imported music, added combat and death

This commit is contained in:
sebastianhampel1 2023-04-21 03:30:43 -04:00
parent 0b7b2515d1
commit c4094b169c
82 changed files with 11177 additions and 2270 deletions

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'A Kind Of Hope' by Scott Buckley - released under CC-BY 4.0. www.scottbuckley.com.au
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@ -0,0 +1,33 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CharacterControllerForce : MonoBehaviour
{
float mass = 3f; // defines the character mass
Vector3 impact = Vector3.zero;
private CharacterController character;
void Start()
{
character = this.gameObject.GetComponent<CharacterController>();
}
// call this function to add an impact force:
public void AddImpact(Vector3 dir, float force)
{
dir.Normalize();
if (dir.y < 0) dir.y = -dir.y; // reflect down force on the ground
impact += dir.normalized * force / mass;
}
void Update()
{
// apply the impact force:
if (impact.magnitude > 0.2)
character.Move(impact * Time.deltaTime);
// consumes the impact energy each cycle:
impact = Vector3.Lerp(impact, Vector3.zero, 5 * Time.deltaTime);
}
}

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@ -2,6 +2,7 @@
using System.Collections.Generic;
using UnityEditor.Rendering;
using UnityEngine;
using UnityEngine.Events;
public class SkinlessMonsterAnimator : MonoBehaviour
{
@ -9,56 +10,144 @@ public class SkinlessMonsterAnimator : MonoBehaviour
private Animator animator;
private float speed = 0f;
[SerializeField]
[Tooltip("This is the object with the skin dissolve material")]
private GameObject modelObject;
[SerializeField]
private List<GameObject> objectsThatFallOnDeath= new List<GameObject>();
private Material dissolveMaterial;
private bool isAlive = true;
[SerializeField]
private float deathSpeed = 5f;
private float curDeathSpeed = 5f;
private bool isRunning = false;
public bool IsRunning { get { return isRunning; } }
[SerializeField]
private float fastDeathduration = 1f;
[SerializeField]
private float deathDuration = 5f;
[SerializeField]
private string deathAnimationName = "PainScream";
// Start is called before the first frame update
void Start()
{
dissolveMaterial = modelObject.GetComponent<SkinnedMeshRenderer>().materials[0];
curDeathSpeed = deathSpeed;
}
// Update is called once per frame
void Update()
{
if (isAlive)
{
animator.SetFloat("Speed", speed);
}
else
{
float quantity = dissolveMaterial.GetFloat("_DissolveQuantity");
quantity = Mathf.Lerp(quantity, -2, Time.deltaTime *curDeathSpeed);
dissolveMaterial.SetFloat("_DissolveQuantity", quantity);
}
animator.SetFloat("speed", speed);
}
public void StartMoving()
{
speed = 1;
if (isAlive)
{
isRunning = true;
speed = 1;
}
}
public void StopMoving()
{
speed = 0;
if (isAlive)
{
speed = 0;
isRunning = false;
}
}
public void Attack()
{
animator.SetTrigger("Attack");
if (isAlive)
{
animator.SetTrigger("Attack");
}
}
/// <summary>
/// 0,1,2,3
/// </summary>
/// <param name="attackType"></param>
public void SetAttackType(int attackType)
{
animator.SetInteger("AttackIndex", attackType);
}
public void InLight()
{
if(isAlive)
animator.SetBool("InLight", true);
}
public void NotInLight()
{
if(isAlive)
animator.SetBool("InLight", false);
}
public void AttackScream()
{
if(isAlive)
animator.SetTrigger("AttackScream");
}
public void Kill(bool fast = false)
{
//animator.speed = 0;
InLight();
//animator.Play(this.deathAnimationName);
isAlive = false;
foreach(GameObject obj in this.objectsThatFallOnDeath)
{
obj.AddComponent<Rigidbody>();
if (obj.GetComponent<Collider>() != null)
{
obj.GetComponent<Collider>().enabled = false;
}
}
float dur = this.deathDuration;
if (fast)
{
dur = this.fastDeathduration;
curDeathSpeed = deathSpeed * (this.deathDuration / this.fastDeathduration);
}
StartCoroutine(destroyAfterSeconds(dur));
}
private IEnumerator destroyAfterSeconds(float duration)
{
yield return new WaitForSeconds(duration);
Destroy(this.gameObject);
}
}

View File

@ -12,34 +12,315 @@ public class SkinlessMonsterComponent : MonoBehaviour
private NavMeshAgent agent;
[SerializeField]
private SkinlessMonsterAnimator animator;
private bool inRangeOfTarget = false;
private bool inDamageRange = false;
private bool inDamageMargin = false;
private bool atTarget = false;
[SerializeField]
private float atTargetDistance = 3;
private float atTargetDistance = 2;
private TargetInformation target;
[SerializeField]
private float health = 2f;
private void Update()
private bool isAlive = true;
private Vector3 oppositeVector;
private PlayerComponent player;
private float distanceToPlayer;
private FlareRegister flareRegister;
[SerializeField]
[Tooltip("This is the angle of visibility the enemy has")]
private float visibilityConeLimit = 90f;
[SerializeField]
private float bulletSoundRange = 15f;
private GameObject targetObject;
[SerializeField]
private float newTargetCooldown = 5f;
private float timeSinceTarget = 0f;
private void Awake()
{
if (target != null)
//Find active player rn.
PlayerComponent[] players = GameObject.FindObjectsOfType<PlayerComponent>();
foreach (PlayerComponent p in players)
{
//Update booleans for movement
float distToTarget = Vector3.Distance(target.target.transform.position, agent.transform.position);
atTarget = atTargetDistance >= distToTarget;
if (target.hasDamageRange)
if (p.isActiveAndEnabled)
{
inRangeOfTarget = target.damageRange <= distToTarget;
player = p;
}
}
}
private void Start()
{
flareRegister = GameObject.FindObjectOfType<FlareRegister>();
if (targetObject == null)
targetObject = new GameObject();
targetObject.name = "Enemy Target";
}
void HandleTargetOperations()
{
//Update booleans for movement
float distToTarget = Vector3.Distance(target.target.transform.position, agent.transform.position);
atTarget = atTargetDistance >= distToTarget;
if (target.hasDamageRange)
{
inDamageRange = target.damageRange <= distToTarget;
inDamageMargin = target.damageMargin + target.damageRange <= distToTarget;
}
else
{
inDamageRange = false;
inDamageMargin = false;
}
//Perform actions.
if (target.runTowards)
{
if (inDamageRange)
{
//Damage is being dealt
animator.InLight();
//Deal Damage
health -= Time.deltaTime;
if (health < 0 && this.isAlive)
{
this.Kill();
}
}
else if (inDamageMargin)
{
//Effective stop
agent.SetDestination(transform.position);
animator.StopMoving();
}
else
{
inRangeOfTarget = false;
}
//Perform actions.
if (atTarget)
{
//Effective stop
agent.SetDestination(transform.position);
animator.StopMoving();
if (target.isHostile)
{
animator.Attack();
animator.SetAttackType(Random.Range(0, 0));
}
}
else
{
agent.SetDestination(target.target.transform.position);
animator.StartMoving();
animator.NotInLight();
}
}
}
else
{
//Run away logic
if (atTarget || distToTarget < 3)
{
animator.StopMoving();
}
else
{
Ray r = new Ray();
r.origin = transform.position;
r.direction = oppositeVector;
RaycastHit hit;
if (Physics.Raycast(r, out hit))
{
animator.StartMoving();
agent.SetDestination(hit.point);
}
else
{
agent.SetDestination(transform.position + oppositeVector * 100);
agent.isStopped = false;
}
}
}
if (atTarget&&target.isHostile)
{
SlowLookAt(target.target.transform.position-transform.position);
}
}
void SlowLookAt(Vector3 targetVector,float animatedRotationSpeed=1f)
{
Vector3 relativePos = targetVector;
Quaternion toRotation = Quaternion.LookRotation(relativePos);
transform.rotation = Quaternion.Lerp(transform.rotation, toRotation, animatedRotationSpeed * Time.deltaTime);
}
void CheckForAOERanges()
{
foreach(BulletComponent bullet in flareRegister.bullets)
{
float dist = Vector3.Distance(bullet.transform.position, transform.position);
if (dist <= bullet.DamageRange)
{
this.health = 0;
this.Kill(true);
}
}
foreach(FlareBeacon beacon in flareRegister.beacons)
{
float dist = Vector3.Distance(beacon.transform.position, transform.position);
if (dist <= beacon.Range)
{
this.health = 0f;
}
}
if (this.health <= 0)
{
this.Kill();
}
}
public bool isPlayerVisible(bool withAngle)
{
Ray r = new Ray();
r.origin = transform.position;
r.direction = player.transform.position - transform.position;
Vector3 toPosition = (player.transform.position - transform.position).normalized;
float angleToPosition = Vector3.Angle(transform.forward, toPosition);
RaycastHit hit;
if(Physics.Raycast(r, out hit))
{
GameObject hitObject = hit.transform.gameObject;
if (hitObject.GetComponent<PlayerComponent>() != null)
{
//hit player
return angleToPosition <= this.visibilityConeLimit||!withAngle;
}else if (hitObject.GetComponentInParent<PlayerComponent>() != null)
{
//also hit player
return angleToPosition <= this.visibilityConeLimit||!withAngle;
}
}
return false;
}
void SetLiveTargeting()
{
if (!isAlive)
{
//this.targetObject.transform.position = transform.position;
this.Stop();
}
distanceToPlayer = Vector3.Distance(this.transform.position, player.transform.position);
//print("Dist Comparison "+distanceToPlayer.ToString()+" Noise:"+player.NoiseManager.NoiseDistance);
bool isPlayerVisible = this.isPlayerVisible(true);
//check if player is heard or player line of sight
if (distanceToPlayer <= player.NoiseManager.NoiseDistance||isPlayerVisible)
{
//check that nothing in between
if (this.isPlayerVisible(false))
{
this.Target(player.gameObject, true);
}
}
else
{
if (this.timeSinceTarget < this.newTargetCooldown)
{
//no further targeting
//Stop();
return;
}
BulletComponent closestBullet = null;
float closestDistance = Mathf.Infinity;
foreach(BulletComponent bullet in this.flareRegister.bullets)
{
float bDist = Vector3.Distance(bullet.transform.position, transform.position);
if (closestBullet==null||(bDist< bulletSoundRange&&bDist<closestDistance))
{
closestBullet = bullet;
closestDistance = bDist;
}
}
if (closestBullet != null)
{
targetObject.transform.position= closestBullet.transform.position;
this.Target(targetObject,false);
}
else
{
targetObject.transform.position = transform.position;
this.Target(targetObject,false);
this.Stop();
}
}
}
private void Update()
{
if (!player.IsAlive)
{
Stop();
}
if (target != null)
{
HandleTargetOperations();
}
CheckForAOERanges();
if(isAlive&&player.IsAlive)
SetLiveTargeting();
timeSinceTarget += Time.deltaTime;
/*
AI Behavior:
A. If not targeting player
1. Get distance to player
- if distance < player.NoiseDistance then target player.
2. Raycast to player to test line of sight
- if in line of sight and angle between LOS vector and forward vector is < LOF margin, then
target player.
B. If targeting player
1. If out of sound range and no line of sight then lose target.
- stop()
2. If beacon placed down and in range
- remove agent
- kill()
3. If beacon placed down and in margin:
- stop() and wait for player to leave AOE (enforced by navigation).
*/
}
/*
STANDARD BEHAVIOR:
@ -58,17 +339,32 @@ private void Update()
//Runs towards target. If its meant to be hostile, it will melee attack once in range.
public void Target(GameObject obj,bool hostile=false)
{
if(target.target!= obj)
if(target == null || target.target!= obj)
{
//target = new TargetInformation(obj,hostile,false,runTowards:true);
target = new TargetInformation();
target.target = obj;
target.isHostile = hostile;
target.hasDamageRange = false;
target.runTowards = true;
timeSinceTarget = 0;
}
}
//Runs towards flare such that it stops randomly within margin before range.
public void TargetFlare(GameObject obj,float range,float margin)
{
if(target.target != obj)
if(target == null || target.target != obj)
{
//target = new TargetInformation(obj, false, true, range, margin,runTowards:true);
target = new TargetInformation();
target.target = obj;
target.isHostile = false;
target.hasDamageRange = true;
target.damageRange = range;
target.damageMargin = margin;
target.runTowards = true;
timeSinceTarget = 0;
}
}
/// <summary>
@ -79,13 +375,53 @@ public void TargetFlare(GameObject obj,float range,float margin)
/// <param name="minRange"></param>
/// <param name="minMargin"></param>
public void RunAwayFrom(GameObject obj,float minRange,float minMargin) {
if(target.target != obj)
if(target== null ||target.target != obj)
{
//target = new TargetInformation(obj, false, true, minRange, minMargin, false);
target = new TargetInformation();
target.target = obj;
target.isHostile = false;
target.hasDamageRange = true;
target.damageRange = minRange;
target.damageMargin = minMargin;
target.runTowards = false;
oppositeVector = -(target.target.transform.position - transform.position).normalized;
timeSinceTarget = 0;
}
}
public void Stop()
{
target = new TargetInformation();
target.target = this.gameObject;
target.isHostile = false;
target.hasDamageRange = false;
target.runTowards = true;
}
public void Kill(bool fast=false)
{
if (this.isAlive)
{
this.animator.Kill(fast);
this.isAlive = false;
agent.isStopped = true;
}
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.GetComponent<BulletComponent>() != null)
{
this.health -= other.gameObject.GetComponent<BulletComponent>().DamageMagnitude;
}
}
}
class TargetInformation
{

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@ -0,0 +1,38 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestSkinnlessMonster : MonoBehaviour
{
[SerializeField]
private SkinlessMonsterComponent monster;
[SerializeField]
private Camera cam;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Alpha1))
{
monster.Target(cam.gameObject, true);
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
monster.TargetFlare(cam.gameObject, 1, 1);
}
if (Input.GetKeyDown(KeyCode.Alpha3))
{
monster.RunAwayFrom(cam.gameObject, 1, 1);
}
if (Input.GetKeyDown(KeyCode.Alpha0))
{
monster.Stop();
}
}
}

View File

@ -0,0 +1,11 @@
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@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MonsterComponent : MonoBehaviour
{
[SerializeField]
private float attackDamage = 1f;
public float AttackDamage { get { return this.attackDamage; } }
[SerializeField]
private bool shakeCameraOnHit = true;
public bool ShakeCameraOnHit { get { return this.shakeCameraOnHit; } }
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -7,6 +7,7 @@ public class FlareBeacon : MonoBehaviour
{
[SerializeField]
private float range = 1;
public float Range { get { return range; }}
[SerializeField]
private float duration = 5f;
@ -14,6 +15,7 @@ public class FlareBeacon : MonoBehaviour
[SerializeField]
private NavMeshObstacle obstacle;
private FlareRegister register;
void OnDrawGizmosSelected()
{
// Draw a yellow sphere at the transform's position
@ -24,6 +26,8 @@ void OnDrawGizmosSelected()
// Start is called before the first frame update
void Start()
{
register = FlareRegister.instance;
register.beacons.Add(this);
transform.localEulerAngles = new Vector3(-89.98f, 0, 0);
Ray r = new Ray();
r.direction = -transform.forward;
@ -42,6 +46,8 @@ void Start()
if(Physics.Raycast(r,out hit)){
// transform.position = hit.point;
}
if(obstacle!=null)
obstacle.radius = this.range / 10;
}

View File

@ -9,11 +9,18 @@ public class BulletComponent : MonoBehaviour
private float existed = 0f;
[SerializeField]
private string type = "flare";
private FlareRegister register;
[SerializeField]
private float damageRange = 20f;
[SerializeField]
private float damageMagnitude = 1f;
public float DamageMagnitude { get { return this.damageMagnitude; } }
public float DamageRange { get { return damageRange; } }
// Start is called before the first frame update
void Start()
{
register = FlareRegister.instance;
register.bullets.Add(this);
}
// Update is called once per frame
@ -25,6 +32,7 @@ private void FixedUpdate()
{
if(existed >= duration)
{
register.bullets.Remove(this);
Destroy(this.gameObject);
}
existed += Time.fixedDeltaTime;

View File

@ -25,6 +25,7 @@ public class PistolComponent : MonoBehaviour
[SerializeField]
private float maxProjectileDuration = 5f;
//private Dictionary<int,float> projectiles = new Dictionary<int, float>();
@ -32,7 +33,7 @@ public class PistolComponent : MonoBehaviour
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
@ -66,7 +67,7 @@ private void FixedUpdate()
{
targetObject.gameObject.transform.position = hit.point;
float drop = CalculateDrop(this.bulletSpawnPoint.position, hit.point, this.transform.up * this.firePower);
print(drop);
//print(drop);
}
}
@ -84,6 +85,8 @@ public void Fire()
Rigidbody pRigid = projectile.GetComponent<Rigidbody>();
pRigid.AddForce(pRigid.transform.up*this.firePower, ForceMode.Impulse);
projectile.transform.parent = null;
}
public void Enable()

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@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FlareRegister : MonoBehaviour
{
public List<BulletComponent> bullets= new List<BulletComponent>();
public List<FlareBeacon> beacons= new List<FlareBeacon>();
public static FlareRegister instance;
// Start is called before the first frame update
void Start()
{
instance = this;
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,11 @@
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@ -34,10 +34,12 @@ public class SpecialItemCycler : MonoBehaviour
private TMP_Text selectedQuantityText;
private Color sqtInitColor;
// Start is called before the first frame update
void Start()
{
sqtInitColor = selectedQuantityText.color;
sqtInitColor = selectedQuantityText.color;
}
// Update is called once per frame
@ -81,7 +83,7 @@ void Update()
instance.transform.localPosition = Vector3.zero;
instance.transform.parent = null;
invent.Remove(spawnableItems[spawnableIndex].name);
}
}

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@ -0,0 +1,72 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
public class NoiseVisibilitySettingsManager : MonoBehaviour
{
[SerializeField]
private float sneakNoiseDistance = 5f;
[SerializeField]
private float runNoiseDistance = 10f;
[SerializeField]
private float shootNoiseDistance = 30f;
[SerializeField]
private float standNoiseDistance = 0f;
private float noiseDistance = 0f;
public float SneakNoiseDistance { get { return sneakNoiseDistance; } }
public float RunNoiseDistance { get { return runNoiseDistance; } }
public float ShootNoiseDistance { get { return shootNoiseDistance; } }
public float StandNoiseDistance { get { return standNoiseDistance; } }
public float NoiseDistance { get { return this.noiseDistance; } }
private float timeSinceLastShot = 0f;
[SerializeField]
private float shootNoiseDuration = 2f;
private bool isSneaking = false;
private bool isRunning = false;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (timeSinceLastShot>0)
{
this.noiseDistance = this.shootNoiseDistance;
}
else if (isRunning)
{
this.noiseDistance = this.runNoiseDistance;
}else if (isSneaking)
{
this.noiseDistance = this.sneakNoiseDistance;
}
else
{
this.noiseDistance = standNoiseDistance;
}
timeSinceLastShot -= Time.deltaTime;
}
public void ShotFired()
{
this.timeSinceLastShot = this.shootNoiseDuration;
}
public void SetRunning(bool isRunning)
{
this.isRunning = isRunning;
}
public void SetSneaking(bool isSneaking)
{
this.isSneaking= isSneaking;
}
}

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@ -42,9 +42,10 @@ public void Animate(PlayerQuickAnimationType animation)
}
}
public void Hit()
public void Hit(bool isDead)
{
animController.SetTrigger("WasHit");
animController.SetBool("IsDead", isDead);
}
// Start is called before the first frame update

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@ -0,0 +1,98 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
public class PlayerComponent : MonoBehaviour
{
[SerializeField]
private float health = 5f;
[SerializeField]
private float maxHealth = 5f;
[SerializeField]
private float stamina = 20f;
[SerializeField]
private float maxStamina = 20f;
[SerializeField] private NoiseVisibilitySettingsManager noiseManager;
[SerializeField] private PlayerMovementController movementController;
public NoiseVisibilitySettingsManager NoiseManager { get { return this.noiseManager; } }
public PlayerMovementController MovementController { get { return movementController; } }
[SerializeField]
private PlayerAnimationController animationController;
[HideInInspector]
public FlareRegister flareRegister;
[SerializeField]
private CinemachineFreeLook cameraFreeLook;
private float shakeTimer = 0;
CinemachineBasicMultiChannelPerlin perlin;
[SerializeField]
private float knockbackDuration = 1f;
[SerializeField]
private float knockbackDistance = 5f;
[HideInInspector]
public bool IsAlive { get { return this.health > 0; } }
private void Awake()
{
flareRegister = GameObject.FindObjectOfType<FlareRegister>();
}
// Start is called before the first frame update
void Start()
{
perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
}
// Update is called once per frame
void Update()
{
NoiseManager.SetRunning(MovementController.IsRunning);
if (shakeTimer > 0)
{
shakeTimer -= Time.deltaTime;
// perlin.m_AmplitudeGain = 0;
perlin.m_AmplitudeGain = Mathf.Lerp(perlin.m_AmplitudeGain, 0, .1f);
if (shakeTimer <= 0f)
{
perlin.m_AmplitudeGain = 0;
}
}
}
public void ShakeCamera(float intensity, float time)
{
CinemachineBasicMultiChannelPerlin perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
perlin.m_AmplitudeGain= intensity;
shakeTimer = time;
}
public void Damage(float damage,bool applyShake=false)
{
this.health-=damage;
if (applyShake)
{
ShakeCamera(15, 5);
}
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Damaging"))
{
MonsterComponent monster = other.GetComponentInParent<MonsterComponent>();
this.Damage(monster.AttackDamage, monster.ShakeCameraOnHit);
animationController.Hit(this.health<=0);
this.movementController.PhysicalForceMove((transform.position - monster.transform.position)*knockbackDistance);
this.movementController.LockMovement(this.knockbackDuration);
}
}
}

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@ -38,6 +38,9 @@ public class PlayerInteractionHandler : MonoBehaviour
private bool useItemSelector = true;
[SerializeField]
private PistolComponent pistol;
[SerializeField]
private NoiseVisibilitySettingsManager noiseManager;
// Start is called before the first frame update
@ -83,6 +86,7 @@ void Update()
if (tempInvent.GetQuantityOf(this.pistol.projectileName) > 0)
{
this.pistol.Fire();
this.noiseManager.ShotFired();
tempInvent.Remove(this.pistol.projectileName);
}

View File

@ -12,9 +12,12 @@ public class PlayerMovementController : MonoBehaviour
private float mouseX = 0;
private bool isRunning = false;
private bool isSneaking = false;
public bool IsRunning { get { return isRunning; } }
[SerializeField]
private CharacterController ccontroller;
private CharacterControllerForce ccForceAddon;
[SerializeField]
private CameraController cameraController;
@ -31,13 +34,27 @@ public class PlayerMovementController : MonoBehaviour
[HideInInspector]
public bool AllowRotation = false;
[SerializeField]
private NoiseVisibilitySettingsManager noiseSettings;
public float NoiseDistance { get { return this.noiseSettings.NoiseDistance; } }
private Vector3 lookingDirectionVector;
private bool movementLocked = false;
private void GetMovementOld()
{
x = Input.GetAxis("Horizontal");
y = Input.GetAxis("Vertical");
if (movementLocked)
{
x = 0;
y = 0;
}
isRunning = (Mathf.Abs(y) > 0.1f || Mathf.Abs(x) > 0.1f);
}
private void MovePlayer()
@ -64,13 +81,14 @@ private void GetJumpOld()
// Start is called before the first frame update
void Start()
{
ccForceAddon = ccontroller.gameObject.GetComponent<CharacterControllerForce>();
}
// Update is called once per frame
void Update()
{
AllowRotation = Input.GetMouseButton(1);
AllowRotation = Input.GetMouseButton(1) || Input.GetAxis("Aim")>0.5f;
GetMovementOld();
MovePlayer();
@ -86,8 +104,13 @@ void Update()
SlowLookAt(this.lookingDirectionVector);
}
}
void SlowLookAt(Vector3 targetVector)
{
Vector3 relativePos = targetVector;
@ -96,4 +119,21 @@ void SlowLookAt(Vector3 targetVector)
transform.rotation = Quaternion.Lerp(transform.rotation, toRotation, animatedRotationSpeed * Time.deltaTime);
}
public void PhysicalForceMove(Vector3 vector)
{
this.ccontroller.Move(vector);
ccForceAddon.AddImpact(vector, vector.magnitude);
}
public void LockMovement(float duration)
{
StartCoroutine(lockMovement(duration));
}
private IEnumerator lockMovement(float duration)
{
movementLocked = true;
yield return new WaitForSeconds(duration);
movementLocked = false;
}
}

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@ -146,6 +146,9 @@
},
{
"m_Id": "859e89b1a3264041b2eca465aa9acd2b"
},
{
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}
],
"m_GroupDatas": [],
@ -333,6 +336,20 @@
"m_SlotId": 1
}
},
{
"m_OutputSlot": {
"m_Node": {
"m_Id": "8e852b7f2baa4862824c149e0534ae14"
},
"m_SlotId": 0
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"m_InputSlot": {
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}
},
{
"m_OutputSlot": {
"m_Node": {
@ -1413,6 +1430,29 @@
"m_SerializedDescriptor": "SurfaceDescription.NormalTS"
}
{
"m_SGVersion": 0,
"m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot",
"m_ObjectId": "450f1ec0ddb147b9a38f399979129ed3",
"m_Id": 0,
"m_DisplayName": "Out",
"m_SlotType": 1,
"m_Hidden": false,
"m_ShaderOutputName": "Out",
"m_StageCapability": 3,
"m_Value": {
"x": 0.0,
"y": 0.0,
"z": 0.0
},
"m_DefaultValue": {
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"z": 0.0
},
"m_Labels": []
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{
"m_SGVersion": 0,
"m_Type": "UnityEditor.ShaderGraph.NormalMaterialSlot",
@ -2370,6 +2410,42 @@
"m_Labels": []
}
{
"m_SGVersion": 1,
"m_Type": "UnityEditor.ShaderGraph.PositionNode",
"m_ObjectId": "8e852b7f2baa4862824c149e0534ae14",
"m_Group": {
"m_Id": ""
},
"m_Name": "Position",
"m_DrawState": {
"m_Expanded": true,
"m_Position": {
"serializedVersion": "2",
"x": -1582.400146484375,
"y": 4.799994945526123,
"width": 208.0,
"height": 312.8000183105469
}
},
"m_Slots": [
{
"m_Id": "450f1ec0ddb147b9a38f399979129ed3"
}
],
"synonyms": [
"location"
],
"m_Precision": 1,
"m_PreviewExpanded": true,
"m_PreviewMode": 2,
"m_CustomColors": {
"m_SerializableColors": []
},
"m_Space": 0,
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FOR AI DESIGN:
- Initial rooms have 1-2 enemies player can take out with boltw or together with flare.
- Then one hallway full of enemies where player shoots a flare and kills all.
- Then one room with large space where lots of enemies that are spread out. Player can lure them all into hallway to flare kill again.
- Then one room with no enemies, but once powered opens hatches which drops enemies, encourage flare beacon.
-

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@ -346,7 +346,7 @@ InputManager:
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton:
positiveButton: joystick button 10
altNegativeButton:
altPositiveButton:
gravity: 1000
@ -380,7 +380,7 @@ InputManager:
negativeButton:
positiveButton: x
altNegativeButton:
altPositiveButton: joystick button 2
altPositiveButton: joystick button 3
gravity: 1000
dead: 0.001
sensitivity: 1000

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m_SplashScreenLogoStyle: 1
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serializedVersion: 2
tags:
- Collectable
- Damaging
layers:
- Default
- TransparentFX