7993e9328f46fc8dc --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerShooting.cs @@ -0,0 +1,85 @@ +using UnityEngine; + +public class PlayerShooting : MonoBehaviour +{ + public int damagePerShot = 20; + public float timeBetweenBullets = 0.15f; + public float range = 100f; + + + float timer; + Ray shootRay = new Ray(); + RaycastHit shootHit; + int shootableMask; + ParticleSystem gunParticles; + LineRenderer gunLine; + AudioSource gunAudio; + Light gunLight; + float effectsDisplayTime = 0.2f; + + + void Awake () + { + shootableMask = LayerMask.GetMask ("Shootable"); + gunParticles = GetComponent<ParticleSystem> (); + gunLine = GetComponent <LineRenderer> (); + gunAudio = GetComponent<AudioSource> (); + gunLight = GetComponent<Light> (); + } + + + void Update () + { + timer += Time.deltaTime; + + if(Input.GetButton ("Fire1") && timer >= timeBetweenBullets && Time.timeScale != 0) + { + Shoot (); + } + + if(timer >= timeBetweenBullets * effectsDisplayTime) + { + DisableEffects (); + } + } + + + public void DisableEffects () + { + gunLine.enabled = false; + gunLight.enabled = false; + } + + + void Shoot () + { + timer = 0f; + + gunAudio.Play (); + + gunLight.enabled = true; + + gunParticles.Stop (); + gunParticles.Play (); + + gunLine.enabled = true; + gunLine.SetPosition (0, transform.position); + + shootRay.origin = transform.position; + shootRay.direction = transform.forward; + + if(Physics.Raycast (shootRay, out shootHit, range, shootableMask)) + { + EnemyHealth enemyHealth = shootHit.collider.GetComponent <EnemyHealth> (); + if(enemyHealth != null) + { + enemyHealth.TakeDamage (damagePerShot, shootHit.point); + } + gunLine.SetPosition (1, shootHit.point); + } + else + { + gunLine.SetPosition (1, shootRay.origin + shootRay.direction * range); + } + } +} diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerShooting.cs.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerShooting.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..e94deda667cb336717b8cc45c11a49dde082590e --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerShooting.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 27c63be2a8918c741863160b9d9da122 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/SurvivalShooter_Third-PartyNotice.txt b/unity-survival-shooter/Survival 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b/unity-survival-shooter/Survival shooter/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs @@ -0,0 +1,158 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using System; +using System.IO; +using System.Reflection; + +[CustomEditor(typeof(Readme))] +[InitializeOnLoad] +public class ReadmeEditor : Editor { + + static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme"; + + static float kSpace = 16f; + + static ReadmeEditor() + { + EditorApplication.delayCall += SelectReadmeAutomatically; + } + + static void SelectReadmeAutomatically() + { + if (!SessionState.GetBool(kShowedReadmeSessionStateName, false )) + { + var readme = SelectReadme(); + SessionState.SetBool(kShowedReadmeSessionStateName, true); + + if (readme && !readme.loadedLayout) + { + LoadLayout(); + readme.loadedLayout = true; + } + } + } + + static void LoadLayout() + { + var assembly = typeof(EditorApplication).Assembly; + var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true); + var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static); + method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false}); + } + + [MenuItem("Tutorial/Show Tutorial Instructions")] + static Readme SelectReadme() + { + var ids = AssetDatabase.FindAssets("Readme t:Readme"); + if (ids.Length == 1) + { + var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0])); + + Selection.objects = new UnityEngine.Object[]{readmeObject}; + + return (Readme)readmeObject; + } + else + { + Debug.Log("Couldn't find a readme"); + return null; + } + } + + protected override void OnHeaderGUI() + { + var readme = (Readme)target; + Init(); + + var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f); + + GUILayout.BeginHorizontal("In BigTitle"); + { + GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), 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m_BodyStyle; } } + [SerializeField] GUIStyle m_BodyStyle; + + void Init() + { + if (m_Initialized) + return; + m_BodyStyle = new GUIStyle(EditorStyles.label); + m_BodyStyle.wordWrap = true; + m_BodyStyle.fontSize = 14; + + m_TitleStyle = new GUIStyle(m_BodyStyle); + m_TitleStyle.fontSize = 26; + + m_HeadingStyle = new GUIStyle(m_BodyStyle); + m_HeadingStyle.fontSize = 18 ; + + m_LinkStyle = new GUIStyle(m_BodyStyle); + m_LinkStyle.wordWrap = false; + // Match selection color which works nicely for both light and dark skins + m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f); + m_LinkStyle.stretchWidth = false; + + m_Initialized = true; + } + + bool LinkLabel (GUIContent label, params GUILayoutOption[] options) + { + var position = GUILayoutUtility.GetRect(label, LinkStyle, options); + + Handles.BeginGUI (); + Handles.color = LinkStyle.normal.textColor; + Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax)); 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@@ -0,0 +1,283 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..3bc8b7ac5477373bf9cc9265545d5f7e4ec3a0dc --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs.meta @@ -0,0 +1,8 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..66de94594265fe24a53a17fe43fa8739cf22c210 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor.meta @@ -0,0 +1,5 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..175464fb675bfb2ac4adafec5ec9b1eb68acf415 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs @@ -0,0 +1,135 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..818f03cf77e84c529b1cb4236a1e00f3f6981bfe --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs.meta @@ -0,0 +1,8 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..dc99b6168f920f588ee159e6e5d6a75e92daaba4 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs @@ -0,0 +1,101 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..da00025661509cf460cd8b89db93541fdc418628 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs.meta @@ -0,0 +1,8 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..db4af85703b737c66e52314efc2932d1a81a5556 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs @@ -0,0 +1,84 @@ +#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 new file mode 100644 index 0000000000000000000000000000000000000000..691261d8f8dde1860525e3360b8e878d8e962b5d --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs.meta @@ -0,0 +1,8 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..6797e904c7e80a14bbdf9d62b70008b2900cf2bf --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific.meta @@ -0,0 +1,5 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..61738c6398ee53e43c98d55cf504a32be61380e9 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs @@ -0,0 +1,124 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..279fec3eb588474098fcbd76ee0f3ed4186be0be --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs.meta @@ -0,0 +1,8 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..443922abd0808d000dbc1a1aa21c857a0a1d0345 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs @@ -0,0 +1,79 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..243f4af2e9419515e10de5353fcf8fc44feef14f --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta @@ -0,0 +1,8 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..4f03b05517f16eaf2bd4fdbbb65e8f6d4d20ac7b --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs @@ -0,0 +1,124 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..fdcbabe47ef18c16707850f055936929e206bc0d --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0f57aeb1b8dce3342bea5c28ac17db24 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Textures.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Textures.meta new file mode 100644 index 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+folderAsset: yes +DefaultImporter: + 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 new file mode 100644 index 0000000000000000000000000000000000000000..cc51e6356c7a61c73669d4f19000bb44e805c1b7 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Audio/MixLevels.cs @@ -0,0 +1,18 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..2a003bc9ae3c262280c9028a5ee0e07415e5fb8a --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Audio/MixLevels.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 19ed055c6eb86c94ba753f5adfd3bf80 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Camera.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Camera.meta new file mode 100644 index 0000000000000000000000000000000000000000..ce102a37d5e45a98db5e97774f11a7d989a590a5 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Camera.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 4e32618ec2ce8ff4a888df54701d8903 +folderAsset: yes +DefaultImporter: + userData: diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Camera/CameraFollow.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Camera/CameraFollow.cs new file mode 100644 index 0000000000000000000000000000000000000000..37de6db36b2bfd5a06f312e7b01daccf6fd9dde7 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Camera/CameraFollow.cs @@ -0,0 +1,31 @@ +using UnityEngine; +using System.Collections; + +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 new file mode 100644 index 0000000000000000000000000000000000000000..ac0712e85fc7ed3e84eacdfaabbe6bc8a1431a97 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Camera/CameraFollow.cs.meta @@ -0,0 +1,8 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..ad37fdb4704531e33b4122355d2ff7776e76afa9 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy.meta @@ -0,0 +1,5 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..f873a932e2a1910f772a908f7c06a4292d8414d3 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyAttack.cs @@ -0,0 +1,86 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..7fc5712160ad46b0f8314cbd8f2dd67a00dc0ab7 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyAttack.cs.meta @@ -0,0 +1,8 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..005cfaeac35628797c4931ac961cda306e9d4177 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyHealth.cs @@ -0,0 +1,109 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..ac3ed556b197bffcfbb00f1220c88ff3fc29fbb0 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyHealth.cs.meta @@ -0,0 +1,8 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..934ff60bf04f462a8df895b69df79385c1f58b82 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs @@ -0,0 +1,40 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..b79f6deaea4aef5a9894556729b323ca3c47b68f --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs.meta @@ -0,0 +1,8 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..90a4dbd67fdb34e7d3e96feb69013343eeb8502c --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers.meta @@ -0,0 +1,5 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..a4bee02adaa539264771d033b57de45a11766774 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs @@ -0,0 +1,15 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..20d736000c59737ebb5fd4fae7e672704af734db --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs.meta @@ -0,0 +1,8 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..63cf3ac8eaf279f3fa20f904dccabf2335c6dd91 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs @@ -0,0 +1,14 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..297fa925ada54f3302264a52f4f2537ce3254b64 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs.meta @@ -0,0 +1,8 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..45705a4e7710ecc6cd2ff688015598dca1b8c43d --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs @@ -0,0 +1,25 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..9a87c3ce74e073598ca53f1a6811a0948898dec0 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs.meta @@ -0,0 +1,8 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..0198ac51904a0980a3670a7b23dce49e9e294a65 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers.meta @@ -0,0 +1,5 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..c8065636ae96cba2d027c729dbd45737774c5296 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs @@ -0,0 +1,36 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..6290c4540e21311ea4d30ef754afe3cc04b37415 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs.meta @@ -0,0 +1,8 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..25dff46ccd8f9710e9be159800fe587c27c2a3fb --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs @@ -0,0 +1,30 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..4dfbf100a6ba10a34d4e1036afc3863eab8f93c0 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs.meta @@ -0,0 +1,8 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..9e7fd1ba8d760dfe0c5a963969f4987513a158fd --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs @@ -0,0 +1,59 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..409555a105779c7613140e4b5037bb7c7712622e --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs.meta @@ -0,0 +1,8 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..0e52c43ecbb31fa3062f3dc8160456b0ddb18226 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs @@ -0,0 +1,31 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..440aecc53d6b128ce3412d0f995b1f4c94813665 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs.meta @@ -0,0 +1,8 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..e078b620abaca3b55eab2089e899f4e264061093 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player.meta @@ -0,0 +1,5 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..3b8b20d5dc1d0a4a8a14a623be11939f782e6fdf --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs @@ -0,0 +1,110 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..96dae52631f462417c4e61eaf0d63fc2eb669e8c --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs.meta @@ -0,0 +1,8 @@ +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 new file mode 100644 index 0000000000000000000000000000000000000000..69c83bf41dec0d21586e602b15099efb9d691b94 --- /dev/null +++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs @@ -0,0 +1,117 @@ +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 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+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 file diff --git 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