namespacing and multiplayer lobby
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@ -19,7 +19,7 @@ public class DGemItem : MonoBehaviour
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{
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if (collision.gameObject.CompareTag("Player"))
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{
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collision.gameObject.GetComponent<PlayerMovementController>().SetSpeed(decSpeed);
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Destroy(gameObject);
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}
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@ -1,6 +1,6 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using EnemyAI;
|
||||
|
||||
/*
|
||||
# Enemy System
|
||||
## States
|
||||
@ -32,7 +32,7 @@ using EnemyAI;
|
||||
*/
|
||||
class AIStateMachine : MonoBehaviour{
|
||||
[SerializeField]
|
||||
private EnemyState state;
|
||||
private EnemyAI.EnemyState state;
|
||||
|
||||
|
||||
|
||||
|
@ -2,11 +2,13 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class SkinlessMonsterAnimator : MonoBehaviour
|
||||
{
|
||||
namespace Enemy {
|
||||
public class SkinlessMonsterAnimator : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Animator animator;
|
||||
|
||||
[SerializeField] [Tooltip("This is the object with the skin dissolve material")]
|
||||
[SerializeField]
|
||||
[Tooltip("This is the object with the skin dissolve material")]
|
||||
private GameObject modelObject;
|
||||
|
||||
[SerializeField] private List<GameObject> objectsThatFallOnDeath = new();
|
||||
@ -128,4 +130,5 @@ public class SkinlessMonsterAnimator : MonoBehaviour
|
||||
yield return new WaitForSeconds(duration);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
@ -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<PlayerComponent>();
|
||||
var players = FindObjectsOfType<Player.PlayerComponent>();
|
||||
foreach (var p in players)
|
||||
if (p.isActiveAndEnabled)
|
||||
player = p;
|
||||
|
||||
manager = FindObjectOfType<InGameManager>();
|
||||
manager = FindObjectOfType<Game.InGameManager>();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
@ -61,7 +61,7 @@ public class SkinlessMonsterComponent : MonoBehaviour
|
||||
targetObject = new GameObject();
|
||||
targetObject.name = "Enemy Target";
|
||||
|
||||
if (player == null) player = FindObjectOfType<PlayerComponent>();
|
||||
if (player == null) player = FindObjectOfType<Player.PlayerComponent>();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
@ -236,10 +236,10 @@ public class SkinlessMonsterComponent : MonoBehaviour
|
||||
{
|
||||
var hitObject = hit.transform.gameObject;
|
||||
|
||||
if (hitObject.GetComponent<PlayerComponent>() != null)
|
||||
if (hitObject.GetComponent<Player.PlayerComponent>() != null)
|
||||
//hit player
|
||||
return angleToPosition <= visibilityConeLimit || !withAngle;
|
||||
if (hitObject.GetComponentInParent<PlayerComponent>() != null)
|
||||
if (hitObject.GetComponentInParent<Player.PlayerComponent>() != null)
|
||||
//also hit player
|
||||
return angleToPosition <= visibilityConeLimit || !withAngle;
|
||||
}
|
||||
|
@ -1,7 +1,9 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class DummyComponent : MonoBehaviour
|
||||
namespace Enemy
|
||||
{
|
||||
public class DummyComponent : MonoBehaviour
|
||||
{
|
||||
private Animator anim;
|
||||
|
||||
// Start is called before the first frame update
|
||||
@ -19,4 +21,5 @@ public class DummyComponent : MonoBehaviour
|
||||
{
|
||||
if (collision.gameObject.GetComponent<BulletComponent>() != null) anim.Play("DummyFall");
|
||||
}
|
||||
}
|
||||
}
|
@ -1,7 +1,8 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class MonsterComponent : MonoBehaviour
|
||||
{
|
||||
namespace Enemy {
|
||||
public class MonsterComponent : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private float attackDamage = 1f;
|
||||
|
||||
[SerializeField] private bool shakeCameraOnHit = true;
|
||||
@ -19,4 +20,5 @@ public class MonsterComponent : MonoBehaviour
|
||||
private void Update()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
@ -1,9 +1,11 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.VFX;
|
||||
|
||||
[ExecuteAlways]
|
||||
public class SwarmAnimator : MonoBehaviour
|
||||
namespace Enemy
|
||||
{
|
||||
[ExecuteAlways]
|
||||
public class SwarmAnimator : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private VisualEffect vfx;
|
||||
|
||||
[SerializeField] private Rigidbody rb;
|
||||
@ -59,4 +61,5 @@ public class SwarmAnimator : MonoBehaviour
|
||||
isExploding = false;
|
||||
vfx.Stop();
|
||||
}
|
||||
}
|
||||
}
|
@ -4,6 +4,8 @@ using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Game
|
||||
{
|
||||
public class InGameManager : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Volume gameVolume;
|
||||
@ -129,3 +131,4 @@ public class InGameManager : MonoBehaviour
|
||||
SceneManager.LoadScene(0);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,8 +1,10 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class InGameMenuManager : MonoBehaviour
|
||||
namespace Game
|
||||
{
|
||||
public class InGameMenuManager : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Button settingsButton;
|
||||
|
||||
[SerializeField] private Button returnToMenuButton;
|
||||
@ -13,7 +15,7 @@ public class InGameMenuManager : MonoBehaviour
|
||||
|
||||
private InGameManager gameManager;
|
||||
private Animator menuAnimator;
|
||||
private PlayerComponent player;
|
||||
private Player.PlayerComponent player;
|
||||
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
@ -21,7 +23,7 @@ public class InGameMenuManager : MonoBehaviour
|
||||
menuAnimator = GetComponent<Animator>();
|
||||
settingsButton.onClick.AddListener(SettingsClicked);
|
||||
returnToMenuButton.onClick.AddListener(SettingsUnClicked);
|
||||
player = FindObjectOfType(typeof(PlayerComponent)) as PlayerComponent;
|
||||
player = FindObjectOfType(typeof(Player.PlayerComponent)) as Player.PlayerComponent;
|
||||
gameManager = FindObjectOfType<InGameManager>();
|
||||
}
|
||||
|
||||
@ -49,4 +51,5 @@ public class InGameMenuManager : MonoBehaviour
|
||||
{
|
||||
gameManager.SetVolume(volumeSlider.value * 2);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,5 +1,6 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Game {
|
||||
/// <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]
|
||||
@ -37,3 +38,4 @@ public class Optimizer : MonoBehaviour
|
||||
foreach (var go in references) go.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
@ -19,7 +19,7 @@ public class GemItem : MonoBehaviour
|
||||
{
|
||||
if (collision.gameObject.CompareTag("Player"))
|
||||
{
|
||||
collision.gameObject.GetComponent<PlayerMovementController>().SetSpeed(instantSpeed);
|
||||
collision.gameObject.GetComponent<Player.PlayerMovementController>().SetSpeed(instantSpeed);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
@ -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;
|
||||
}
|
||||
|
@ -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<PlayerMovementController>().cam.transform.position;
|
||||
GetComponentInParent<Player.PlayerMovementController>().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;
|
||||
|
@ -18,7 +18,7 @@ public class SpecialItemCycler : MonoBehaviour
|
||||
|
||||
[SerializeField] private List<ItemImageRef> shootableItems = new();
|
||||
|
||||
[SerializeField] private PlayerInteractionHandler interactionHandler;
|
||||
[SerializeField] private Player.PlayerInteractionHandler interactionHandler;
|
||||
|
||||
[SerializeField] private PistolComponent pistol;
|
||||
|
||||
|
@ -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<PlayerComponent>() != null) ProgressCurrentIfCollide();
|
||||
if (other.gameObject.GetComponentInParent<Player.PlayerComponent>() != null) ProgressCurrentIfCollide();
|
||||
}
|
||||
|
||||
private void ProgressCurrentIfCollide()
|
||||
|
@ -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;
|
||||
|
@ -1,7 +1,8 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class CameraController : MonoBehaviour
|
||||
namespace Player
|
||||
{
|
||||
public class CameraController : MonoBehaviour
|
||||
{
|
||||
//private float mouseX = 0;
|
||||
//private float mouseY;
|
||||
[SerializeField] private Camera cam;
|
||||
@ -46,4 +47,5 @@ public class CameraController : MonoBehaviour
|
||||
//Cursor.visible = false;
|
||||
//Cursor.lockState = CursorLockMode.Locked;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,8 +1,10 @@
|
||||
using Cinemachine;
|
||||
using UnityEngine;
|
||||
|
||||
public class CameraShift : MonoBehaviour
|
||||
namespace Player
|
||||
{
|
||||
public class CameraShift : MonoBehaviour
|
||||
{
|
||||
public static CameraShift active;
|
||||
|
||||
[SerializeField] private Camera childCam;
|
||||
@ -59,4 +61,5 @@ public class CameraShift : MonoBehaviour
|
||||
{
|
||||
this.isCenter = isCenter;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,7 +1,9 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class NoiseVisibilitySettingsManager : MonoBehaviour
|
||||
namespace Player
|
||||
{
|
||||
public class NoiseVisibilitySettingsManager : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private float sneakNoiseDistance = 5f;
|
||||
|
||||
[SerializeField] private float runNoiseDistance = 10f;
|
||||
@ -59,4 +61,5 @@ public class NoiseVisibilitySettingsManager : MonoBehaviour
|
||||
{
|
||||
this.isSneaking = isSneaking;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,7 +1,9 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerAim : MonoBehaviour
|
||||
namespace Player
|
||||
{
|
||||
public class PlayerAim : MonoBehaviour
|
||||
{
|
||||
public static PlayerAim active;
|
||||
public Vector3 targetPosition;
|
||||
|
||||
@ -21,4 +23,5 @@ public class PlayerAim : MonoBehaviour
|
||||
RaycastHit hit;
|
||||
if (Physics.Raycast(r, out hit)) targetPosition = hit.point;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,7 +1,10 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerAnimationController : MonoBehaviour
|
||||
namespace Player
|
||||
{
|
||||
|
||||
public class PlayerAnimationController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Animator animController;
|
||||
|
||||
[SerializeField] private string runningParameter;
|
||||
@ -101,16 +104,17 @@ public class PlayerAnimationController : MonoBehaviour
|
||||
animController.SetTrigger("WasHit");
|
||||
animController.SetBool("IsDead", isDead);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public enum PlayerAnimationType
|
||||
{
|
||||
public enum PlayerAnimationType
|
||||
{
|
||||
Movement,
|
||||
Action
|
||||
}
|
||||
}
|
||||
|
||||
public enum PlayerQuickAnimationType
|
||||
{
|
||||
public enum PlayerQuickAnimationType
|
||||
{
|
||||
Grab,
|
||||
Shoot
|
||||
}
|
||||
}
|
@ -1,8 +1,10 @@
|
||||
using Cinemachine;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerComponent : MonoBehaviour
|
||||
namespace Player
|
||||
{
|
||||
public class PlayerComponent : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private float health = 5f;
|
||||
|
||||
[SerializeField] private float maxHealth = 5f;
|
||||
@ -74,7 +76,7 @@ public class PlayerComponent : MonoBehaviour
|
||||
if (other.CompareTag("Damaging"))
|
||||
{
|
||||
print("HIT!");
|
||||
var monster = other.GetComponentInParent<MonsterComponent>();
|
||||
var monster = other.GetComponentInParent<Enemy.MonsterComponent>();
|
||||
|
||||
Damage(monster.AttackDamage, monster.ShakeCameraOnHit);
|
||||
animationController.Hit(health <= 0);
|
||||
@ -101,4 +103,5 @@ public class PlayerComponent : MonoBehaviour
|
||||
health -= damage;
|
||||
if (applyShake) ShakeCamera(15, 5);
|
||||
}
|
||||
}
|
||||
}
|
@ -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<InteractableItem> 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<InGameManager>();
|
||||
manager = FindObjectOfType<Game.InGameManager>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@ -314,3 +318,5 @@ internal class AxisIsDown
|
||||
return down;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
@ -2,8 +2,11 @@ using System.Collections;
|
||||
using Cinemachine;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerMovementController : MonoBehaviour
|
||||
namespace Player
|
||||
{
|
||||
|
||||
public class PlayerMovementController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private PlayerAnimationController animcontroller;
|
||||
|
||||
[SerializeField] private CharacterController ccontroller;
|
||||
@ -42,7 +45,7 @@ public class PlayerMovementController : MonoBehaviour
|
||||
|
||||
private Vector3 lookingDirectionVector;
|
||||
|
||||
private InGameManager manager;
|
||||
private Game.InGameManager manager;
|
||||
|
||||
private bool movementLocked;
|
||||
|
||||
@ -58,7 +61,7 @@ public class PlayerMovementController : MonoBehaviour
|
||||
private void Start()
|
||||
{
|
||||
ccForceAddon = ccontroller.gameObject.GetComponent<CharacterControllerForce>();
|
||||
manager = FindObjectOfType<InGameManager>();
|
||||
manager = FindObjectOfType<Game.InGameManager>();
|
||||
initXSensitivity = freelook.m_XAxis.m_MaxSpeed;
|
||||
initYSensitivity = freelook.m_YAxis.m_MaxSpeed;
|
||||
}
|
||||
@ -160,4 +163,5 @@ public class PlayerMovementController : MonoBehaviour
|
||||
yield return new WaitForSeconds(duration);
|
||||
movementLocked = false;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,8 +1,10 @@
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class StatsOutputScreen : MonoBehaviour
|
||||
namespace Player
|
||||
{
|
||||
public class StatsOutputScreen : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private TMP_Text healthText;
|
||||
|
||||
[SerializeField] private TMP_Text staminaText;
|
||||
@ -46,4 +48,5 @@ public class StatsOutputScreen : MonoBehaviour
|
||||
if (health <= 1)
|
||||
healthText.gameObject.SetActive(!healthText.gameObject.activeSelf);
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user