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23 Commits
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|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e325d480dc98dca4d9aab6752b181583
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,63 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
//* General Comments or Finished Tasks
|
||||
//TODO Tasks left to be done for game
|
||||
//! Bugs or Issues
|
||||
//? Questions or Suggestions
|
||||
|
||||
//TODO Create Catch Game:
|
||||
//* Objects constantly and randomly spawn in the air
|
||||
//* Player must catch (just touch) the objects before they hit the ground
|
||||
//* The player has a score that increases by 1 for each object caught
|
||||
//* The player has a timer that counts down from 60 seconds
|
||||
//* The game ends when the timer reaches 0
|
||||
//TODO Some objects are worth more points than others and fall faster
|
||||
//TODO Some objects are bombs and will decrease the player's score if in radius
|
||||
//TODO Objects smash on the ground if not caught, create particles
|
||||
|
||||
public class BoxTP_Catch : MonoBehaviour
|
||||
{
|
||||
public GameObject[] objects;
|
||||
public TextMeshProUGUI scoreText;
|
||||
public float defaultSpeed = 1.5f;
|
||||
public float timerSpeed;
|
||||
public Timer timer;
|
||||
public bool canSpawn = true;
|
||||
void Start()
|
||||
{
|
||||
scoreText.text = "Score: 0";
|
||||
}
|
||||
|
||||
void FixedUpdate() {
|
||||
|
||||
timerSpeed = defaultSpeed * (timer.timeRemaining/60);
|
||||
|
||||
//spawn object a random object from the list every few seconds, randomly on the x and z axis
|
||||
//if the object is not caught, destroy it
|
||||
//if the object is caught, increase score by 1
|
||||
if(timer.timeRemaining-1 > 0)
|
||||
{
|
||||
if (canSpawn) {
|
||||
GameObject currentObject = Instantiate(objects[Random.Range(0, objects.Length)], new Vector3(Random.Range(5f, -5f), 15,- Random.Range(-5f, 5f)), Quaternion.identity);
|
||||
currentObject.GetComponent<Rigidbody>().useGravity = true;
|
||||
canSpawn = false;
|
||||
StartCoroutine(SpawnTimer());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator SpawnTimer() {
|
||||
yield return new WaitForSeconds(timerSpeed);
|
||||
canSpawn = true;
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other) {
|
||||
if(other.gameObject.tag == "PickupObject" || other.gameObject.tag == "Bomb" || other.gameObject.tag == "SpecialObject")
|
||||
{
|
||||
Destroy(other.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e4a9d33dc4475534295840d4e1ef1fb2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,45 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
//* General Comments or Finished Tasks
|
||||
//TODO Tasks left to be done for game
|
||||
//! Bugs or Issues
|
||||
//? Questions or Suggestions
|
||||
|
||||
public class Catch : MonoBehaviour
|
||||
{
|
||||
public int score;
|
||||
public TextMeshProUGUI scoreText;
|
||||
public Movement movement;
|
||||
|
||||
private void OnTriggerEnter(Collider other) {
|
||||
if(other.gameObject.tag == "PickupObject")
|
||||
{
|
||||
Destroy(other.gameObject);
|
||||
score = score + 1;
|
||||
scoreText.text = "Score: " + score;
|
||||
}
|
||||
else if(other.gameObject.tag == "Bomb")
|
||||
{
|
||||
Destroy(other.gameObject);
|
||||
score = score - 3;
|
||||
scoreText.text = "Score: " + score;
|
||||
StartCoroutine(ConcussionTime());
|
||||
}
|
||||
else if(other.gameObject.tag == "SpecialObject")
|
||||
{
|
||||
Destroy(other.gameObject);
|
||||
score = score + 2;
|
||||
scoreText.text = "Score: " + score;
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator ConcussionTime()
|
||||
{
|
||||
movement.speed = 0;
|
||||
yield return new WaitForSeconds(2);
|
||||
movement.speed = 7.0f;
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 237a5c4f431d32d4a9b1d8b5bc9cf74e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,25 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
//* General Comments or Finished Tasks
|
||||
//TODO Tasks left to be done for game
|
||||
//! Bugs or Issues
|
||||
//? Questions or Suggestions
|
||||
|
||||
//* Increase the gravity of the object attached to this script
|
||||
public class CubeGravity : MonoBehaviour
|
||||
{
|
||||
public float gravity = 1.75f;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void FixedUpdate()
|
||||
{
|
||||
GetComponent<Rigidbody>().AddForce(Physics.gravity *gravity, ForceMode.Acceleration);
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6ccdb916f3e54634b9b549113921c189
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,20 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
//* General Comments or Finished Tasks
|
||||
//TODO Tasks left to be done for game
|
||||
//! Bugs or Issues
|
||||
//? Questions or Suggestions
|
||||
|
||||
|
||||
public class TouchFloor : MonoBehaviour
|
||||
{
|
||||
void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
if (collision.gameObject.tag == "Floor")
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ea5d73ce2fa80d64ca090ef4cffa6192
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,30 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
//* General Comments or Finished Tasks
|
||||
//TODO Tasks left to be done for game
|
||||
//! Bugs or Issues
|
||||
//? Questions or Suggestions
|
||||
|
||||
public class MeshCombiner : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private List<MeshFilter> sourceMeshFilters;
|
||||
[SerializeField] private MeshFilter targetMeshFilter;
|
||||
|
||||
[ContextMenu("Combine Meshes")]
|
||||
private void CombineMeshes()
|
||||
{
|
||||
var combine = new CombineInstance[sourceMeshFilters.Count];
|
||||
|
||||
for (var i = 0; i < sourceMeshFilters.Count; i++)
|
||||
{
|
||||
combine[i].mesh = sourceMeshFilters[i].sharedMesh;
|
||||
combine[i].transform = sourceMeshFilters[i].transform.localToWorldMatrix;
|
||||
}
|
||||
|
||||
var mesh = new Mesh();
|
||||
mesh.CombineMeshes(combine);
|
||||
targetMeshFilter.mesh = mesh;
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5dbe44589742bfc4293b9884dcbe6b21
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,87 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
//* General Comments or Finished Tasks
|
||||
//TODO Tasks left to be done for game
|
||||
//! Bugs or Issues
|
||||
//? Questions or Suggestions
|
||||
|
||||
//! Aftering hitting down with hammer, turning stops working in what direction the player tries to move first in
|
||||
public class Movement : MonoBehaviour
|
||||
{
|
||||
public float speed = 7.0f;
|
||||
public float turnSpeed;
|
||||
public float sprintSpeed = 10.0f;
|
||||
public float jumpForce;
|
||||
public float gravity = 9.8f;
|
||||
public PickUpObject throwForce;
|
||||
|
||||
private CharacterController controller;
|
||||
private Vector3 moveDirection = Vector3.zero;
|
||||
|
||||
[Header("Keybinds")]
|
||||
public KeyCode forwardsKey = KeyCode.W;
|
||||
public KeyCode backwardsKey = KeyCode.S;
|
||||
public KeyCode leftKey = KeyCode.A;
|
||||
public KeyCode rightKey = KeyCode.D;
|
||||
public KeyCode sprintKey = KeyCode.LeftShift;
|
||||
public KeyCode jumpKey = KeyCode.Space;
|
||||
public bool hammer = false;
|
||||
|
||||
void Start()
|
||||
{
|
||||
controller = GetComponent<CharacterController>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
float forwards = Convert.ToSingle(Input.GetKey(forwardsKey));
|
||||
float backwards = Convert.ToSingle(Input.GetKey(backwardsKey));
|
||||
float left = Convert.ToSingle(Input.GetKey(leftKey));
|
||||
float right = Convert.ToSingle(Input.GetKey(rightKey));
|
||||
if (controller.isGrounded && !hammer)
|
||||
{
|
||||
moveDirection = new Vector3(right - left, 0, forwards - backwards);
|
||||
//* Change the direction the player is facing based on the direction they are moving
|
||||
if (right - left != 0 || forwards - backwards != 0)
|
||||
{
|
||||
Quaternion ToRotation = Quaternion.LookRotation(moveDirection);
|
||||
throwForce.throwForce = 8.5f;
|
||||
transform.rotation = Quaternion.RotateTowards(transform.rotation, ToRotation, turnSpeed * Time.deltaTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
throwForce.throwForce = 4.0f;
|
||||
}
|
||||
|
||||
moveDirection *= speed;
|
||||
jumpForce = 2.5f;
|
||||
|
||||
if (Input.GetKeyDown(jumpKey))
|
||||
{
|
||||
moveDirection.y = jumpForce;
|
||||
}
|
||||
//If player is moving diagonally, reduce speed
|
||||
if (forwards != 0 && right != 0 || forwards != 0 && left != 0 || backwards != 0 && right != 0 || backwards != 0 && left != 0)
|
||||
{
|
||||
moveDirection *= 0.7f;
|
||||
}
|
||||
else
|
||||
{
|
||||
moveDirection *= 1.0f;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if(hammer)
|
||||
{
|
||||
moveDirection = Vector3.zero;
|
||||
}
|
||||
|
||||
moveDirection.y -= gravity * Time.deltaTime;
|
||||
controller.Move(moveDirection * Time.deltaTime);
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 93424cdca660b854faec02bc3325bc31
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 538bbdd32a2048441a276e500d2f5f18
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,56 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
//* General Comments or Finished Tasks
|
||||
//TODO Tasks left to be done for game
|
||||
//! Bugs or Issues
|
||||
//? Questions or Suggestions
|
||||
|
||||
public class BoxTeleport_Sort : MonoBehaviour
|
||||
{
|
||||
private GameObject currentContainer;
|
||||
public int waitTime = 3;
|
||||
public TextMeshProUGUI scoreText;
|
||||
private int score;
|
||||
|
||||
void Start()
|
||||
{
|
||||
scoreText.text = "Score: 0";
|
||||
}
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
|
||||
if(other.gameObject.tag == "Container")
|
||||
{
|
||||
currentContainer = other.gameObject;
|
||||
//* If the box is not the same colour as the container, teleport the box after a few seconds
|
||||
if(currentContainer.gameObject.GetComponentInParent<Renderer>().material.name == gameObject.GetComponent<Renderer>().material.name)
|
||||
{
|
||||
StartCoroutine(BoxSpawnCorrectDelay());
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
StartCoroutine(BoxSpawnDIncorrectDelay());
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator BoxSpawnCorrectDelay()
|
||||
{
|
||||
yield return new WaitForSeconds(.5f);
|
||||
gameObject.transform.position = new Vector3(Random.Range(10, -10), 15, Random.Range(-10, 10));
|
||||
score =+ 1;
|
||||
scoreText.text = "Score: " + score;
|
||||
}
|
||||
|
||||
//* Teleport the box to a random location in the air
|
||||
IEnumerator BoxSpawnDIncorrectDelay()
|
||||
{
|
||||
yield return new WaitForSeconds(waitTime);
|
||||
gameObject.transform.position = new Vector3(Random.Range(10, -10), 15, Random.Range(-10, 10));
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b82d7abf31c7ee246af2125333411a70
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,33 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.Serialization;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
|
||||
//* General Comments or Finished Tasks
|
||||
//TODO Tasks left to be done for game
|
||||
//! Bugs or Issues
|
||||
//? Questions or Suggestions
|
||||
|
||||
public class Colours : MonoBehaviour
|
||||
{
|
||||
public GameObject Box;
|
||||
public GameObject[] containers;
|
||||
public List<Material> materials = new List<Material>();
|
||||
private GameObject currentBox;
|
||||
private int num;
|
||||
//* Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
//* Instantiate 8 containers with random colours at the start of the game
|
||||
for (int i = 0; i < containers.Length; i++)
|
||||
{
|
||||
currentBox = Instantiate(Box, new Vector3(Random.Range(10, -10), 15, Random.Range(-10, 10)), Quaternion.identity);
|
||||
num = Random.Range(0, materials.Count);
|
||||
currentBox.GetComponent<Renderer>().material = materials[num];
|
||||
containers[i].GetComponent<Renderer>().material = materials[num];
|
||||
materials.RemoveAt(num);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f07fa7e7d67ec954ca9474c2da335e60
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,101 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Animations;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
//* General Comments or Finished Tasks
|
||||
//TODO Tasks left to be done for game
|
||||
//! Bugs or Issues
|
||||
//? Questions or Suggestions
|
||||
|
||||
//! Somtimes boxes get thrown further than other times. Boxes also sometimes get thrown into random directions.
|
||||
public class PickUpObject : MonoBehaviour
|
||||
{
|
||||
public GameObject carryPosition; // blank object, position declares where the object will be teleported to/carried
|
||||
public bool insideTrigger = false; // checks if player is inside the trigger of a pickup object
|
||||
public bool playerIsCarrying = false; // checks if player is carrying an object
|
||||
public GameObject nearestCarriableObject;
|
||||
public GameObject previousObject; // previous object that player was carrying
|
||||
public GameObject heldObject; // object that player is currently holding
|
||||
public float throwForce;
|
||||
/// <summary>
|
||||
/// Cooldown time between picking up objects in seconds
|
||||
/// </summary>
|
||||
public float cooldownSeconds = 1;
|
||||
public bool cooldownActive = true;
|
||||
public KeyCode interactKey = KeyCode.F;
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
// * Cubes are quite hot so need time to cool off
|
||||
cooldownSeconds -= Time.deltaTime;
|
||||
cooldownActive = cooldownSeconds > 0;
|
||||
|
||||
// * Old objects deserve gravity too
|
||||
if(previousObject != null && previousObject.GetComponent<Rigidbody>().useGravity == false)
|
||||
{
|
||||
previousObject.GetComponent<Rigidbody>().useGravity = true;
|
||||
}
|
||||
|
||||
if(insideTrigger && Input.GetKeyDown(KeyCode.F) && !cooldownActive)
|
||||
{
|
||||
// * Who needs gravity
|
||||
nearestCarriableObject.GetComponent<Rigidbody>().useGravity = false;
|
||||
playerIsCarrying = true;
|
||||
heldObject = nearestCarriableObject;
|
||||
cooldownSeconds = 1;
|
||||
}
|
||||
// * YEET
|
||||
else if(playerIsCarrying && Input.GetKeyDown(KeyCode.F))
|
||||
{
|
||||
heldObject.GetComponent<Rigidbody>().useGravity = true;
|
||||
previousObject = heldObject;
|
||||
playerIsCarrying = false;
|
||||
previousObject.GetComponent<Rigidbody>().AddForce(transform.forward * throwForce, ForceMode.Impulse);
|
||||
Debug.Log("Yoted!");
|
||||
}
|
||||
|
||||
// * Cubes not stored above heads are highly dangerous
|
||||
if(playerIsCarrying)
|
||||
{
|
||||
nearestCarriableObject.transform.position = carryPosition.transform.position;
|
||||
nearestCarriableObject.transform.rotation = carryPosition.transform.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
//* Called when the player is inside a trigger tagged as PickupObject
|
||||
void OnTriggerStay(Collider otherObject)
|
||||
{
|
||||
if(otherObject.gameObject.tag == "PickupObject" && !cooldownActive)
|
||||
{
|
||||
nearestCarriableObject = otherObject.gameObject;
|
||||
insideTrigger = true;
|
||||
// * old cube is boring
|
||||
if(heldObject != null && heldObject != nearestCarriableObject && playerIsCarrying)
|
||||
{
|
||||
previousObject = heldObject;
|
||||
cooldownSeconds = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//* If player is not inside trigger, then they probably aren't inside it
|
||||
void OnTriggerExit(Collider otherObject)
|
||||
{
|
||||
if(otherObject.gameObject.tag == "PickupObject")
|
||||
{
|
||||
insideTrigger = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//! To make player launch self:
|
||||
//! add public GameObject player; and place player in it fron inspector
|
||||
//! in if(insiderTrigger && Input.GetKeyDown(KeyCode.F))
|
||||
//! Place the code below:
|
||||
//! player.GetComponent<Rigidbody>().AddForce(transform.forward * throwForce, ForceMode.Impulse);
|
||||
//! Run the game and press F to launch the player
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eca94ba4e2f880644ab196f816624ee6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c2e3b1de8c68c5f49880cb3e8ef7d3c9
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,86 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Security.Cryptography;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
|
||||
//* General Comments or Finished Tasks
|
||||
//TODO Tasks left to be done for game
|
||||
//! Bugs or Issues
|
||||
//? Questions or Suggestions
|
||||
|
||||
//TODO AI Script for the Stick Beating Game
|
||||
//* AI for enemies to run away from the character once in range
|
||||
//* AI should change direction every few seconds to make it harder for the player to hit them
|
||||
//* AI should not go into a direction within the player's range
|
||||
//* If player is not in range, AI should move randomly
|
||||
//* Slow down AI when hit by player rock
|
||||
//TODO AI dies if hit by player stick
|
||||
//? Enemy AI gets stuck in corners - maybe have AI move in a random direction if it gets stuck
|
||||
//! AI bugs out if player touches it and won't leave edge of map
|
||||
|
||||
public class AIScript : MonoBehaviour
|
||||
{
|
||||
public NavMeshAgent agent;
|
||||
public float range;
|
||||
public Transform centrePoint;
|
||||
public bool isHit = false;
|
||||
public detectionScript detectionScript;
|
||||
private void Awake()
|
||||
{
|
||||
//* Gets compomnents at start
|
||||
agent = GetComponent<NavMeshAgent>();
|
||||
detectionScript = GetComponentInChildren<detectionScript>();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
//* If enemy is within stopping distance and player is not in range, move to a random point in range
|
||||
if(agent.remainingDistance <= agent.stoppingDistance && !detectionScript.playerInRange)
|
||||
{
|
||||
agent.speed = 3.5f;
|
||||
Vector3 point;
|
||||
if(RandomPoint(centrePoint.position, range, out point))
|
||||
{
|
||||
Debug.DrawRay(point, Vector3.up, Color.blue, 1.0f); //* Displays a blue ray to show where the enemy is moving
|
||||
agent.SetDestination(point); //* Sets the destination of the enemy to the random point
|
||||
}
|
||||
}
|
||||
else if(detectionScript.playerInRange && !isHit) //* If player is in range, run away
|
||||
{
|
||||
agent.speed = 7.0f;
|
||||
RunAway();
|
||||
}
|
||||
|
||||
if(isHit)
|
||||
{
|
||||
agent.speed = 1.75f;
|
||||
}
|
||||
}
|
||||
|
||||
void RunAway()
|
||||
{
|
||||
Vector3 direction = transform.position - centrePoint.position;
|
||||
Vector3 runTo = transform.position + direction.normalized;
|
||||
NavMeshHit hit;
|
||||
NavMesh.SamplePosition(runTo, out hit, 5.0f, NavMesh.AllAreas);
|
||||
agent.SetDestination(hit.position);
|
||||
}
|
||||
|
||||
bool RandomPoint(Vector3 center, float range, out Vector3 result)
|
||||
{
|
||||
Vector3 randompoint = center + Random.insideUnitSphere * range;
|
||||
NavMeshHit hit;
|
||||
if (NavMesh.SamplePosition(randompoint, out hit, 1.0f, NavMesh.AllAreas))
|
||||
{
|
||||
Vector3 point = hit.position;
|
||||
Debug.DrawRay(point, Vector3.up, Color.blue, 1.0f);
|
||||
result = hit.position;
|
||||
return true;
|
||||
}
|
||||
result = Vector3.zero;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b478d0ab1ff19cb4cb9e6161ea2a14d5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,108 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
//* General Comments or Finished Tasks
|
||||
//TODO Tasks left to be done for game
|
||||
//! Bugs or Issues
|
||||
//? Questions or Suggestions
|
||||
|
||||
//! Aftering hitting down with hammer, turning stops working in what direction the player tries to move first in
|
||||
//! As with throwing objects, the rock sometimes goes in random directions and random speeds
|
||||
//* Playing StickBeating Game, player should be able to throw rocks
|
||||
//* Player can only throw rocks every 3 seconds
|
||||
//? Soft auto lock on enemies when throwing rocks
|
||||
public class MovementStickBeating : MonoBehaviour
|
||||
{
|
||||
public float speed = 7.0f;
|
||||
public float turnSpeed;
|
||||
public float sprintSpeed = 10.0f;
|
||||
public float jumpForce;
|
||||
public float gravity = 9.8f;
|
||||
// public PickUpObject throwForce;
|
||||
|
||||
private CharacterController controller;
|
||||
private Vector3 moveDirection = Vector3.zero;
|
||||
|
||||
[Header("Keybinds")]
|
||||
public KeyCode forwardsKey = KeyCode.W;
|
||||
public KeyCode backwardsKey = KeyCode.S;
|
||||
public KeyCode leftKey = KeyCode.A;
|
||||
public KeyCode rightKey = KeyCode.D;
|
||||
public KeyCode sprintKey = KeyCode.LeftShift;
|
||||
public KeyCode jumpKey = KeyCode.Space;
|
||||
public KeyCode rockKey = KeyCode.Mouse1;
|
||||
public bool hammer = false;
|
||||
public bool rock = true;
|
||||
public GameObject rockObject;
|
||||
public GameObject spawnPoint;
|
||||
|
||||
void Start()
|
||||
{
|
||||
controller = GetComponent<CharacterController>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
float forwards = Convert.ToSingle(Input.GetKey(forwardsKey));
|
||||
float backwards = Convert.ToSingle(Input.GetKey(backwardsKey));
|
||||
float left = Convert.ToSingle(Input.GetKey(leftKey));
|
||||
float right = Convert.ToSingle(Input.GetKey(rightKey));
|
||||
if (controller.isGrounded && !hammer)
|
||||
{
|
||||
moveDirection = new Vector3(right - left, 0, forwards - backwards);
|
||||
//* Change the direction the player is facing based on the direction they are moving
|
||||
if (right - left != 0 || forwards - backwards != 0)
|
||||
{
|
||||
Quaternion ToRotation = Quaternion.LookRotation(moveDirection);
|
||||
transform.rotation = Quaternion.RotateTowards(transform.rotation, ToRotation, turnSpeed * Time.deltaTime);
|
||||
}
|
||||
|
||||
moveDirection *= speed;
|
||||
jumpForce = 2.5f;
|
||||
|
||||
if (Input.GetKeyDown(jumpKey))
|
||||
{
|
||||
moveDirection.y = jumpForce;
|
||||
}
|
||||
//If player is moving diagonally, reduce speed
|
||||
if (forwards != 0 && right != 0 || forwards != 0 && left != 0 || backwards != 0 && right != 0 || backwards != 0 && left != 0)
|
||||
{
|
||||
moveDirection *= 0.7f;
|
||||
}
|
||||
else
|
||||
{
|
||||
moveDirection *= 1.0f;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if(hammer)
|
||||
{
|
||||
moveDirection = Vector3.zero;
|
||||
}
|
||||
|
||||
if(rock)
|
||||
{
|
||||
if(Input.GetKeyDown(rockKey))
|
||||
{
|
||||
GameObject throwing = Instantiate(rockObject, spawnPoint.transform.position, spawnPoint.transform.rotation);
|
||||
throwing.GetComponent<Rigidbody>().AddForce(transform.forward * 8.5f, ForceMode.Impulse);
|
||||
Destroy(throwing, 3);
|
||||
StartCoroutine(RockCooldown());
|
||||
}
|
||||
}
|
||||
|
||||
moveDirection.y -= gravity * Time.deltaTime;
|
||||
controller.Move(moveDirection * Time.deltaTime);
|
||||
}
|
||||
|
||||
IEnumerator RockCooldown()
|
||||
{
|
||||
rock = false;
|
||||
yield return new WaitForSeconds(2);
|
||||
rock = true;
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f1361d39a2e401545a42006ca4e951ed
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,46 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
//* General Comments or Finished Tasks
|
||||
//TODO Tasks left to be done for game
|
||||
//! Bugs or Issues
|
||||
//? Questions or Suggestions
|
||||
|
||||
//* Rock must detect what it hits
|
||||
//* If rock hits enemy, enemy slows down
|
||||
//* Rock hitting enemy needs to destroy the rock
|
||||
//TODO Particles for hitting an enemy
|
||||
|
||||
public class RockScript : MonoBehaviour
|
||||
{
|
||||
public ParticleSystem bonkParticles;
|
||||
private GameObject contact;
|
||||
public bool particles = false;
|
||||
public AIScript AIScript;
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private void OnCollisionEnter(Collision other) {
|
||||
if(other.gameObject.tag == "Enemy")
|
||||
{
|
||||
//* Play the bonk particles
|
||||
// var parLocation = Instantiate(bonkParticles, contact.transform.position, Quaternion.identity);
|
||||
// Destroy(parLocation, 1);
|
||||
particles = true;
|
||||
AIScript.isHit = true;
|
||||
StartCoroutine(BonkTimer());
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator BonkTimer()
|
||||
{
|
||||
yield return new WaitForSeconds(2);
|
||||
AIScript.isHit = false;
|
||||
particles = false;
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 37f1001a493082445b19eec140106390
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,30 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
//* General Comments or Finished Tasks
|
||||
//TODO Tasks left to be done for game
|
||||
//! Bugs or Issues
|
||||
//? Questions or Suggestions
|
||||
|
||||
//* Detects if player is in range of enemy
|
||||
public class detectionScript : MonoBehaviour
|
||||
{
|
||||
|
||||
public bool playerInRange = false;
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if(other.tag == "Player")
|
||||
{
|
||||
playerInRange = true;
|
||||
}
|
||||
}
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
if(other.tag == "Player")
|
||||
{
|
||||
playerInRange = false;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 30b485c802b02064481b80df3e7cae13
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,25 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
//* General Comments or Finished Tasks
|
||||
//TODO Tasks left to be done for game
|
||||
//! Bugs or Issues
|
||||
//? Questions or Suggestions
|
||||
|
||||
public class Timer : MonoBehaviour
|
||||
{
|
||||
public float timeRemaining;
|
||||
public TextMeshProUGUI timeText;
|
||||
|
||||
//* Universal game timer
|
||||
void Update()
|
||||
{
|
||||
if (timeRemaining > 0)
|
||||
{
|
||||
timeRemaining -= Time.deltaTime;
|
||||
timeText.text = timeRemaining.ToString("F0");
|
||||
}
|
||||
}
|
||||
}
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user