diff --git a/Assets/Resources/Prefabs/Orb/SpeedOrb.prefab b/Assets/Resources/Prefabs/Orb/SpeedOrb.prefab index 5cc81634c75cfefa93e932375e75f7004ebf5663..115ee7904e7ae958530bb85b5c89ed3cd061bc15 100644 --- a/Assets/Resources/Prefabs/Orb/SpeedOrb.prefab +++ b/Assets/Resources/Prefabs/Orb/SpeedOrb.prefab @@ -14,7 +14,7 @@ GameObject: - component: {fileID: 8886760520429159937} - component: {fileID: 959196329414389998} - component: {fileID: 2267867128730115459} - - component: {fileID: 4467161406872257008} + - component: {fileID: 3930905677382899601} m_Layer: 0 m_Name: SpeedOrb m_TagString: Untagged @@ -193,7 +193,7 @@ MonoBehaviour: m_LightCookieSize: {x: 1, y: 1} m_LightCookieOffset: {x: 0, y: 0} m_SoftShadowQuality: 0 ---- !u!114 &4467161406872257008 +--- !u!114 &3930905677382899601 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -202,7 +202,7 @@ MonoBehaviour: m_GameObject: {fileID: 536233084705329855} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 10f8e61fefed791428046afb941ae240, type: 3} + m_Script: {fileID: 11500000, guid: 38842ad451695e1408846b3a1cecd661, type: 3} m_Name: m_EditorClassIdentifier: pickUpSoundName: OrbPickUp diff --git a/Assets/Scenes/FinalStage.unity b/Assets/Scenes/FinalStage.unity index 442e1e5e8ca1e549190413e8b9d832b822d9b87f..df52e0b2d54235de1f8cb3224d648cb987588418 100644 --- a/Assets/Scenes/FinalStage.unity +++ b/Assets/Scenes/FinalStage.unity @@ -11275,6 +11275,11 @@ PrefabInstance: propertyPath: ammo value: objectReference: {fileID: 475539529} + - target: {fileID: 6175774498415436418, guid: 51cde55a2a5a5c3448cd8df1ab6225dd, + type: 3} + propertyPath: baseDamage + value: 20 + objectReference: {fileID: 0} - target: {fileID: 6175774498415436418, guid: 51cde55a2a5a5c3448cd8df1ab6225dd, type: 3} propertyPath: attackPoints.Array.size @@ -11395,11 +11400,21 @@ PrefabInstance: propertyPath: speed value: 8 objectReference: {fileID: 0} + - target: {fileID: 7778928521378090948, guid: 51cde55a2a5a5c3448cd8df1ab6225dd, + type: 3} + propertyPath: ammo + value: + objectReference: {fileID: 475539529} - target: {fileID: 7778928521378090948, guid: 51cde55a2a5a5c3448cd8df1ab6225dd, type: 3} propertyPath: crossHair value: objectReference: {fileID: 420249870} + - target: {fileID: 7778928521378090948, guid: 51cde55a2a5a5c3448cd8df1ab6225dd, + type: 3} + propertyPath: baseDamage + value: 100 + objectReference: {fileID: 0} - target: {fileID: 8008698632772352776, guid: 51cde55a2a5a5c3448cd8df1ab6225dd, type: 3} propertyPath: fadeImage @@ -11440,11 +11455,21 @@ PrefabInstance: propertyPath: m_LocalEulerAnglesHint.z value: 0 objectReference: {fileID: 0} + - target: {fileID: 8904355535743393918, guid: 51cde55a2a5a5c3448cd8df1ab6225dd, + type: 3} + propertyPath: ammo + value: + objectReference: {fileID: 475539529} - target: {fileID: 8904355535743393918, guid: 51cde55a2a5a5c3448cd8df1ab6225dd, type: 3} propertyPath: crossHair value: objectReference: {fileID: 420249870} + - target: {fileID: 8904355535743393918, guid: 51cde55a2a5a5c3448cd8df1ab6225dd, + type: 3} + propertyPath: baseDamage + value: 20 + objectReference: {fileID: 0} - target: {fileID: 8904355535743393918, guid: 51cde55a2a5a5c3448cd8df1ab6225dd, type: 3} propertyPath: attackPoints.Array.size diff --git a/Assets/Script/Bot/Enemy/Enemy.cs b/Assets/Script/Bot/Enemy/Enemy.cs index f641ff1a75308c3c6df99067dac34c7b63b73a18..572b9cbfff41c6bfd93d8e40a2d33971750590bf 100644 --- a/Assets/Script/Bot/Enemy/Enemy.cs +++ b/Assets/Script/Bot/Enemy/Enemy.cs @@ -41,7 +41,7 @@ public class Enemy : MonoBehaviour animator = GetComponent<Animator>(); orbs = new GameObject[3]; orbs[0] = Resources.Load<GameObject>("Prefabs/Orb/DamageOrb"); - orbs[1] = Resources.Load<GameObject>("Prefabs/Orb/HealOrb"); + orbs[1] = Resources.Load<GameObject>("Prefabs/Orb/HealthOrb"); orbs[2] = Resources.Load<GameObject>("Prefabs/Orb/SpeedOrb"); } diff --git a/Assets/Script/Player/CheatManager.cs b/Assets/Script/Player/CheatManager.cs index 2e5c0443cc7c63a0cd0d034c90719f5149420a41..7fa8cb58dfa9c106971c495912895f97dd2a5b97 100644 --- a/Assets/Script/Player/CheatManager.cs +++ b/Assets/Script/Player/CheatManager.cs @@ -47,23 +47,15 @@ public class CheatManager : MonoBehaviour [Command("saitama")] private void DamageCheat() { - weaponList = GameObject.FindGameObjectsWithTag("Weapon"); - Debug.Log("Weapon list: " + weaponList.Length); if (damageCheat) { Debug.Log("<color=red>1 hit kill deactivated</color>"); - for (int i = 0; i < weaponList.Length; i++) - { - weaponList[i].GetComponent<GunSystem>().damage /= 9999; - } + player.GetComponent<PlayerHealth>().damageMultiplier /= 9999; } else { Debug.Log("<color=green>1 hit kill activated</color>"); - for (int i = 0; i < weaponList.Length; i++) - { - weaponList[i].GetComponent<GunSystem>().damage *= 9999; - } + player.GetComponent<PlayerHealth>().damageMultiplier *= 9999; } damageCheat = !damageCheat; } @@ -120,7 +112,7 @@ public class CheatManager : MonoBehaviour { List<GameObject> orbs = new List<GameObject>(); orbs.Add(Resources.Load<GameObject>("Prefabs/Orb/DamageOrb")); - orbs.Add(Resources.Load<GameObject>("Prefabs/Orb/HealOrb")); + orbs.Add(Resources.Load<GameObject>("Prefabs/Orb/HealthOrb")); orbs.Add(Resources.Load<GameObject>("Prefabs/Orb/SpeedOrb")); Vector3 spawnPosition = player.transform.position + player.transform.forward * 2 + Vector3.up; Instantiate(orbs[Random.Range(0, orbs.Count)], spawnPosition, Quaternion.identity); diff --git a/Assets/Script/Player/PlayerHealth.cs b/Assets/Script/Player/PlayerHealth.cs index 3a34155e06234d07d9b995ed5c3df69bc8803b2c..d68aef9c279a06c90595e5304459c75357138254 100644 --- a/Assets/Script/Player/PlayerHealth.cs +++ b/Assets/Script/Player/PlayerHealth.cs @@ -18,6 +18,7 @@ public class PlayerHealth : MonoBehaviour public Image overlay; public float duration; public float fadeSpeed; + public float damageMultiplier = 1f; private float durationTimer; private bool isDead = false; diff --git a/Assets/Script/Player/PlayerPowerUp.cs b/Assets/Script/Player/PlayerPowerUp.cs index a7039eceb332f1ae31751e3f0885884dc85408fa..92e7f7f3741f0b75f27c4a66f422cf7389be33bd 100644 --- a/Assets/Script/Player/PlayerPowerUp.cs +++ b/Assets/Script/Player/PlayerPowerUp.cs @@ -12,19 +12,11 @@ public class PlayerPowerUp : MonoBehaviour public int damageStack = 0; private GameObject player; - private GameObject[] weaponList; - private int[] initialDamage; private bool speedPowerUpActive = false; private Coroutine speedCoroutine; void Start() { player = GameObject.FindGameObjectWithTag("Player"); - weaponList = GameObject.FindGameObjectsWithTag("Weapon"); - initialDamage = new int[weaponList.Length]; - for (int i = 0; i < weaponList.Length; i++) - { - initialDamage[i] = weaponList[i].GetComponent<GunSystem>().damage; - } } public void HealOrb() @@ -63,14 +55,9 @@ public class PlayerPowerUp : MonoBehaviour { if (damageStack < maxDamageStack) { - weaponList = GameObject.FindGameObjectsWithTag("Weapon"); - for (int i = 0; i < weaponList.Length; i++) - { - Debug.Log("Damage Orb activated, increasing damage by " + (int)(initialDamage[i] * damageIncrease)); - weaponList[i].GetComponent<GunSystem>().damage += (int)(initialDamage[i] * damageIncrease); - } + player.GetComponent<PlayerHealth>().damageMultiplier += damageIncrease; damageStack++; - Debug.Log("Damage Orb activated, damage increased to " + weaponList[0].GetComponent<GunSystem>().damage); + Debug.Log("Damage Orb activated, damage multiplier increased to " + player.GetComponent<PlayerHealth>().damageMultiplier); Debug.Log("Damage Stack: " + damageStack); } } diff --git a/Assets/Script/Weapon/GunSystem.cs b/Assets/Script/Weapon/GunSystem.cs index e1905158c8463dd700c567f31e07d017da2aab7e..56d6dd85c89653b09948966dc26c3c5e25cd9bcf 100644 --- a/Assets/Script/Weapon/GunSystem.cs +++ b/Assets/Script/Weapon/GunSystem.cs @@ -7,7 +7,7 @@ public class GunSystem : MonoBehaviour { //Stats weapon public bool isSword; - public int damage; + public int damage, baseDamage; public float timeBetweenShooting, spread, range, reloadTime, fireRate; public float bulletSpeed = 30f, bulletLifeTime = 3.3f; public int magSize, bulletsperTap; @@ -31,10 +31,13 @@ public class GunSystem : MonoBehaviour public TextMeshProUGUI ammo; public GameObject crossHair; + private GameObject player; + private bool isAim = false; private void Start() { + player = GameObject.FindGameObjectWithTag("Player"); inputManager = GetComponent<InputManager>(); bulletsLeft = magSize; readyToShoot = true; @@ -43,6 +46,7 @@ public class GunSystem : MonoBehaviour private void Update() { + damage = (int)(baseDamage * player.GetComponent<PlayerHealth>().damageMultiplier); if (isActiveWeapon) { Inputs();