optimized level, updated shooting system, and fixed enemy death still causing damage bug

This commit is contained in:
sebastianhampel1 2023-05-17 00:15:44 -04:00
parent d0ea8b29ac
commit b934212301
19 changed files with 833 additions and 369 deletions

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View File

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View File

@ -46,6 +46,11 @@ public class SkinlessMonsterComponent : MonoBehaviour
private InGameManager manager;
private bool prePauseStoppedState = false;
[SerializeField]
private BoxCollider leftHandDamage;
[SerializeField]
private BoxCollider rightHandDamage;
private void Awake()
{
//Find active player rn.
@ -310,7 +315,11 @@ private void Update()
if(isAlive&&player.IsAlive)
SetLiveTargeting();
timeSinceTarget += Time.deltaTime;
if (this.isAlive)
{
leftHandDamage.enabled = false;
rightHandDamage.enabled = false;
}
/*

View File

@ -28,6 +28,7 @@ void SettingsClicked()
}
void SettingsUnClicked()
{
menuAnimator.SetBool("SettingsOpen", false);
}
public void UpdateSensitivity()

View File

@ -0,0 +1,54 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Attach this behavior to a master room collider. Enables everything in this room OnTriggerEnter of [tag]
/// disables everything in this room OnTriggerExit of [tag]
/// </summary>
public class Optimizer : MonoBehaviour
{
[SerializeField]
public string Tag;
[SerializeField]
private GameObject[] references;
[SerializeField]
private bool beginDisabled = true;
private void Start()
{
if (beginDisabled)
{
Disable();
}
}
public void Enable()
{
foreach (GameObject go in references)
{
go.SetActive(true);
}
}
public void Disable()
{
foreach (GameObject go in references)
{
go.SetActive(false);
}
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag(Tag))
{
Enable();
}
}
private void OnTriggerExit(Collider other)
{
if (other.CompareTag(Tag))
{
Disable();
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ce10ec9aaa603bb4da9dfadd6e590584
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serializedVersion: 2
defaultReferences: []
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View File

@ -25,9 +25,11 @@ public class PistolComponent : MonoBehaviour
private float firePower = 20f;
[SerializeField]
private float maxProjectileDuration = 5f;
[SerializeField]
private float maxTargetObjDistance = 15f;
private bool hasCloseTarget = false;
//private Dictionary<int,float> projectiles = new Dictionary<int, float>();
@ -59,16 +61,41 @@ private float CalculateDrop(Vector3 origin,Vector3 destination,Vector3 force)
}
private void FixedUpdate()
{
if (this.IsEnabled)
{
Ray ray = new Ray(transform.position, transform.up);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 50))
{
targetObject.gameObject.transform.position = hit.point;
float drop = CalculateDrop(this.bulletSpawnPoint.position, hit.point, this.transform.up * this.firePower);
//print(drop);
float hitDist = Vector3.Distance(hit.point, transform.position);
if (hitDist < maxTargetObjDistance)
{
targetObject.gameObject.transform.position = hit.point;
targetObject.gameObject.GetComponent<MeshRenderer>().materials[0].SetColor("_EmissiveColor", new Color(255, 0,0));
//Track if we have a close target
hasCloseTarget = true;
}
else
{
targetObject.gameObject.transform.position = transform.position + (ray.direction * maxTargetObjDistance);
targetObject.gameObject.GetComponent<MeshRenderer>().materials[0].SetColor("_EmissiveColor", new Color(255, 255,255));
//Track if we have a close target
hasCloseTarget = false;
}
//float drop = CalculateDrop(this.bulletSpawnPoint.position, hit.point, this.transform.up * this.firePower);
//print(drop);
}
else
{
targetObject.gameObject.transform.position = transform.position + (ray.direction * maxTargetObjDistance);
targetObject.gameObject.GetComponent<MeshRenderer>().materials[0].SetColor("_EmissiveColor", new Color(255,255,255));
hasCloseTarget = false;
}
}
@ -77,6 +104,10 @@ private void FixedUpdate()
}
public void Fire()
{
Fire(!hasCloseTarget);
}
public void Fire(bool offsetWithTargetBall)
{
GameObject projectile = Instantiate(projectilePrefab, this.bulletSpawnPoint);
@ -84,7 +115,29 @@ public void Fire()
projectile.transform.localEulerAngles = Vector3.zero;
projectile.transform.localScale = Vector3.one;
Rigidbody pRigid = projectile.GetComponent<Rigidbody>();
pRigid.AddForce(pRigid.transform.up*this.firePower, ForceMode.Impulse);
/*Modified targeting system
1. Since aim direction is vector from camera to ball (where player thinks its gonna go), raycast forward there, till hit. If no hit,
then set target distance to ~50.
2. Modify launch vector apply modified force
*/
Vector3 launchVector = pRigid.transform.up * this.firePower;
if(offsetWithTargetBall)
{
Vector3 ballCamVector = targetObject.transform.position - this.GetComponentInParent<PlayerMovementController>().cam.transform.position;
Ray r = new Ray();
r.origin = targetObject.transform.position;
r.direction = ballCamVector.normalized;
RaycastHit hit;
if (Physics.Raycast(r,out hit))
{
launchVector = (hit.point - pRigid.transform.position).normalized;
launchVector *= this.firePower;
}
}
pRigid.AddForce(launchVector, ForceMode.Impulse);
projectile.transform.parent = null;

View File

@ -39,6 +39,8 @@ public class LevelZeroSpecial : MonoBehaviour
WaypointMarker marker2Ref;
[SerializeField]
WaypointMarker marker3Ref;
[SerializeField]
private Optimizer finalRoomOptimizer;
// Start is called before the first frame update
void Start()
{
@ -102,6 +104,7 @@ void Update()
transitioningOut = true;
gate.Play("Open");
finalRoomOptimizer.Enable();
}
if (transitioningOut)

View File

@ -12,6 +12,8 @@ public class CameraController : MonoBehaviour
private float mouseY;
[SerializeField]
private Camera cam;
[SerializeField]
private Transform target;

View File

@ -30,7 +30,7 @@ public class PlayerMovementController : MonoBehaviour
[SerializeField]
private float animatedRotationSpeed = 5f;
[SerializeField]
private Camera cam;
public Camera cam;
[HideInInspector]
public bool AllowRotation = false;