optimized level, updated shooting system, and fixed enemy death still causing damage bug
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'Hymn To The Dawn' by Scott Buckley - released under CC-BY 4.0. www.scottbuckley.com.au
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'Legacy' by Scott Buckley - released under CC-BY 4.0. www.scottbuckley.com.au
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||||||
|
private BoxCollider rightHandDamage;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
//Find active player rn.
|
//Find active player rn.
|
||||||
@ -310,7 +315,11 @@ private void Update()
|
|||||||
if(isAlive&&player.IsAlive)
|
if(isAlive&&player.IsAlive)
|
||||||
SetLiveTargeting();
|
SetLiveTargeting();
|
||||||
timeSinceTarget += Time.deltaTime;
|
timeSinceTarget += Time.deltaTime;
|
||||||
|
if (this.isAlive)
|
||||||
|
{
|
||||||
|
leftHandDamage.enabled = false;
|
||||||
|
rightHandDamage.enabled = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -28,6 +28,7 @@ void SettingsClicked()
|
|||||||
}
|
}
|
||||||
void SettingsUnClicked()
|
void SettingsUnClicked()
|
||||||
{
|
{
|
||||||
|
|
||||||
menuAnimator.SetBool("SettingsOpen", false);
|
menuAnimator.SetBool("SettingsOpen", false);
|
||||||
}
|
}
|
||||||
public void UpdateSensitivity()
|
public void UpdateSensitivity()
|
||||||
|
54
Assets/Scripts/Game/Optimizer.cs
Normal file
54
Assets/Scripts/Game/Optimizer.cs
Normal 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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Game/Optimizer.cs.meta
Normal file
11
Assets/Scripts/Game/Optimizer.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ce10ec9aaa603bb4da9dfadd6e590584
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -25,9 +25,11 @@ public class PistolComponent : MonoBehaviour
|
|||||||
private float firePower = 20f;
|
private float firePower = 20f;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private float maxProjectileDuration = 5f;
|
private float maxProjectileDuration = 5f;
|
||||||
|
[SerializeField]
|
||||||
|
private float maxTargetObjDistance = 15f;
|
||||||
|
|
||||||
|
|
||||||
|
private bool hasCloseTarget = false;
|
||||||
|
|
||||||
//private Dictionary<int,float> projectiles = new Dictionary<int, float>();
|
//private Dictionary<int,float> projectiles = new Dictionary<int, float>();
|
||||||
|
|
||||||
@ -59,17 +61,42 @@ private float CalculateDrop(Vector3 origin,Vector3 destination,Vector3 force)
|
|||||||
}
|
}
|
||||||
private void FixedUpdate()
|
private void FixedUpdate()
|
||||||
{
|
{
|
||||||
|
|
||||||
if (this.IsEnabled)
|
if (this.IsEnabled)
|
||||||
{
|
{
|
||||||
Ray ray = new Ray(transform.position, transform.up);
|
Ray ray = new Ray(transform.position, transform.up);
|
||||||
RaycastHit hit;
|
RaycastHit hit;
|
||||||
if (Physics.Raycast(ray, out hit, 50))
|
if (Physics.Raycast(ray, out hit, 50))
|
||||||
|
{
|
||||||
|
|
||||||
|
float hitDist = Vector3.Distance(hit.point, transform.position);
|
||||||
|
if (hitDist < maxTargetObjDistance)
|
||||||
{
|
{
|
||||||
targetObject.gameObject.transform.position = hit.point;
|
targetObject.gameObject.transform.position = hit.point;
|
||||||
float drop = CalculateDrop(this.bulletSpawnPoint.position, hit.point, this.transform.up * this.firePower);
|
|
||||||
|
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);
|
//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()
|
public void Fire()
|
||||||
|
{
|
||||||
|
Fire(!hasCloseTarget);
|
||||||
|
}
|
||||||
|
public void Fire(bool offsetWithTargetBall)
|
||||||
{
|
{
|
||||||
|
|
||||||
GameObject projectile = Instantiate(projectilePrefab, this.bulletSpawnPoint);
|
GameObject projectile = Instantiate(projectilePrefab, this.bulletSpawnPoint);
|
||||||
@ -84,7 +115,29 @@ public void Fire()
|
|||||||
projectile.transform.localEulerAngles = Vector3.zero;
|
projectile.transform.localEulerAngles = Vector3.zero;
|
||||||
projectile.transform.localScale = Vector3.one;
|
projectile.transform.localScale = Vector3.one;
|
||||||
Rigidbody pRigid = projectile.GetComponent<Rigidbody>();
|
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;
|
projectile.transform.parent = null;
|
||||||
|
|
||||||
|
|
||||||
|
@ -39,6 +39,8 @@ public class LevelZeroSpecial : MonoBehaviour
|
|||||||
WaypointMarker marker2Ref;
|
WaypointMarker marker2Ref;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
WaypointMarker marker3Ref;
|
WaypointMarker marker3Ref;
|
||||||
|
[SerializeField]
|
||||||
|
private Optimizer finalRoomOptimizer;
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@ -102,6 +104,7 @@ void Update()
|
|||||||
|
|
||||||
transitioningOut = true;
|
transitioningOut = true;
|
||||||
gate.Play("Open");
|
gate.Play("Open");
|
||||||
|
finalRoomOptimizer.Enable();
|
||||||
|
|
||||||
}
|
}
|
||||||
if (transitioningOut)
|
if (transitioningOut)
|
||||||
|
@ -12,6 +12,8 @@ public class CameraController : MonoBehaviour
|
|||||||
private float mouseY;
|
private float mouseY;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private Camera cam;
|
private Camera cam;
|
||||||
|
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private Transform target;
|
private Transform target;
|
||||||
|
|
||||||
|
@ -30,7 +30,7 @@ public class PlayerMovementController : MonoBehaviour
|
|||||||
[SerializeField]
|
[SerializeField]
|
||||||
private float animatedRotationSpeed = 5f;
|
private float animatedRotationSpeed = 5f;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private Camera cam;
|
public Camera cam;
|
||||||
|
|
||||||
[HideInInspector]
|
[HideInInspector]
|
||||||
public bool AllowRotation = false;
|
public bool AllowRotation = false;
|
||||||
|
File diff suppressed because one or more lines are too long
Loading…
Reference in New Issue
Block a user