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data.datetime = DateTime.Now.ToString("dd/MM/yyyy"); + data.timeStr = DateTime.Now.ToString("dd/MM/yyyy"); FileHandler.SaveToJsonPrefs<PlayerData>(data, "PlayerData" + num_data + ".json"); } public void SavePlayerDataAll() { - data1.datetime = DateTime.Now.ToString("dd/MM/yyyy"); - data2.datetime = DateTime.Now.ToString("dd/MM/yyyy"); - data3.datetime = DateTime.Now.ToString("dd/MM/yyyy"); + data1.timeStr = DateTime.Now.ToString("dd/MM/yyyy"); + data2.timeStr = DateTime.Now.ToString("dd/MM/yyyy"); + data3.timeStr = DateTime.Now.ToString("dd/MM/yyyy"); FileHandler.SaveToJsonPrefs<PlayerData>(data1, "PlayerData1.json"); FileHandler.SaveToJsonPrefs<PlayerData>(data2, "PlayerData2.json"); FileHandler.SaveToJsonPrefs<PlayerData>(data3, "PlayerData3.json"); diff --git a/Assets/Scripts/Player/PlayerData.cs b/Assets/Scripts/Player/PlayerData.cs index 0171429dd681d1ee04a5ab30a65020b0f469e455..b1971beddce04f4c5324b1266f1fc84c81407e0f 100644 --- a/Assets/Scripts/Player/PlayerData.cs +++ b/Assets/Scripts/Player/PlayerData.cs @@ -7,22 +7,22 @@ using UnityEngine; public class PlayerData { public string name; - public string datetime; + public string timeStr; public string lastScene; public int coins; public float time; // Start is called before the first frame update public PlayerData() { name = "save" + DateTime.Now.ToString("ddMMyyyy"); - datetime = DateTime.Now.ToString("dd/MM/yyyy"); + timeStr = DateTime.Now.ToString("dd/MM/yyyy"); lastScene = "Level_01"; coins = 0; time = 0; } - public PlayerData(string lastScene, int coins, float time, string name, string datetime) { + public PlayerData(string lastScene, int coins, float time, string name, string timeStr) { this.name = name; - this.datetime = datetime; + this.timeStr = timeStr; this.lastScene = lastScene; this.time = time; this.coins = coins; diff --git a/Assets/Scripts/Player/PlayerShooting.cs b/Assets/Scripts/Player/PlayerShooting.cs index e2a662637513251668ddff57c47a840efe94b98b..6a6c1766a79b1b70274ddb53e666b668189b5b7e 100644 --- a/Assets/Scripts/Player/PlayerShooting.cs +++ b/Assets/Scripts/Player/PlayerShooting.cs @@ -1,4 +1,5 @@ using UnityEngine; +using UnityEngine.UI;  public class PlayerShooting : MonoBehaviour { @@ -10,9 +11,12 @@ public class PlayerShooting : MonoBehaviour public int gunMode = 1; public int damagePerShot = 30; public AudioClip[] gunAudioSrc = new AudioClip[4]; + public GameObject BowSliderIcon; + public Slider BowSlider; private float timeBetweenBullets = 0.15f; private float timeBulletsShot = 0.15f; private float range = 100f; + private float maxRange = 100f; float timer; Ray shootRay = new Ray(); Ray[] shootRays = new Ray[5]; @@ -50,6 +54,10 @@ public class PlayerShooting : MonoBehaviour { gunMode = 3; } + else if (Input.GetKeyDown("4")) + { + gunMode = 4; + } } void UpdateGunMode(int gunMode) @@ -66,6 +74,16 @@ public class PlayerShooting : MonoBehaviour timeBetweenBullets = 1f; range = 10f; break; + case 3: + damagePerShot = 80; + timeBetweenBullets = 0.5f; + range = 2f; + break; + case 4: + damagePerShot = 200; + timeBetweenBullets = 0.5f; + range = 0f; + break; default: damagePerShot = 80; timeBetweenBullets = 0.5f; @@ -74,15 +92,38 @@ public class PlayerShooting : MonoBehaviour } } + void UpdateBowRange() { + if (Input.GetMouseButton(1)) { + range = range <= maxRange ? range + 0.5f : maxRange; + BowSlider.value = range; + Debug.Log("range: " + range); + } + } + void Update () { timer += Time.deltaTime; + int prevGunMode = gunMode; SetGunMode(); - UpdateGunMode(gunMode); + if (prevGunMode != gunMode) { + UpdateGunMode(gunMode); + } + if (gunMode == 4) { + BowSlider.gameObject.SetActive(true); + BowSliderIcon.SetActive(true); + UpdateBowRange(); + } + else { + BowSlider.gameObject.SetActive(false); + BowSliderIcon.SetActive(false); + } if(Input.GetButton ("Fire1") && timer >= timeBetweenBullets && Time.timeScale != 0 && !GameManager.gameManager.isShopping) { Shoot (); + if (gunMode == 4) { + range = 0f; + } } if(timer >= timeBulletsShot * effectsDisplayTime) @@ -188,6 +229,24 @@ public class PlayerShooting : MonoBehaviour void SwordAttack() { timer = 0f; + gunAudio.clip = gunAudioSrc[2]; + gunAudio.Play (); + + //Play gun particle + gunParticles.Stop (); + gunParticles.Play (); + +       //enable Line renderer + gunLine.enabled = true; + gunLine.positionCount = 20; + + for (int i = 0; i < 10; i++) { + shootRay.origin = transform.position; + shootRay.direction = Quaternion.Euler(0, (i * 36), 0) * transform.forward; + gunLine.SetPosition (2*i, shootRay.origin + shootRay.direction * range); + gunLine.SetPosition (2*i+1, shootRay.origin + Quaternion.Euler(0, 36, 0) * shootRay.direction * range); + } + enemiesHit = Physics.SphereCastAll(transform.position, range, transform.forward, 0, shootableMask); for (int i = 0; i < enemiesHit.Length; i++) { EnemyHealth enemyHealth = enemiesHit[i].collider.gameObject.GetComponent<EnemyHealth>(); @@ -199,12 +258,55 @@ public class PlayerShooting : MonoBehaviour } } + void BowAttack() { + timer = 0f; + +       //Play audio + gunAudio.clip = gunAudioSrc[3]; + gunAudio.Play (); + +       //Play gun particle + gunParticles.Stop (); + gunParticles.Play (); + +       //enable Line renderer + gunLine.enabled = true; + gunLine.positionCount = 2; + gunLine.SetPosition (0, transform.position); + + // set shoot rays + shootRay.origin = transform.position; + shootRay.direction = transform.forward; + //Lakukan raycast jika mendeteksi id nemy hit apapun + if (Physics.Raycast (shootRay, out shootHit, range, shootableMask)) + { +           //Lakukan raycast hit hace component Enemyhealth + EnemyHealth enemyHealth = shootHit.collider.GetComponent <EnemyHealth> (); + + if(enemyHealth != null) + { +               //Lakukan Take Damage + enemyHealth.TakeDamage (damagePerShot, shootHit.point); + } + +           //Set line end position ke hit position + gunLine.SetPosition (1, shootHit.point); + } + else + { +           //set line end position ke range freom barrel + gunLine.SetPosition (1, shootRay.origin + shootRay.direction * range); + } + BowSlider.value = 0; + } + void Shoot () { switch (gunMode) { case 1: GunShoot(); break; case 2: ShotgunShoot(); break; case 3: SwordAttack(); break; + case 4: BowAttack(); break; default: GunShoot(); break; } } diff --git a/Assets/Textures/bow-arrow.png b/Assets/Textures/bow-arrow.png new file mode 100644 index 0000000000000000000000000000000000000000..048c2892b559f1f0322522e0007b68f2a2a29aa4 --- /dev/null +++ b/Assets/Textures/bow-arrow.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:58a0d811ad23cd827c86ba7825b4f75985fc6132540c0266a3e9080e61413eb1 +size 11947 diff --git a/Assets/Textures/bow-arrow.png.meta b/Assets/Textures/bow-arrow.png.meta new file mode 100644 index 0000000000000000000000000000000000000000..ccc4a25ac088a4b73aef2d86594b5396e24c0efa --- /dev/null +++ b/Assets/Textures/bow-arrow.png.meta @@ -0,0 +1,123 @@ +fileFormatVersion: 2 +guid: f4c9e32b62c4d414685139ac10c0bcb8 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 12 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMasterTextureLimit: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 1 + wrapV: 1 + wrapW: 0 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + cookieLightType: 0 + platformSettings: + - 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