From f416c486d55fa5ac015028fa1556b7d7e852ffa4 Mon Sep 17 00:00:00 2001 From: K8573 <k8573@student.jamk.fi> Date: Tue, 26 Feb 2019 19:41:55 +0200 Subject: [PATCH] part 8 ready --- .../Assets/Prefabs/Lights.prefab | 137 +- .../Assets/Prefabs/Player.prefab | 3712 +++++++++++++++- .../Assets/Prefabs/Zombunny.prefab | 3816 +++++++++++++++++ .../Assets/Prefabs/Zombunny.prefab.meta | 10 + .../Assets/Scenes/Level1.unity | 435 +- .../Assets/Scripts/Enemy/EnemyAttack.cs | 6 +- .../Assets/Scripts/Enemy/EnemyHealth.cs | 2 +- .../Assets/Scripts/Enemy/EnemyMovement.cs | 22 +- .../Assets/Scripts/Player/PlayerHealth.cs | 8 +- .../Assets/Scripts/Player/PlayerShooting.cs | 103 +- 10 files changed, 7861 insertions(+), 390 deletions(-) create mode 100644 unity-survival-shooter/Survival shooter/Assets/Prefabs/Zombunny.prefab create mode 100644 unity-survival-shooter/Survival shooter/Assets/Prefabs/Zombunny.prefab.meta diff --git a/unity-survival-shooter/Survival shooter/Assets/Prefabs/Lights.prefab b/unity-survival-shooter/Survival shooter/Assets/Prefabs/Lights.prefab index bcb5b8f..f0fdc50 100644 --- a/unity-survival-shooter/Survival shooter/Assets/Prefabs/Lights.prefab +++ b/unity-survival-shooter/Survival shooter/Assets/Prefabs/Lights.prefab @@ -5,9 +5,9 @@ GameObject: m_ObjectHideFlags: 0 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 100100000} - 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//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 (); } diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyHealth.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyHealth.cs index cf0e5b6..b47d6ca 100644 --- a/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyHealth.cs +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyHealth.cs @@ -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); } } diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyMovement.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyMovement.cs index 67f03ae..3196057 100644 --- a/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyMovement.cs +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyMovement.cs @@ -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; + } } } diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerHealth.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerHealth.cs index c0163bb..7983ce6 100644 --- a/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerHealth.cs +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerHealth.cs @@ -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; } diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerShooting.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerShooting.cs index 567eede..14a9e36 100644 --- a/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerShooting.cs +++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerShooting.cs @@ -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); } } } -- GitLab