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Commit f416c486 authored by K8573's avatar K8573
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part 8 ready

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......@@ -10,7 +10,7 @@ public class EnemyAttack : MonoBehaviour
Animator anim;
GameObject player;
PlayerHealth playerHealth;
//EnemyHealth enemyHealth;
EnemyHealth enemyHealth;
bool playerInRange;
float timer;
......@@ -19,7 +19,7 @@ public class EnemyAttack : MonoBehaviour
{
player = GameObject.FindGameObjectWithTag ("Player");
playerHealth = player.GetComponent <PlayerHealth> ();
//enemyHealth = GetComponent<EnemyHealth>();
enemyHealth = GetComponent<EnemyHealth>();
anim = GetComponent <Animator> ();
}
......@@ -46,7 +46,7 @@ public class EnemyAttack : MonoBehaviour
{
timer += Time.deltaTime;
if(timer >= timeBetweenAttacks && playerInRange/* && enemyHealth.currentHealth > 0*/)
if(timer >= timeBetweenAttacks && playerInRange && enemyHealth.currentHealth > 0)
{
Attack ();
}
......
......@@ -74,7 +74,7 @@ public class EnemyHealth : MonoBehaviour
GetComponent <UnityEngine.AI.NavMeshAgent> ().enabled = false;
GetComponent <Rigidbody> ().isKinematic = true;
isSinking = true;
//ScoreManager.score += scoreValue;
ScoreManager.score += scoreValue;
Destroy (gameObject, 2f);
}
}
......@@ -4,29 +4,29 @@ using System.Collections;
public class EnemyMovement : MonoBehaviour
{
Transform player;
//PlayerHealth playerHealth;
//EnemyHealth enemyHealth;
PlayerHealth playerHealth;
EnemyHealth enemyHealth;
UnityEngine.AI.NavMeshAgent nav;
void Awake ()
{
player = GameObject.FindGameObjectWithTag ("Player").transform;
//playerHealth = player.GetComponent <PlayerHealth> ();
//enemyHealth = GetComponent <EnemyHealth> ();
playerHealth = player.GetComponent <PlayerHealth> ();
enemyHealth = GetComponent <EnemyHealth> ();
nav = GetComponent <UnityEngine.AI.NavMeshAgent> ();
}
void Update ()
{
//if(enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0)
//{
if(enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0)
{
nav.SetDestination (player.position);
//}
//else
//{
// nav.enabled = false;
//}
}
else
{
nav.enabled = false;
}
}
}
......@@ -18,7 +18,7 @@ public class PlayerHealth : MonoBehaviour
Animator anim;
AudioSource playerAudio;
PlayerMovement playerMovement;
//PlayerShooting playerShooting;
PlayerShooting playerShooting;
bool isDead;
bool damaged;
......@@ -28,7 +28,7 @@ public class PlayerHealth : MonoBehaviour
anim = GetComponent <Animator> ();
playerAudio = GetComponent <AudioSource> ();
playerMovement = GetComponent <PlayerMovement> ();
//playerShooting = GetComponentInChildren <PlayerShooting> ();
playerShooting = GetComponentInChildren <PlayerShooting> ();
currentHealth = startingHealth;
}
......@@ -68,7 +68,7 @@ public class PlayerHealth : MonoBehaviour
{
isDead = true;
//playerShooting.DisableEffects ();
playerShooting.DisableEffects ();
anim.SetTrigger ("Die");
......@@ -76,7 +76,7 @@ public class PlayerHealth : MonoBehaviour
playerAudio.Play ();
playerMovement.enabled = false;
//playerShooting.enabled = false;
playerShooting.enabled = false;
}
......
......@@ -2,84 +2,103 @@
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 ()
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; // 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.
float effectsDisplayTime = 0.2f; // The proportion of the timeBetweenBullets that the effects will display for.
void Awake()
{
shootableMask = LayerMask.GetMask ("Shootable");
gunParticles = GetComponent<ParticleSystem> ();
gunLine = GetComponent <LineRenderer> ();
gunAudio = GetComponent<AudioSource> ();
gunLight = GetComponent<Light> ();
// 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>();
}
void Update ()
void Update()
{
// Add the time since Update was last called to the timer.
timer += Time.deltaTime;
if(Input.GetButton ("Fire1") && timer >= timeBetweenBullets && Time.timeScale != 0)
// If the Fire1 button is being press and it's time to fire...
if (Input.GetButton("Fire1") && timer >= timeBetweenBullets)
{
Shoot ();
// ... shoot the gun.
Shoot();
}
if(timer >= timeBetweenBullets * effectsDisplayTime)
// If the timer has exceeded the proportion of timeBetweenBullets that the effects should be displayed for...
if (timer >= timeBetweenBullets * effectsDisplayTime)
{
DisableEffects ();
// ... disable the effects.
DisableEffects();
}
}
public void DisableEffects ()
public void DisableEffects()
{
// Disable the line renderer and the light.
gunLine.enabled = false;
gunLight.enabled = false;
}
void Shoot ()
void Shoot()
{
// Reset the timer.
timer = 0f;
gunAudio.Play ();
// Play the gun shot audioclip.
gunAudio.Play();
// Enable the light.
gunLight.enabled = true;
gunParticles.Stop ();
gunParticles.Play ();
// 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);
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;
if(Physics.Raycast (shootRay, out shootHit, range, shootableMask))
// Perform the raycast against gameobjects on the shootable layer and if it hits something...
if (Physics.Raycast(shootRay, out shootHit, range, shootableMask))
{
EnemyHealth enemyHealth = shootHit.collider.GetComponent <EnemyHealth> ();
if(enemyHealth != null)
// Try and find an EnemyHealth script on the gameobject hit.
EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>();
// If the EnemyHealth component exist...
if (enemyHealth != null)
{
enemyHealth.TakeDamage (damagePerShot, shootHit.point);
// ... the enemy should take damage.
enemyHealth.TakeDamage(damagePerShot, shootHit.point);
}
gunLine.SetPosition (1, 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
{
gunLine.SetPosition (1, shootRay.origin + shootRay.direction * range);
// ... 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);
}
}
}
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