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void Start() @@ -65,6 +68,10 @@ public class SkinlessMonsterComponent : MonoBehaviour targetObject = new GameObject(); targetObject.name = "Enemy Target"; + if(player == null) + { + player = GameObject.FindObjectOfType(); + } } void HandleTargetOperations() @@ -272,7 +279,7 @@ public class SkinlessMonsterComponent : MonoBehaviour closestDistance = bDist; } } - if (closestBullet != null) + if (closestBullet != null&&closestBullet.DamageRange==0) { targetObject.transform.position= closestBullet.transform.position; @@ -304,6 +311,8 @@ public class SkinlessMonsterComponent : MonoBehaviour SetLiveTargeting(); timeSinceTarget += Time.deltaTime; + + /* AI Behavior: A. If not targeting player diff --git a/Assets/Scripts/Game.meta b/Assets/Scripts/Game.meta new file mode 100644 index 0000000..2710e7a --- /dev/null +++ b/Assets/Scripts/Game.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 32bb8ee4a70c926438bc8c849ca246c3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Game/InGameManager.cs b/Assets/Scripts/Game/InGameManager.cs new file mode 100644 index 0000000..8fb9e1a --- /dev/null +++ b/Assets/Scripts/Game/InGameManager.cs @@ -0,0 +1,154 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.UI; +using UnityEngine.SceneManagement; + + + +public class InGameManager : MonoBehaviour +{ + + [SerializeField] + private Volume gameVolume; + [SerializeField] + private Volume pausedVolume; + + [SerializeField] + private bool isPaused = false; + private bool isTransitioning = false; + + [SerializeField] + private float pauseTransitionDuration = 1f; + + [SerializeField] + private Canvas gameCanvas; + [SerializeField] + private Canvas pausedCanvas; + + public bool IsPaused { get { return this.isPaused; } } + + public void TogglePause() + { + if (!isTransitioning) + { + isPaused = !isPaused; + Cursor.visible = isPaused; + if (!isPaused) + { + Cursor.lockState = CursorLockMode.Locked; + } + else + { + Cursor.lockState = CursorLockMode.None; + } + StartCoroutine(pauseTransition()); + + } + + } + public void UnPause() + { + if (!isTransitioning) + { + isPaused = false; + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = isPaused; + StartCoroutine(pauseTransition()); + } + + } + public void Pause() + { + if (!isTransitioning) + { + isPaused = true; + Cursor.lockState = CursorLockMode.None; + Cursor.visible = isPaused; + StartCoroutine(pauseTransition()); + } + + } + + IEnumerator pauseTransition() + { + if (pausedCanvas.gameObject.activeInHierarchy && !isPaused) + { + pausedCanvas.gameObject.SetActive(false); + } + if (gameCanvas.gameObject.activeInHierarchy && isPaused) + { + gameCanvas.gameObject.SetActive(false); + } + + this.isTransitioning = true; + yield return new WaitForSeconds(0); + this.isTransitioning = false; + print("Unpause canvas?" + isPaused+","+pausedCanvas.gameObject.activeInHierarchy); + if (!pausedCanvas.gameObject.activeInHierarchy && isPaused) + { + pausedCanvas.gameObject.SetActive(true); + + } + if (!gameCanvas.gameObject.activeInHierarchy && !isPaused) + { + gameCanvas.gameObject.SetActive(true); + } + + } + + + + // Start is called before the first frame update + void Start() + { + isPaused = false; + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = isPaused; + gameVolume.weight = 1; + pausedVolume.weight = 0; + gameCanvas.gameObject.SetActive(true); + pausedCanvas.gameObject.SetActive(false); + + } + + // Update is called once per frame + void Update() + { + if (Input.GetButtonDown("Pause")) + { + this.TogglePause(); + print("Toggled!"); + } + + if (isTransitioning||true) + { + if (isPaused) + { + //transition into pause + + //gameVolume.weight = Mathf.Lerp(gameVolume.weight, 0, Time.deltaTime); + //pausedVolume.weight = Mathf.Lerp(pausedVolume.weight, 1, Time.deltaTime); + + //gameVolume.weight = gameVolume.weight < 0.1 ? 0 : gameVolume.weight; + //pausedVolume.weight = pausedVolume.weight > 0.9 ? 1 : pausedVolume.weight; + gameVolume.weight = 0; + pausedVolume.weight = 1; + + } + else + { + //transition out of pause + + gameVolume.weight = 1; + pausedVolume.weight = 0; + } + } + } + + public void ExitToMenu() + { + SceneManager.LoadScene(0); + } +} diff --git a/Assets/Scripts/Game/InGameManager.cs.meta b/Assets/Scripts/Game/InGameManager.cs.meta new file mode 100644 index 0000000..966a586 --- /dev/null +++ b/Assets/Scripts/Game/InGameManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d805c17d8132601478d1da4480f05fb0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Item/Pistol/BulletComponent.cs b/Assets/Scripts/Item/Pistol/BulletComponent.cs index ad86e1a..d4eff3c 100644 --- a/Assets/Scripts/Item/Pistol/BulletComponent.cs +++ b/Assets/Scripts/Item/Pistol/BulletComponent.cs @@ -16,6 +16,7 @@ public class BulletComponent : MonoBehaviour 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() { diff --git a/Assets/Scripts/Item/Pistol/PistolComponent.cs b/Assets/Scripts/Item/Pistol/PistolComponent.cs index 62d5821..afd4ba2 100644 --- a/Assets/Scripts/Item/Pistol/PistolComponent.cs +++ b/Assets/Scripts/Item/Pistol/PistolComponent.cs @@ -1,13 +1,14 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; -using static UnityEngine.UI.Image; + public class PistolComponent : MonoBehaviour { [SerializeField] private Light targetingLight; + private bool IsEnabled = false; GameObject targetObject; @@ -33,14 +34,13 @@ public class PistolComponent : MonoBehaviour // Start is called before the first frame update void Start() { - + } // Update is called once per frame void Update() { - } private float CalculateDrop(Vector3 origin,Vector3 destination,Vector3 force) { @@ -78,6 +78,7 @@ public class PistolComponent : MonoBehaviour } public void Fire() { + GameObject projectile = Instantiate(projectilePrefab, this.bulletSpawnPoint); projectile.transform.localPosition = Vector3.zero; projectile.transform.localEulerAngles = Vector3.zero; @@ -86,7 +87,7 @@ public class PistolComponent : MonoBehaviour pRigid.AddForce(pRigid.transform.up*this.firePower, ForceMode.Impulse); projectile.transform.parent = null; - + } public void Enable() diff --git a/Assets/Scripts/MainMenu/MainMenuManager.cs b/Assets/Scripts/MainMenu/MainMenuManager.cs index 44c07ff..03e84bc 100644 --- a/Assets/Scripts/MainMenu/MainMenuManager.cs +++ b/Assets/Scripts/MainMenu/MainMenuManager.cs @@ -25,7 +25,7 @@ public class MainMenuManager : MonoBehaviour { //initDilate = title.fontSharedMaterials[0].GetFloat(component); initDilate = title.fontMaterials[0].GetFloat(component); - print(initDilate); + foreach(TMP_Text text in this.textList) { @@ -36,8 +36,7 @@ public class MainMenuManager : MonoBehaviour } this.textList[0].GetComponent