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private EnemyState state; + private EnemyAI.EnemyState state; diff --git a/Assets/Scripts/Enemies/AI/SkinlessMonsterAnimator.cs b/Assets/Scripts/Enemies/AI/SkinlessMonsterAnimator.cs index 564f91a..02aae1c 100644 --- a/Assets/Scripts/Enemies/AI/SkinlessMonsterAnimator.cs +++ b/Assets/Scripts/Enemies/AI/SkinlessMonsterAnimator.cs @@ -2,130 +2,133 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; -public class SkinlessMonsterAnimator : MonoBehaviour -{ - [SerializeField] private Animator animator; - - [SerializeField] [Tooltip("This is the object with the skin dissolve material")] - private GameObject modelObject; - - [SerializeField] private List objectsThatFallOnDeath = new(); - - [SerializeField] private float deathSpeed = 5f; - - [SerializeField] private float fastDeathduration = 1f; - - [SerializeField] private float deathDuration = 5f; - - private float curDeathSpeed = 5f; - - private Material dissolveMaterial; - private bool isAlive = true; - - private float speed; - public bool IsRunning { get; private set; } - - - // Start is called before the first frame update - private void Start() +namespace Enemy { + public class SkinlessMonsterAnimator : MonoBehaviour { - dissolveMaterial = modelObject.GetComponent().materials[0]; - curDeathSpeed = deathSpeed; - } + [SerializeField] private Animator animator; - // Update is called once per frame - private void Update() - { - if (isAlive) + [SerializeField] + [Tooltip("This is the object with the skin dissolve material")] + private GameObject modelObject; + + [SerializeField] private List objectsThatFallOnDeath = new(); + + [SerializeField] private float deathSpeed = 5f; + + [SerializeField] private float fastDeathduration = 1f; + + [SerializeField] private float deathDuration = 5f; + + private float curDeathSpeed = 5f; + + private Material dissolveMaterial; + private bool isAlive = true; + + private float speed; + public bool IsRunning { get; private set; } + + + // Start is called before the first frame update + private void Start() { - animator.SetFloat("Speed", speed); - } - else - { - var quantity = dissolveMaterial.GetFloat("_DissolveQuantity"); - quantity = Mathf.Lerp(quantity, -2, Time.deltaTime * curDeathSpeed); - dissolveMaterial.SetFloat("_DissolveQuantity", quantity); - } - } - - public void StartMoving() - { - if (isAlive) - { - IsRunning = true; - speed = 1; - } - } - - public void StopMoving() - { - if (isAlive) - { - speed = 0; - IsRunning = false; - } - } - - public void Attack() - { - if (isAlive) animator.SetTrigger("Attack"); - } - - - /// - /// 0,1,2,3 - /// - /// - 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(); - - - isAlive = false; - foreach (var obj in objectsThatFallOnDeath) - { - obj.AddComponent(); - if (obj.GetComponent() != null) obj.GetComponent().enabled = false; + dissolveMaterial = modelObject.GetComponent().materials[0]; + curDeathSpeed = deathSpeed; } - var dur = deathDuration; - if (fast) + // Update is called once per frame + private void Update() { - dur = fastDeathduration; - curDeathSpeed = deathSpeed * (deathDuration / fastDeathduration); + if (isAlive) + { + animator.SetFloat("Speed", speed); + } + else + { + var quantity = dissolveMaterial.GetFloat("_DissolveQuantity"); + quantity = Mathf.Lerp(quantity, -2, Time.deltaTime * curDeathSpeed); + dissolveMaterial.SetFloat("_DissolveQuantity", quantity); + } } - StartCoroutine(destroyAfterSeconds(dur)); - } + public void StartMoving() + { + if (isAlive) + { + IsRunning = true; + speed = 1; + } + } + + public void StopMoving() + { + if (isAlive) + { + speed = 0; + IsRunning = false; + } + } + + public void Attack() + { + if (isAlive) animator.SetTrigger("Attack"); + } - private IEnumerator destroyAfterSeconds(float duration) - { - yield return new WaitForSeconds(duration); - Destroy(gameObject); + /// + /// 0,1,2,3 + /// + /// + 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(); + + + isAlive = false; + foreach (var obj in objectsThatFallOnDeath) + { + obj.AddComponent(); + if (obj.GetComponent() != null) obj.GetComponent().enabled = false; + } + + var dur = deathDuration; + if (fast) + { + dur = fastDeathduration; + curDeathSpeed = deathSpeed * (deathDuration / fastDeathduration); + } + + StartCoroutine(destroyAfterSeconds(dur)); + } + + + private IEnumerator destroyAfterSeconds(float duration) + { + yield return new WaitForSeconds(duration); + Destroy(gameObject); + } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/Enemies/AI/SkinlessMonsterComponent.cs b/Assets/Scripts/Enemies/AI/SkinlessMonsterComponent.cs index 197bff9..9a8aa4b 100644 --- a/Assets/Scripts/Enemies/AI/SkinlessMonsterComponent.cs +++ b/Assets/Scripts/Enemies/AI/SkinlessMonsterComponent.cs @@ -5,7 +5,7 @@ public class SkinlessMonsterComponent : MonoBehaviour { [SerializeField] private NavMeshAgent agent; - [SerializeField] private SkinlessMonsterAnimator animator; + [SerializeField] private Enemy.SkinlessMonsterAnimator animator; [SerializeField] private float atTargetDistance = 2; @@ -32,12 +32,12 @@ public class SkinlessMonsterComponent : MonoBehaviour private bool isAlive = true; - private InGameManager manager; + private Game.InGameManager manager; private Vector3 oppositeVector; - private PlayerComponent player; + private Player.PlayerComponent player; private TargetInformation target; private GameObject targetObject; @@ -46,12 +46,12 @@ public class SkinlessMonsterComponent : MonoBehaviour private void Awake() { //Find active player rn. - var players = FindObjectsOfType(); + var players = FindObjectsOfType(); foreach (var p in players) if (p.isActiveAndEnabled) player = p; - manager = FindObjectOfType(); + manager = FindObjectOfType(); } private void Start() @@ -61,7 +61,7 @@ public class SkinlessMonsterComponent : MonoBehaviour targetObject = new GameObject(); targetObject.name = "Enemy Target"; - if (player == null) player = FindObjectOfType(); + if (player == null) player = FindObjectOfType(); } private void Update() @@ -236,10 +236,10 @@ public class SkinlessMonsterComponent : MonoBehaviour { var hitObject = hit.transform.gameObject; - if (hitObject.GetComponent() != null) + if (hitObject.GetComponent() != null) //hit player return angleToPosition <= visibilityConeLimit || !withAngle; - if (hitObject.GetComponentInParent() != null) + if (hitObject.GetComponentInParent() != null) //also hit player return angleToPosition <= visibilityConeLimit || !withAngle; } diff --git a/Assets/Scripts/Enemies/DummyComponent.cs b/Assets/Scripts/Enemies/DummyComponent.cs index 5dcec3e..aa2b7dd 100644 --- a/Assets/Scripts/Enemies/DummyComponent.cs +++ b/Assets/Scripts/Enemies/DummyComponent.cs @@ -1,22 +1,25 @@ using UnityEngine; -public class DummyComponent : MonoBehaviour +namespace Enemy { - private Animator anim; - - // Start is called before the first frame update - private void Start() + public class DummyComponent : MonoBehaviour { - anim = GetComponentInParent(); - } + private Animator anim; - // Update is called once per frame - private void Update() - { - } + // Start is called before the first frame update + private void Start() + { + anim = GetComponentInParent(); + } - private void OnCollisionEnter(Collision collision) - { - if (collision.gameObject.GetComponent() != null) anim.Play("DummyFall"); + // Update is called once per frame + private void Update() + { + } + + private void OnCollisionEnter(Collision collision) + { + if (collision.gameObject.GetComponent() != null) anim.Play("DummyFall"); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Enemies/MonsterComponent.cs b/Assets/Scripts/Enemies/MonsterComponent.cs index 4d90cb3..79da74c 100644 --- a/Assets/Scripts/Enemies/MonsterComponent.cs +++ b/Assets/Scripts/Enemies/MonsterComponent.cs @@ -1,22 +1,24 @@ using UnityEngine; -public class MonsterComponent : MonoBehaviour -{ - [SerializeField] private float attackDamage = 1f; - - [SerializeField] private bool shakeCameraOnHit = true; - - public float AttackDamage => attackDamage; - - public bool ShakeCameraOnHit => shakeCameraOnHit; - - // Start is called before the first frame update - private void Start() +namespace Enemy { + public class MonsterComponent : MonoBehaviour { - } + [SerializeField] private float attackDamage = 1f; - // Update is called once per frame - private void Update() - { + [SerializeField] private bool shakeCameraOnHit = true; + + public float AttackDamage => attackDamage; + + public bool ShakeCameraOnHit => shakeCameraOnHit; + + // Start is called before the first frame update + private void Start() + { + } + + // Update is called once per frame + private void Update() + { + } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/Enemies/SwarmAnimator.cs b/Assets/Scripts/Enemies/SwarmAnimator.cs index 50164a2..bc47d83 100644 --- a/Assets/Scripts/Enemies/SwarmAnimator.cs +++ b/Assets/Scripts/Enemies/SwarmAnimator.cs @@ -1,62 +1,65 @@ using UnityEngine; using UnityEngine.VFX; -[ExecuteAlways] -public class SwarmAnimator : MonoBehaviour +namespace Enemy { - [SerializeField] private VisualEffect vfx; - - [SerializeField] private Rigidbody rb; - //[SerializeField] - //private string parameterName = "DeltaVector"; - - [SerializeField] private Vector3 avoidancePosDefault; - - [SerializeField] private float explodeDuration = 1.0f; - - private Vector3 currentPosition; - private float dur; - private bool isExploding; - private Vector3 previousPosition; - - // Start is called before the first frame update - private void Start() + [ExecuteAlways] + public class SwarmAnimator : MonoBehaviour { - } + [SerializeField] private VisualEffect vfx; - // Update is called once per frame - private void Update() - { - previousPosition = currentPosition; - currentPosition = transform.position; - var velocity = currentPosition - previousPosition; - vfx.SetVector3("DeltaVector", velocity); + [SerializeField] private Rigidbody rb; + //[SerializeField] + //private string parameterName = "DeltaVector"; - if (Input.GetKeyDown(KeyCode.Space)) Explode(); - if (isExploding) + [SerializeField] private Vector3 avoidancePosDefault; + + [SerializeField] private float explodeDuration = 1.0f; + + private Vector3 currentPosition; + private float dur; + private bool isExploding; + private Vector3 previousPosition; + + // Start is called before the first frame update + private void Start() { - if (dur > explodeDuration) StopExplode(); - dur += Time.deltaTime; + } + + // Update is called once per frame + private void Update() + { + previousPosition = currentPosition; + currentPosition = transform.position; + var velocity = currentPosition - previousPosition; + vfx.SetVector3("DeltaVector", velocity); + + if (Input.GetKeyDown(KeyCode.Space)) Explode(); + if (isExploding) + { + if (dur > explodeDuration) StopExplode(); + dur += Time.deltaTime; + } + } + + private void FixedUpdate() + { + } + + private void Explode() + { + vfx.SetVector3("Avoid", transform.position); + isExploding = true; + dur = 0; + + //Wait a sec then stop. + } + + private void StopExplode() + { + vfx.SetVector3("Avoid", avoidancePosDefault); + isExploding = false; + vfx.Stop(); } } - - private void FixedUpdate() - { - } - - private void Explode() - { - vfx.SetVector3("Avoid", transform.position); - isExploding = true; - dur = 0; - - //Wait a sec then stop. - } - - private void StopExplode() - { - vfx.SetVector3("Avoid", avoidancePosDefault); - isExploding = false; - vfx.Stop(); - } -} \ No newline at end of file +} diff --git a/Assets/Scripts/Game/InGameManager.cs b/Assets/Scripts/Game/InGameManager.cs index 466a44f..2336bae 100644 --- a/Assets/Scripts/Game/InGameManager.cs +++ b/Assets/Scripts/Game/InGameManager.cs @@ -4,6 +4,8 @@ using UnityEngine; using UnityEngine.Rendering; using UnityEngine.SceneManagement; +namespace Game +{ public class InGameManager : MonoBehaviour { [SerializeField] private Volume gameVolume; @@ -128,4 +130,5 @@ public class InGameManager : MonoBehaviour { SceneManager.LoadScene(0); } +} } \ No newline at end of file diff --git a/Assets/Scripts/Game/InGameMenuManager.cs b/Assets/Scripts/Game/InGameMenuManager.cs index d25b294..6d95f4b 100644 --- a/Assets/Scripts/Game/InGameMenuManager.cs +++ b/Assets/Scripts/Game/InGameMenuManager.cs @@ -1,52 +1,55 @@ using UnityEngine; using UnityEngine.UI; -public class InGameMenuManager : MonoBehaviour +namespace Game { - [SerializeField] private Button settingsButton; - - [SerializeField] private Button returnToMenuButton; - - [SerializeField] private Scrollbar sensitivitySlider; - - [SerializeField] private Scrollbar volumeSlider; - - private InGameManager gameManager; - private Animator menuAnimator; - private PlayerComponent player; - - // Start is called before the first frame update - private void Start() + public class InGameMenuManager : MonoBehaviour { - menuAnimator = GetComponent(); - settingsButton.onClick.AddListener(SettingsClicked); - returnToMenuButton.onClick.AddListener(SettingsUnClicked); - player = FindObjectOfType(typeof(PlayerComponent)) as PlayerComponent; - gameManager = FindObjectOfType(); - } + [SerializeField] private Button settingsButton; - // Update is called once per frame - private void Update() - { - } + [SerializeField] private Button returnToMenuButton; - private void SettingsClicked() - { - menuAnimator.SetBool("SettingsOpen", true); - } + [SerializeField] private Scrollbar sensitivitySlider; - private void SettingsUnClicked() - { - menuAnimator.SetBool("SettingsOpen", false); - } + [SerializeField] private Scrollbar volumeSlider; - public void UpdateSensitivity() - { - player.SetSensitivity(sensitivitySlider.value * 4f); - } + private InGameManager gameManager; + private Animator menuAnimator; + private Player.PlayerComponent player; - public void UpdateVolume() - { - gameManager.SetVolume(volumeSlider.value * 2); + // Start is called before the first frame update + private void Start() + { + menuAnimator = GetComponent(); + settingsButton.onClick.AddListener(SettingsClicked); + returnToMenuButton.onClick.AddListener(SettingsUnClicked); + player = FindObjectOfType(typeof(Player.PlayerComponent)) as Player.PlayerComponent; + gameManager = FindObjectOfType(); + } + + // Update is called once per frame + private void Update() + { + } + + private void SettingsClicked() + { + menuAnimator.SetBool("SettingsOpen", true); + } + + private void SettingsUnClicked() + { + menuAnimator.SetBool("SettingsOpen", false); + } + + public void UpdateSensitivity() + { + player.SetSensitivity(sensitivitySlider.value * 4f); + } + + public void UpdateVolume() + { + gameManager.SetVolume(volumeSlider.value * 2); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Game/Optimizer.cs b/Assets/Scripts/Game/Optimizer.cs index 925fb3a..1aea355 100644 --- a/Assets/Scripts/Game/Optimizer.cs +++ b/Assets/Scripts/Game/Optimizer.cs @@ -1,5 +1,6 @@ using UnityEngine; +namespace Game { /// /// Attach this behavior to a master room collider. Enables everything in this room OnTriggerEnter of [tag] /// disables everything in this room OnTriggerExit of [tag] @@ -36,4 +37,5 @@ public class Optimizer : MonoBehaviour { foreach (var go in references) go.SetActive(false); } +} } \ No newline at end of file diff --git a/Assets/Scripts/GemItem.cs b/Assets/Scripts/GemItem.cs index b97b012..b58c080 100644 --- a/Assets/Scripts/GemItem.cs +++ b/Assets/Scripts/GemItem.cs @@ -19,7 +19,7 @@ public class GemItem : MonoBehaviour { if (collision.gameObject.CompareTag("Player")) { - collision.gameObject.GetComponent().SetSpeed(instantSpeed); + collision.gameObject.GetComponent().SetSpeed(instantSpeed); Destroy(gameObject); } } diff --git a/Assets/Scripts/Item/DoorInteractable.cs b/Assets/Scripts/Item/DoorInteractable.cs index 1e2c03d..ce0de65 100644 --- a/Assets/Scripts/Item/DoorInteractable.cs +++ b/Assets/Scripts/Item/DoorInteractable.cs @@ -44,7 +44,7 @@ public class DoorInteractable : HeavyItemReceiver //print("DIST:" + dist); if (dist <= minAttractDist) { - var _i = PlayerInteractionHandler.instance.Inventory; + var _i = Player.PlayerInteractionHandler.instance.Inventory; Interact(ref _i, ref item); return true; } diff --git a/Assets/Scripts/Item/Pistol/PistolComponent.cs b/Assets/Scripts/Item/Pistol/PistolComponent.cs index 580c835..09566e0 100644 --- a/Assets/Scripts/Item/Pistol/PistolComponent.cs +++ b/Assets/Scripts/Item/Pistol/PistolComponent.cs @@ -62,7 +62,7 @@ public class PistolComponent : MonoBehaviour { if (shootLight.gameObject.activeSelf && timeSinceLightDuration > shootLightDuration) shootLight.gameObject.SetActive(false); - if (aimMode == AimMode.CAMERA) targetObject.gameObject.transform.position = PlayerAim.active.targetPosition; + if (aimMode == AimMode.CAMERA) targetObject.gameObject.transform.position = Player.PlayerAim.active.targetPosition; if (IsEnabled && aimMode != AimMode.CAMERA) { var ray = new Ray(transform.position, transform.up); @@ -144,7 +144,7 @@ public class PistolComponent : MonoBehaviour if (offsetWithTargetBall || aimMode == AimMode.MODIFIED) { var ballCamVector = targetObject.transform.position - - GetComponentInParent().cam.transform.position; + GetComponentInParent().cam.transform.position; var r = new Ray(); r.origin = targetObject.transform.position; r.direction = ballCamVector.normalized; @@ -157,7 +157,7 @@ public class PistolComponent : MonoBehaviour } else if (aimMode == AimMode.CAMERA) { - var target = PlayerAim.active.targetPosition; + var target = Player.PlayerAim.active.targetPosition; var lv = target - pRigid.transform.position; launchVector = lv.normalized; diff --git a/Assets/Scripts/Item/SpecialItemCycler.cs b/Assets/Scripts/Item/SpecialItemCycler.cs index 0e219e6..6117b0a 100644 --- a/Assets/Scripts/Item/SpecialItemCycler.cs +++ b/Assets/Scripts/Item/SpecialItemCycler.cs @@ -18,7 +18,7 @@ public class SpecialItemCycler : MonoBehaviour [SerializeField] private List shootableItems = new(); - [SerializeField] private PlayerInteractionHandler interactionHandler; + [SerializeField] private Player.PlayerInteractionHandler interactionHandler; [SerializeField] private PistolComponent pistol; diff --git a/Assets/Scripts/Levels/Level0Scripts/BasicLevelProgressionSystem.cs b/Assets/Scripts/Levels/Level0Scripts/BasicLevelProgressionSystem.cs index 098a323..58d72a0 100644 --- a/Assets/Scripts/Levels/Level0Scripts/BasicLevelProgressionSystem.cs +++ b/Assets/Scripts/Levels/Level0Scripts/BasicLevelProgressionSystem.cs @@ -25,7 +25,7 @@ public class BasicLevelProgressionSystem : MonoBehaviour [SerializeField] private WaypointMarker marker; - [SerializeField] private PlayerComponent player; + [SerializeField] private Player.PlayerComponent player; //[SerializeField] //private float minDist = 3; @@ -82,7 +82,7 @@ public class BasicLevelProgressionSystem : MonoBehaviour private void OnTriggerEnter(Collider other) { - if (other.gameObject.GetComponentInParent() != null) ProgressCurrentIfCollide(); + if (other.gameObject.GetComponentInParent() != null) ProgressCurrentIfCollide(); } private void ProgressCurrentIfCollide() diff --git a/Assets/Scripts/Levels/Level0Scripts/LevelZeroSpecial.cs b/Assets/Scripts/Levels/Level0Scripts/LevelZeroSpecial.cs index 11369de..72303cd 100644 --- a/Assets/Scripts/Levels/Level0Scripts/LevelZeroSpecial.cs +++ b/Assets/Scripts/Levels/Level0Scripts/LevelZeroSpecial.cs @@ -25,13 +25,13 @@ public class LevelZeroSpecial : MonoBehaviour [SerializeField] private GameObject exitCollider; - [SerializeField] private PlayerComponent player; + [SerializeField] private Player.PlayerComponent player; [SerializeField] private WaypointMarker marker2Ref; [SerializeField] private WaypointMarker marker3Ref; - [SerializeField] private Optimizer finalRoomOptimizer; + [SerializeField] private Game.Optimizer finalRoomOptimizer; private int countPowered; private bool isEnabled; diff --git a/Assets/Scripts/Player/CameraController.cs b/Assets/Scripts/Player/CameraController.cs index 20af92a..c4d0308 100644 --- a/Assets/Scripts/Player/CameraController.cs +++ b/Assets/Scripts/Player/CameraController.cs @@ -1,49 +1,51 @@ using UnityEngine; - -public class CameraController : MonoBehaviour +namespace Player { - //private float mouseX = 0; - //private float mouseY; - [SerializeField] private Camera cam; - - - [SerializeField] private Transform target; - - private Vector3 offset; - public Vector3 Forward { get; private set; } = Vector3.zero; - - public Vector3 Right { get; private set; } = Vector3.zero; - - //private float originalDist = 0; - //private float newDist = 0; - //[SerializeField] - // private bool isChild = false; - - - // Start is called before the first frame update - private void Start() + public class CameraController : MonoBehaviour { + //private float mouseX = 0; + //private float mouseY; + [SerializeField] private Camera cam; + + + [SerializeField] private Transform target; + + private Vector3 offset; + public Vector3 Forward { get; private set; } = Vector3.zero; + + public Vector3 Right { get; private set; } = Vector3.zero; + + //private float originalDist = 0; + //private float newDist = 0; + //[SerializeField] + // private bool isChild = false; + + + // Start is called before the first frame update + private void Start() + { + } + + // Update is called once per frame + private void Update() + { + GetMouseLook(); + //if(target!=null&&!isChild) + //transform.position = target.transform.position+offset; + Forward = new Vector3(cam.transform.forward.x, target.transform.forward.y, cam.transform.forward.z); + Right = new Vector3(cam.transform.right.x, target.transform.right.y, cam.transform.right.z); + } + + private void GetMouseLook() + { + //mouseX = Input.GetAxis("Mouse X"); + //mouseY = Input.GetAxis("Mouse Y"); + + //transform.Rotate(0, mouseX * Time.deltaTime * 180f, 0); + //cam.transform.parent.parent.transform.Rotate(mouseY * Time.deltaTime * 180f, 0, 0); + + //Cursor.visible = false; + //Cursor.lockState = CursorLockMode.Locked; + } } - - // Update is called once per frame - private void Update() - { - GetMouseLook(); - //if(target!=null&&!isChild) - //transform.position = target.transform.position+offset; - Forward = new Vector3(cam.transform.forward.x, target.transform.forward.y, cam.transform.forward.z); - Right = new Vector3(cam.transform.right.x, target.transform.right.y, cam.transform.right.z); - } - - private void GetMouseLook() - { - //mouseX = Input.GetAxis("Mouse X"); - //mouseY = Input.GetAxis("Mouse Y"); - - //transform.Rotate(0, mouseX * Time.deltaTime * 180f, 0); - //cam.transform.parent.parent.transform.Rotate(mouseY * Time.deltaTime * 180f, 0, 0); - - //Cursor.visible = false; - //Cursor.lockState = CursorLockMode.Locked; - } -} \ No newline at end of file +} diff --git a/Assets/Scripts/Player/CameraShift.cs b/Assets/Scripts/Player/CameraShift.cs index 59a6cd5..d7c5fdb 100644 --- a/Assets/Scripts/Player/CameraShift.cs +++ b/Assets/Scripts/Player/CameraShift.cs @@ -1,62 +1,65 @@ using Cinemachine; using UnityEngine; -public class CameraShift : MonoBehaviour +namespace Player { - public static CameraShift active; - - [SerializeField] private Camera childCam; - - [SerializeField] private Transform offset; - - [SerializeField] private float cameraSpeed = 5f; - - [SerializeField] private CinemachineFreeLook freelook; - - [SerializeField] private float initRadius = 3f; - - [SerializeField] private float aimingRadius = 2f; - - private bool isCenter = true; - private Vector3 targetOffset; - - // Start is called before the first frame update - private void Start() + public class CameraShift : MonoBehaviour { - targetOffset = Vector3.zero; - } + public static CameraShift active; - // Update is called once per frame - private void Update() - { - active = this; - if (isCenter) + [SerializeField] private Camera childCam; + + [SerializeField] private Transform offset; + + [SerializeField] private float cameraSpeed = 5f; + + [SerializeField] private CinemachineFreeLook freelook; + + [SerializeField] private float initRadius = 3f; + + [SerializeField] private float aimingRadius = 2f; + + private bool isCenter = true; + private Vector3 targetOffset; + + // Start is called before the first frame update + private void Start() { targetOffset = Vector3.zero; - freelook.m_Orbits[1].m_Radius = - Mathf.Lerp(freelook.m_Orbits[1].m_Radius, initRadius, Time.deltaTime * cameraSpeed); } - else + + // Update is called once per frame + private void Update() { - targetOffset = offset.localPosition; - freelook.m_Orbits[1].m_Radius = - Mathf.Lerp(freelook.m_Orbits[1].m_Radius, aimingRadius, Time.deltaTime * cameraSpeed); + active = this; + if (isCenter) + { + targetOffset = Vector3.zero; + freelook.m_Orbits[1].m_Radius = + Mathf.Lerp(freelook.m_Orbits[1].m_Radius, initRadius, Time.deltaTime * cameraSpeed); + } + else + { + targetOffset = offset.localPosition; + freelook.m_Orbits[1].m_Radius = + Mathf.Lerp(freelook.m_Orbits[1].m_Radius, aimingRadius, Time.deltaTime * cameraSpeed); + } + + childCam.transform.localPosition = + Vector3.Lerp(childCam.transform.localPosition, targetOffset, Time.deltaTime * cameraSpeed); + } + //[SerializeField] + //private PlayerMovementController movementController; + + + public void ToggleCenter() + { + isCenter = !isCenter; } - childCam.transform.localPosition = - Vector3.Lerp(childCam.transform.localPosition, targetOffset, Time.deltaTime * cameraSpeed); - } - //[SerializeField] - //private PlayerMovementController movementController; - - - public void ToggleCenter() - { - isCenter = !isCenter; - } - - public void SetCenter(bool isCenter) - { - this.isCenter = isCenter; + public void SetCenter(bool isCenter) + { + this.isCenter = isCenter; + } } } \ No newline at end of file diff --git a/Assets/Scripts/Player/NoiseVisibilitySettingsManager.cs b/Assets/Scripts/Player/NoiseVisibilitySettingsManager.cs index 0ebf54e..c996f05 100644 --- a/Assets/Scripts/Player/NoiseVisibilitySettingsManager.cs +++ b/Assets/Scripts/Player/NoiseVisibilitySettingsManager.cs @@ -1,62 +1,65 @@ using UnityEngine; -public class NoiseVisibilitySettingsManager : MonoBehaviour +namespace Player { - [SerializeField] private float sneakNoiseDistance = 5f; - - [SerializeField] private float runNoiseDistance = 10f; - - [SerializeField] private float shootNoiseDistance = 30f; - - [SerializeField] private float standNoiseDistance; - - [SerializeField] private float shootNoiseDuration = 2f; - - private bool isRunning; - private bool isSneaking; - - private float timeSinceLastShot; - - public float SneakNoiseDistance => sneakNoiseDistance; - public float RunNoiseDistance => runNoiseDistance; - public float ShootNoiseDistance => shootNoiseDistance; - public float StandNoiseDistance => standNoiseDistance; - - public float NoiseDistance { get; private set; } - - - // Start is called before the first frame update - private void Start() + public class NoiseVisibilitySettingsManager : MonoBehaviour { - } + [SerializeField] private float sneakNoiseDistance = 5f; - // Update is called once per frame - private void Update() - { - if (timeSinceLastShot > 0) - NoiseDistance = shootNoiseDistance; - else if (isRunning) - NoiseDistance = runNoiseDistance; - else if (isSneaking) - NoiseDistance = sneakNoiseDistance; - else - NoiseDistance = standNoiseDistance; + [SerializeField] private float runNoiseDistance = 10f; - timeSinceLastShot -= Time.deltaTime; - } + [SerializeField] private float shootNoiseDistance = 30f; - public void ShotFired() - { - timeSinceLastShot = shootNoiseDuration; - } + [SerializeField] private float standNoiseDistance; - public void SetRunning(bool isRunning) - { - this.isRunning = isRunning; - } + [SerializeField] private float shootNoiseDuration = 2f; - public void SetSneaking(bool isSneaking) - { - this.isSneaking = isSneaking; + private bool isRunning; + private bool isSneaking; + + private float timeSinceLastShot; + + public float SneakNoiseDistance => sneakNoiseDistance; + public float RunNoiseDistance => runNoiseDistance; + public float ShootNoiseDistance => shootNoiseDistance; + public float StandNoiseDistance => standNoiseDistance; + + public float NoiseDistance { get; private set; } + + + // Start is called before the first frame update + private void Start() + { + } + + // Update is called once per frame + private void Update() + { + if (timeSinceLastShot > 0) + NoiseDistance = shootNoiseDistance; + else if (isRunning) + NoiseDistance = runNoiseDistance; + else if (isSneaking) + NoiseDistance = sneakNoiseDistance; + else + NoiseDistance = standNoiseDistance; + + timeSinceLastShot -= Time.deltaTime; + } + + public void ShotFired() + { + timeSinceLastShot = shootNoiseDuration; + } + + public void SetRunning(bool isRunning) + { + this.isRunning = isRunning; + } + + public void SetSneaking(bool isSneaking) + { + this.isSneaking = isSneaking; + } } } \ No newline at end of file diff --git a/Assets/Scripts/Player/PlayerAim.cs b/Assets/Scripts/Player/PlayerAim.cs index dc82ed6..29449b1 100644 --- a/Assets/Scripts/Player/PlayerAim.cs +++ b/Assets/Scripts/Player/PlayerAim.cs @@ -1,24 +1,27 @@ using UnityEngine; -public class PlayerAim : MonoBehaviour +namespace Player { - public static PlayerAim active; - public Vector3 targetPosition; - - private Camera cam; - - // Start is called before the first frame update - private void Start() + public class PlayerAim : MonoBehaviour { - active = this; - cam = GetComponent(); - } + public static PlayerAim active; + public Vector3 targetPosition; - // Update is called once per frame - private void Update() - { - var r = new Ray(cam.transform.position, cam.transform.forward); - RaycastHit hit; - if (Physics.Raycast(r, out hit)) targetPosition = hit.point; + private Camera cam; + + // Start is called before the first frame update + private void Start() + { + active = this; + cam = GetComponent(); + } + + // Update is called once per frame + private void Update() + { + var r = new Ray(cam.transform.position, cam.transform.forward); + RaycastHit hit; + if (Physics.Raycast(r, out hit)) targetPosition = hit.point; + } } } \ No newline at end of file diff --git a/Assets/Scripts/Player/PlayerAnimationController.cs b/Assets/Scripts/Player/PlayerAnimationController.cs index 6bc99a0..f68411e 100644 --- a/Assets/Scripts/Player/PlayerAnimationController.cs +++ b/Assets/Scripts/Player/PlayerAnimationController.cs @@ -1,116 +1,120 @@ using UnityEngine; -public class PlayerAnimationController : MonoBehaviour +namespace Player { - [SerializeField] private Animator animController; - [SerializeField] private string runningParameter; - - [SerializeField] private string runningSpeedParameter; - - [SerializeField] private string sideStepSpeedParameter; - - //private bool movementInterrupt = false; - [SerializeField] private PlayerInteractionHandler interactionHandler; - - [SerializeField] private PlayerMovementController movement; - - //private float verticalAiming = 0; - [SerializeField] private Camera hiddenCam; - - private bool isRunning; - - private float runningSpeed; - private float sideStepSpeed; - - // Start is called before the first frame update - private void Start() + public class PlayerAnimationController : MonoBehaviour { - } + [SerializeField] private Animator animController; - // Update is called once per frame - private void Update() - { - animController.SetBool("IsCarrying", interactionHandler.IsCarrying); - animController.SetBool("HasGun", interactionHandler.GunEnabled); + [SerializeField] private string runningParameter; - if (interactionHandler.GunEnabled && !interactionHandler.isDead && movement.AllowRotation) + [SerializeField] private string runningSpeedParameter; + + [SerializeField] private string sideStepSpeedParameter; + + //private bool movementInterrupt = false; + [SerializeField] private PlayerInteractionHandler interactionHandler; + + [SerializeField] private PlayerMovementController movement; + + //private float verticalAiming = 0; + [SerializeField] private Camera hiddenCam; + + private bool isRunning; + + private float runningSpeed; + private float sideStepSpeed; + + // Start is called before the first frame update + private void Start() { - if (hiddenCam.transform.localEulerAngles.x < 90) + } + + // Update is called once per frame + private void Update() + { + animController.SetBool("IsCarrying", interactionHandler.IsCarrying); + animController.SetBool("HasGun", interactionHandler.GunEnabled); + + if (interactionHandler.GunEnabled && !interactionHandler.isDead && movement.AllowRotation) { - //DOWN - var target = Mathf.Lerp(animController.GetLayerWeight(3), hiddenCam.transform.localEulerAngles.x / 70f, - Time.deltaTime * 10f); - animController.SetLayerWeight(3, target); - animController.SetLayerWeight(2, 0); + if (hiddenCam.transform.localEulerAngles.x < 90) + { + //DOWN + var target = Mathf.Lerp(animController.GetLayerWeight(3), hiddenCam.transform.localEulerAngles.x / 70f, + Time.deltaTime * 10f); + animController.SetLayerWeight(3, target); + animController.SetLayerWeight(2, 0); + } + else + { + //UP + animController.SetLayerWeight(3, 0); + var target = Mathf.Lerp(animController.GetLayerWeight(2), + (360f - hiddenCam.transform.localEulerAngles.x) / (360f - 300f), Time.deltaTime * 10); + animController.SetLayerWeight(2, target); + } } else { - //UP - animController.SetLayerWeight(3, 0); - var target = Mathf.Lerp(animController.GetLayerWeight(2), - (360f - hiddenCam.transform.localEulerAngles.x) / (360f - 300f), Time.deltaTime * 10); - animController.SetLayerWeight(2, target); + animController.SetLayerWeight(2, Mathf.Lerp(animController.GetLayerWeight(2), 0, Time.deltaTime * 10)); + animController.SetLayerWeight(3, Mathf.Lerp(animController.GetLayerWeight(3), 0, Time.deltaTime * 10)); + } + + //print("carrying:" + interactionHandler.IsCarrying + " running:"+animController.GetBool(runningParameter)+" running speed:" + animController.GetFloat(runningSpeedParameter)); + } + + public void Animate(Vector2 movement, bool jump, bool isMoving) + { + animController.SetFloat(runningSpeedParameter, movement.magnitude); + animController.SetBool(runningParameter, isMoving); + + if (this.movement.IsAiming) + { + animController.SetFloat("StrafingSpeed", movement.x); + float dir = 0; + if (movement.x > 0) + dir = 1; + else if (movement.x < 0) dir = -1; + animController.SetFloat("StrafingDirection", dir); + } + else + { + animController.SetFloat("StrafingSpeed", 0); + animController.SetFloat("StrafingDirection", 1); } } - else + + public void Animate(PlayerQuickAnimationType animation) { - animController.SetLayerWeight(2, Mathf.Lerp(animController.GetLayerWeight(2), 0, Time.deltaTime * 10)); - animController.SetLayerWeight(3, Mathf.Lerp(animController.GetLayerWeight(3), 0, Time.deltaTime * 10)); + switch (animation) + { + case PlayerQuickAnimationType.Grab: + print("grabbing..."); + break; + case PlayerQuickAnimationType.Shoot: + print("shooting..."); + break; + } } - //print("carrying:" + interactionHandler.IsCarrying + " running:"+animController.GetBool(runningParameter)+" running speed:" + animController.GetFloat(runningSpeedParameter)); + public void Hit(bool isDead) + { + animController.SetTrigger("WasHit"); + animController.SetBool("IsDead", isDead); + } } - public void Animate(Vector2 movement, bool jump, bool isMoving) + public enum PlayerAnimationType { - animController.SetFloat(runningSpeedParameter, movement.magnitude); - animController.SetBool(runningParameter, isMoving); - - if (this.movement.IsAiming) - { - animController.SetFloat("StrafingSpeed", movement.x); - float dir = 0; - if (movement.x > 0) - dir = 1; - else if (movement.x < 0) dir = -1; - animController.SetFloat("StrafingDirection", dir); - } - else - { - animController.SetFloat("StrafingSpeed", 0); - animController.SetFloat("StrafingDirection", 1); - } + Movement, + Action } - public void Animate(PlayerQuickAnimationType animation) + public enum PlayerQuickAnimationType { - switch (animation) - { - case PlayerQuickAnimationType.Grab: - print("grabbing..."); - break; - case PlayerQuickAnimationType.Shoot: - print("shooting..."); - break; - } + Grab, + Shoot } - - public void Hit(bool isDead) - { - animController.SetTrigger("WasHit"); - animController.SetBool("IsDead", isDead); - } -} - -public enum PlayerAnimationType -{ - Movement, - Action -} - -public enum PlayerQuickAnimationType -{ - Grab, - Shoot } \ No newline at end of file diff --git a/Assets/Scripts/Player/PlayerComponent.cs b/Assets/Scripts/Player/PlayerComponent.cs index fe2c239..205ee53 100644 --- a/Assets/Scripts/Player/PlayerComponent.cs +++ b/Assets/Scripts/Player/PlayerComponent.cs @@ -1,104 +1,107 @@ using Cinemachine; using UnityEngine; -public class PlayerComponent : MonoBehaviour +namespace Player { - [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; - - [SerializeField] private PlayerAnimationController animationController; - - [HideInInspector] public FlareRegister flareRegister; - - [SerializeField] private CinemachineFreeLook cameraFreeLook; - - [SerializeField] private float knockbackDuration = 1f; - - [SerializeField] private float knockbackDistance = 5f; - - [SerializeField] private StatsOutputScreen statsOutput; - - private CinemachineBasicMultiChannelPerlin perlin; - private float shakeTimer; - - public NoiseVisibilitySettingsManager NoiseManager => noiseManager; - public PlayerMovementController MovementController => movementController; - - [HideInInspector] public bool IsAlive => health > 0; - - private void Awake() + public class PlayerComponent : MonoBehaviour { - flareRegister = FindObjectOfType(); - } + [SerializeField] private float health = 5f; - // Start is called before the first frame update - private void Start() - { - perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent(); - } + [SerializeField] private float maxHealth = 5f; - // Update is called once per frame - private void Update() - { - NoiseManager.SetRunning(MovementController.IsRunning); - statsOutput.health = health; - statsOutput.stamina = 20f; - statsOutput.oxygen = 100f; + [SerializeField] private float stamina = 20f; - if (shakeTimer > 0) + [SerializeField] private float maxStamina = 20f; + + [SerializeField] private NoiseVisibilitySettingsManager noiseManager; + [SerializeField] private PlayerMovementController movementController; + + [SerializeField] private PlayerAnimationController animationController; + + [HideInInspector] public FlareRegister flareRegister; + + [SerializeField] private CinemachineFreeLook cameraFreeLook; + + [SerializeField] private float knockbackDuration = 1f; + + [SerializeField] private float knockbackDistance = 5f; + + [SerializeField] private StatsOutputScreen statsOutput; + + private CinemachineBasicMultiChannelPerlin perlin; + private float shakeTimer; + + public NoiseVisibilitySettingsManager NoiseManager => noiseManager; + public PlayerMovementController MovementController => movementController; + + [HideInInspector] public bool IsAlive => health > 0; + + private void Awake() { - shakeTimer -= Time.deltaTime; - - // perlin.m_AmplitudeGain = 0; - perlin.m_AmplitudeGain = Mathf.Lerp(perlin.m_AmplitudeGain, 0, .1f); - if (shakeTimer <= 0f) perlin.m_AmplitudeGain = 0; + flareRegister = FindObjectOfType(); } - if (!IsAlive) + // Start is called before the first frame update + private void Start() { - PlayerInteractionHandler.instance.isDead = true; - movementController.isDead = true; + perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent(); } - } - private void OnTriggerEnter(Collider other) - { - if (other.CompareTag("Damaging")) + // Update is called once per frame + private void Update() { - print("HIT!"); - var monster = other.GetComponentInParent(); + NoiseManager.SetRunning(MovementController.IsRunning); + statsOutput.health = health; + statsOutput.stamina = 20f; + statsOutput.oxygen = 100f; - Damage(monster.AttackDamage, monster.ShakeCameraOnHit); - animationController.Hit(health <= 0); - movementController.PhysicalForceMove((transform.position - monster.transform.position) * knockbackDistance); - movementController.LockMovement(knockbackDuration); + 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; + } + + if (!IsAlive) + { + PlayerInteractionHandler.instance.isDead = true; + movementController.isDead = true; + } + } + + private void OnTriggerEnter(Collider other) + { + if (other.CompareTag("Damaging")) + { + print("HIT!"); + var monster = other.GetComponentInParent(); + + Damage(monster.AttackDamage, monster.ShakeCameraOnHit); + animationController.Hit(health <= 0); + movementController.PhysicalForceMove((transform.position - monster.transform.position) * knockbackDistance); + movementController.LockMovement(knockbackDuration); + } } - } - public void ShakeCamera(float intensity, float time) - { - var perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent(); - perlin.m_AmplitudeGain = intensity; - shakeTimer = time; - } + public void ShakeCamera(float intensity, float time) + { + var perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent(); + perlin.m_AmplitudeGain = intensity; + shakeTimer = time; + } - public void SetSensitivity(float magnitude) - { - movementController.SetSensitivity(magnitude); - } + public void SetSensitivity(float magnitude) + { + movementController.SetSensitivity(magnitude); + } - public void Damage(float damage, bool applyShake = false) - { - health -= damage; - if (applyShake) ShakeCamera(15, 5); + public void Damage(float damage, bool applyShake = false) + { + health -= damage; + if (applyShake) ShakeCamera(15, 5); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Player/PlayerInteractionHandler.cs b/Assets/Scripts/Player/PlayerInteractionHandler.cs index 7c53187..24fec00 100644 --- a/Assets/Scripts/Player/PlayerInteractionHandler.cs +++ b/Assets/Scripts/Player/PlayerInteractionHandler.cs @@ -1,6 +1,10 @@ using System.Collections.Generic; using UnityEngine; +namespace Player +{ + + [RequireComponent(typeof(Collider))] public class PlayerInteractionHandler : MonoBehaviour { @@ -36,7 +40,7 @@ public class PlayerInteractionHandler : MonoBehaviour private ItemSelector itemSelector; private readonly List itemsInRange = new(); - private InGameManager manager; + private Game.InGameManager manager; private Material selMaterial; private TempInventory tempInvent; public Inventory Inventory => invent; @@ -58,7 +62,7 @@ public class PlayerInteractionHandler : MonoBehaviour itemSelector = ItemSelector.instance; pistol.gameObject.SetActive(GunEnabled); flashlightEnabled = flashlight.gameObject.activeSelf; - manager = FindObjectOfType(); + manager = FindObjectOfType(); } // Update is called once per frame @@ -313,4 +317,6 @@ internal class AxisIsDown { return down; } +} + } \ No newline at end of file diff --git a/Assets/Scripts/Player/PlayerMovementController.cs b/Assets/Scripts/Player/PlayerMovementController.cs index 7c74ec9..df1f7d7 100644 --- a/Assets/Scripts/Player/PlayerMovementController.cs +++ b/Assets/Scripts/Player/PlayerMovementController.cs @@ -2,162 +2,166 @@ using System.Collections; using Cinemachine; using UnityEngine; -public class PlayerMovementController : MonoBehaviour +namespace Player { - [SerializeField] private PlayerAnimationController animcontroller; - [SerializeField] private CharacterController ccontroller; - - [SerializeField] private CameraController cameraController; - - [SerializeField] private float speed = 1f; - - [SerializeField] private float sideSpeed = 0.5f; - - [SerializeField] private float animatedRotationSpeed = 5f; - - [SerializeField] public Camera cam; - - [HideInInspector] public bool AllowRotation; - - [HideInInspector] public bool IsAiming; - - [SerializeField] private NoiseVisibilitySettingsManager noiseSettings; - - [SerializeField] private CinemachineFreeLook freelook; - - [SerializeField] private string mouseXAxis = "Mouse X"; - - [SerializeField] private string mouseYAxis = "Mouse Y"; - - public bool isDead; - private CharacterControllerForce ccForceAddon; - private float initXSensitivity = 250f; - - private float initYSensitivity = 10f; - //private float mouseX = 0; - - private bool isSneaking = false; - - - private Vector3 lookingDirectionVector; - - private InGameManager manager; - - private bool movementLocked; - - private float x; - private float y; - public bool IsRunning { get; private set; } - - - public float NoiseDistance => noiseSettings.NoiseDistance; - - - // Start is called before the first frame update - private void Start() + public class PlayerMovementController : MonoBehaviour { - ccForceAddon = ccontroller.gameObject.GetComponent(); - manager = FindObjectOfType(); - initXSensitivity = freelook.m_XAxis.m_MaxSpeed; - initYSensitivity = freelook.m_YAxis.m_MaxSpeed; - } + [SerializeField] private PlayerAnimationController animcontroller; - // Update is called once per frame - private void Update() - { - if (isDead) return; - AllowRotation = IsAiming || IsRunning; - IsAiming = Input.GetMouseButton(1) || Input.GetAxis("Aim") > 0.5f; - GetMovementOld(); - MovePlayer(); + [SerializeField] private CharacterController ccontroller; - animcontroller.Animate(new Vector2(x, y), false, IsRunning); + [SerializeField] private CameraController cameraController; - lookingDirectionVector = (cameraController.Forward * y + cameraController.Right * x).normalized; - if ((IsRunning && !Input.GetMouseButtonDown(1)) || AllowRotation) + [SerializeField] private float speed = 1f; + + [SerializeField] private float sideSpeed = 0.5f; + + [SerializeField] private float animatedRotationSpeed = 5f; + + [SerializeField] public Camera cam; + + [HideInInspector] public bool AllowRotation; + + [HideInInspector] public bool IsAiming; + + [SerializeField] private NoiseVisibilitySettingsManager noiseSettings; + + [SerializeField] private CinemachineFreeLook freelook; + + [SerializeField] private string mouseXAxis = "Mouse X"; + + [SerializeField] private string mouseYAxis = "Mouse Y"; + + public bool isDead; + private CharacterControllerForce ccForceAddon; + private float initXSensitivity = 250f; + + private float initYSensitivity = 10f; + //private float mouseX = 0; + + private bool isSneaking = false; + + + private Vector3 lookingDirectionVector; + + private Game.InGameManager manager; + + private bool movementLocked; + + private float x; + private float y; + public bool IsRunning { get; private set; } + + + public float NoiseDistance => noiseSettings.NoiseDistance; + + + // Start is called before the first frame update + private void Start() + { + ccForceAddon = ccontroller.gameObject.GetComponent(); + manager = FindObjectOfType(); + initXSensitivity = freelook.m_XAxis.m_MaxSpeed; + initYSensitivity = freelook.m_YAxis.m_MaxSpeed; + } + + // Update is called once per frame + private void Update() + { + if (isDead) return; + AllowRotation = IsAiming || IsRunning; + IsAiming = Input.GetMouseButton(1) || Input.GetAxis("Aim") > 0.5f; + GetMovementOld(); + MovePlayer(); + + animcontroller.Animate(new Vector2(x, y), false, IsRunning); + + lookingDirectionVector = (cameraController.Forward * y + cameraController.Right * x).normalized; + if ((IsRunning && !Input.GetMouseButtonDown(1)) || AllowRotation) + { + if ((AllowRotation && x == 0 && y == 0) || (IsAiming && PlayerInteractionHandler.instance.GunEnabled)) + lookingDirectionVector = cameraController.Forward.normalized; + SlowLookAt(lookingDirectionVector); + } + + + freelook.m_XAxis.m_InputAxisName = !manager.IsPaused ? mouseXAxis : ""; + freelook.m_YAxis.m_InputAxisName = !manager.IsPaused ? mouseYAxis : ""; + } + + private void GetMovementOld() + { + x = Input.GetAxis("Horizontal"); + y = Input.GetAxis("Vertical"); + if (movementLocked || manager.IsPaused) + { + x = 0; + y = 0; + } + + IsRunning = Mathf.Abs(y) > 0.1f || Mathf.Abs(x) > 0.1f; + } + + public void SetSensitivity(float sensitivity) + { + freelook.m_XAxis.m_MaxSpeed = initXSensitivity * sensitivity; + freelook.m_YAxis.m_MaxSpeed = initYSensitivity * sensitivity; + } + + private void MovePlayer() + { + var movement = Vector3.zero; + //movement += transform.forward * Mathf.Abs(y) * Time.deltaTime * speed;//+(transform.right*x*Time.deltaTime*speed); + movement += cam.transform.forward * y * Time.deltaTime * speed; + + //movement += transform.forward * Mathf.Abs(x) * Time.deltaTime * speed; + + if (!IsAiming) + movement += cam.transform.right * x * Time.deltaTime * speed; + else + movement += cam.transform.right * x * Time.deltaTime * sideSpeed; + + + movement += Vector3.down * Time.deltaTime * 9.8f; + ccontroller.Move(movement); + } + + public void SetSpeed(float speed) + { + this.speed = speed; + } + + private void GetJumpOld() { - if ((AllowRotation && x == 0 && y == 0) || (IsAiming && PlayerInteractionHandler.instance.GunEnabled)) - lookingDirectionVector = cameraController.Forward.normalized; - SlowLookAt(lookingDirectionVector); } - freelook.m_XAxis.m_InputAxisName = !manager.IsPaused ? mouseXAxis : ""; - freelook.m_YAxis.m_InputAxisName = !manager.IsPaused ? mouseYAxis : ""; - } - - private void GetMovementOld() - { - x = Input.GetAxis("Horizontal"); - y = Input.GetAxis("Vertical"); - if (movementLocked || manager.IsPaused) + private void SlowLookAt(Vector3 targetVector) { - x = 0; - y = 0; + var relativePos = targetVector; + var toRotation = Quaternion.LookRotation(relativePos); + + transform.rotation = Quaternion.Lerp(transform.rotation, toRotation, animatedRotationSpeed * Time.deltaTime); } - IsRunning = Mathf.Abs(y) > 0.1f || Mathf.Abs(x) > 0.1f; - } - public void SetSensitivity(float sensitivity) - { - freelook.m_XAxis.m_MaxSpeed = initXSensitivity * sensitivity; - freelook.m_YAxis.m_MaxSpeed = initYSensitivity * sensitivity; - } + public void PhysicalForceMove(Vector3 vector) + { + ccontroller.Move(vector); + ccForceAddon.AddImpact(vector, vector.magnitude); + } - private void MovePlayer() - { - var movement = Vector3.zero; - //movement += transform.forward * Mathf.Abs(y) * Time.deltaTime * speed;//+(transform.right*x*Time.deltaTime*speed); - movement += cam.transform.forward * y * Time.deltaTime * speed; + public void LockMovement(float duration) + { + StartCoroutine(lockMovement(duration)); + } - //movement += transform.forward * Mathf.Abs(x) * Time.deltaTime * speed; - - if (!IsAiming) - movement += cam.transform.right * x * Time.deltaTime * speed; - else - movement += cam.transform.right * x * Time.deltaTime * sideSpeed; - - - movement += Vector3.down * Time.deltaTime * 9.8f; - ccontroller.Move(movement); - } - - public void SetSpeed(float speed) - { - this.speed = speed; - } - - private void GetJumpOld() - { - } - - - private void SlowLookAt(Vector3 targetVector) - { - var relativePos = targetVector; - var toRotation = Quaternion.LookRotation(relativePos); - - transform.rotation = Quaternion.Lerp(transform.rotation, toRotation, animatedRotationSpeed * Time.deltaTime); - } - - - public void PhysicalForceMove(Vector3 vector) - { - 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; + private IEnumerator lockMovement(float duration) + { + movementLocked = true; + yield return new WaitForSeconds(duration); + movementLocked = false; + } } } \ No newline at end of file diff --git a/Assets/Scripts/Player/StatsOutputScreen.cs b/Assets/Scripts/Player/StatsOutputScreen.cs index cf77c2c..f0b7416 100644 --- a/Assets/Scripts/Player/StatsOutputScreen.cs +++ b/Assets/Scripts/Player/StatsOutputScreen.cs @@ -1,49 +1,52 @@ using TMPro; using UnityEngine; -public class StatsOutputScreen : MonoBehaviour +namespace Player { - [SerializeField] private TMP_Text healthText; - - [SerializeField] private TMP_Text staminaText; - - [SerializeField] private TMP_Text oxygenText; - - [HideInInspector] public float health; - - [HideInInspector] public float stamina; - - [HideInInspector] public float oxygen; - - private Color initColor; - - // Start is called before the first frame update - private void Start() + public class StatsOutputScreen : MonoBehaviour { - initColor = healthText.color; - InvokeRepeating("ToggleColor", 0.5f, 0.5f); + [SerializeField] private TMP_Text healthText; + + [SerializeField] private TMP_Text staminaText; + + [SerializeField] private TMP_Text oxygenText; + + [HideInInspector] public float health; + + [HideInInspector] public float stamina; + + [HideInInspector] public float oxygen; + + private Color initColor; + + // Start is called before the first frame update + private void Start() + { + initColor = healthText.color; + InvokeRepeating("ToggleColor", 0.5f, 0.5f); + } + + // Update is called once per frame + private void Update() + { + healthText.text = "Health:" + health; + + if (health <= 1) + //Dark Red + healthText.color = new Color(50, 0, 0); + else if (health <= 3) + healthText.color = Color.red; + else + healthText.color = initColor; + + staminaText.text = "Stamina:" + stamina; + oxygenText.text = "Oxygen:" + oxygen; + } + + private void ToggleColor() + { + if (health <= 1) + healthText.gameObject.SetActive(!healthText.gameObject.activeSelf); + } } - - // Update is called once per frame - private void Update() - { - healthText.text = "Health:" + health; - - if (health <= 1) - //Dark Red - healthText.color = new Color(50, 0, 0); - else if (health <= 3) - healthText.color = Color.red; - else - healthText.color = initColor; - - staminaText.text = "Stamina:" + stamina; - oxygenText.text = "Oxygen:" + oxygen; - } - - private void ToggleColor() - { - if (health <= 1) - healthText.gameObject.SetActive(!healthText.gameObject.activeSelf); - } -} \ No newline at end of file +}