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c547e510f0098ac6949cb7389b7469f59e424608..deb321689c12d9dd829a39dd526e4a152ce556fe 100644 --- a/Assets/Scripts/Player/PlayerHealth.cs +++ b/Assets/Scripts/Player/PlayerHealth.cs @@ -15,7 +15,7 @@ public class PlayerHealth : MonoBehaviour Animator anim; AudioSource playerAudio; - PlayerShooting playerShooting; + DefaultShooting playerShooting; bool isDead; bool damaged; bool healed; @@ -25,7 +25,7 @@ public class PlayerHealth : MonoBehaviour { anim = GetComponent<Animator>(); playerAudio = GetComponent<AudioSource>(); - playerShooting = GetComponentInChildren<PlayerShooting>(); + playerShooting = GetComponentInChildren<DefaultShooting>(); currentHealth = startingHealth; } diff --git a/Assets/Scripts/Weapon.meta b/Assets/Scripts/Weapon.meta new file mode 100644 index 0000000000000000000000000000000000000000..20f83ef4e3433a07fc6d039164a07fdc8646edcf --- /dev/null +++ b/Assets/Scripts/Weapon.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5873e2d188e1df547af50623191314af +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Weapon/Arrow.cs b/Assets/Scripts/Weapon/Arrow.cs new file mode 100644 index 0000000000000000000000000000000000000000..08349616b5e8e301e98125d8e12198e1cba3cb2a --- /dev/null +++ b/Assets/Scripts/Weapon/Arrow.cs @@ -0,0 +1,42 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Arrow : MonoBehaviour +{ + public int baseDamage = 30; + public float damageMultiplier = 1.2f; + + Rigidbody rb; + + // Start is called before the first frame update + void Start() + { + rb = GetComponent<Rigidbody>(); + Destroy(gameObject, 10); + } + + + private void OnTriggerEnter(Collider other) + { + if (rb != null) + { + if (other.gameObject.tag == "EnemyQ1") + { + Q1EnemyHealth enemyHealth = other.gameObject.GetComponent<Q1EnemyHealth>(); + Debug.Log(other.gameObject.tag); + float velocity = rb.velocity.magnitude; + int damage = baseDamage + Mathf.RoundToInt(velocity * damageMultiplier); + enemyHealth.TakeDamage(damage, gameObject.transform.position); + } + else + { + EnemyHealth enemyHealth = other.gameObject.GetComponent<EnemyHealth>(); + float velocity = rb.velocity.magnitude; + int damage = baseDamage + Mathf.RoundToInt(velocity * damageMultiplier); + enemyHealth.TakeDamage(damage, gameObject.transform.position); + } + } + Destroy(rb); + } +} diff --git a/Assets/Scripts/Weapon/Arrow.cs.meta b/Assets/Scripts/Weapon/Arrow.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..2838a4524d219da641bc44611d5a9272ea482413 --- /dev/null +++ b/Assets/Scripts/Weapon/Arrow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6b4cd0d5e463b744699d116905f5afd1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Weapon/BowShooting.cs b/Assets/Scripts/Weapon/BowShooting.cs new file mode 100644 index 0000000000000000000000000000000000000000..bca5aa6ff84fe91af6a61cea8edd8eb4bc810af8 --- /dev/null +++ b/Assets/Scripts/Weapon/BowShooting.cs @@ -0,0 +1,147 @@ +using UnityEngine; +using UnityEngine.UIElements; +using UnityEngine.InputSystem; +using System; +using Cinemachine; + +public class BowShooting : MonoBehaviour +{ + public float timeBetweenArrow = 0.15f; + public float maxCharge = 3f; + public float basePower = 1f; + public float powerMultiplier = 2f; + public float minimumTimeToReleaseArrow = 0.1f; + public GameObject arrowObject; + public UnityEngine.UI.Slider powerSlider; + public UnityEngine.UI.Image fill; + public Color maxPowerColor = Color.red; + public Color minPowerColor = Color.white; + + float timer; + RaycastHit shootHit; + ParticleSystem gunParticles; + Animator anim; + AudioSource gunAudio; + Rigidbody rb; + Light gunLight; + float effectsDisplayTime = 0.2f; + [SerializeField] + private PlayerInput playerInput; + private Transform cameraTransform; + private InputAction jumpAction; + private InputAction shootAction; + [SerializeField] + private Animator animator; + private bool isShooting; + private bool isCharging; + public CinemachineVirtualCamera vcam; + private float power = 0f; + private float chargeTime = 0f; + + void Awake() + { + + // Get components + + cameraTransform = Camera.main.transform; + gunParticles = GetComponent<ParticleSystem>(); + gunAudio = GetComponent<AudioSource>(); + gunLight = GetComponent<Light>(); + rb = GetComponentInParent<Rigidbody>(); + jumpAction = playerInput.actions["Jump"]; + shootAction = playerInput.actions["Shoot"]; + } + + void OnEnable() + { + shootAction.performed += _ => isShooting = true; + shootAction.canceled += _ => isShooting = false; + } + + void OnDisable() + { + shootAction.performed -= _ => isShooting = true; + shootAction.canceled -= _ => isShooting = false; + } + + void Update() + { + timer += Time.deltaTime; + power = chargeTime > maxCharge ? maxCharge : chargeTime; + + if (jumpAction.triggered && transform.position.y < 10) + { + rb.AddForce(Vector3.up, ForceMode.Impulse); + } + + if (animator.GetBool("IsShooting")) + { + vcam.Priority = 100; + powerSlider.gameObject.SetActive(true); + } + else + { + vcam.Priority = 0; + powerSlider.gameObject.SetActive(false); + } + + if (animator.GetBool("IsShooting") && timer >= timeBetweenArrow && Time.timeScale != 0) + { + Aim(); + } + + if (!animator.GetBool("IsShooting") && chargeTime > minimumTimeToReleaseArrow){ + ReleaseArrow(); + ResetPower(); + } + + if (timer >= timeBetweenArrow * effectsDisplayTime) + { + DisableEffects(); + } + } + + public void DisableEffects() + { + gunLight.enabled = false; + } + + public void ResetPower() + { + chargeTime = 0f; + powerSlider.value = 0f; + fill.color = Color.Lerp(minPowerColor, maxPowerColor, chargeTime / maxCharge); + } + + public void ReleaseArrow() + { + Vector3 cameraForward = cameraTransform.forward; + Vector3 spawnPoint = cameraTransform.position + cameraForward * 2; + GameObject arrow = Instantiate(arrowObject, spawnPoint, Quaternion.Euler(cameraForward.x, cameraForward.y, cameraForward.z)); + arrow.GetComponent<Rigidbody>().AddForce(cameraForward * (basePower + 0.5f * powerMultiplier * power * power), ForceMode.Impulse); + } + + public void Aim() + { + gunLight.enabled = true; + + if (isShooting) { + isCharging = true; + if (isCharging) + { + powerSlider.value = power * 100; + fill.color = Color.Lerp(minPowerColor, maxPowerColor, chargeTime / maxCharge); + chargeTime += Time.deltaTime; + } + } + else if (!isShooting && chargeTime > minimumTimeToReleaseArrow) + { + ReleaseArrow(); + ResetPower(); + } + else + { + ResetPower(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Weapon/BowShooting.cs.meta b/Assets/Scripts/Weapon/BowShooting.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..76e966d099a67302e0d7e9e7e1e7a358500274ca --- /dev/null +++ b/Assets/Scripts/Weapon/BowShooting.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c43e6fe6d8a3af5468fff2ceaa429149 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player/PlayerShooting.cs b/Assets/Scripts/Weapon/DefaultShooting.cs similarity index 83% rename from Assets/Scripts/Player/PlayerShooting.cs rename to Assets/Scripts/Weapon/DefaultShooting.cs index b54b489d7a61aba850783bfae8723729987ff383..fe0c40d97e45bbc9981bea42dccb01817e625c81 100644 --- a/Assets/Scripts/Player/PlayerShooting.cs +++ b/Assets/Scripts/Weapon/DefaultShooting.cs @@ -2,27 +2,27 @@ using UnityEngine.UIElements; using UnityEngine.InputSystem; -public class PlayerShooting : MonoBehaviour +public class DefaultShooting : MonoBehaviour { - public int damagePerShot = 20; - public float timeBetweenBullets = 0.15f; + public int damagePerShot = 20; + public float timeBetweenBullets = 0.15f; public float range = 100f; public LayerMask shootableMask; - float timer; + float timer; Ray shootRay = new Ray(); - RaycastHit shootHit; - ParticleSystem gunParticles; - Animator anim; - LineRenderer gunLine; + RaycastHit shootHit; + ParticleSystem gunParticles; + Animator anim; + LineRenderer gunLine; AudioSource gunAudio; Rigidbody rb; - Light gunLight; - float effectsDisplayTime = 0.2f; + Light gunLight; + float effectsDisplayTime = 0.2f; [SerializeField] - private PlayerInput playerInput; + private PlayerInput playerInput; private Transform cameraTransform; - private InputAction jumpAction; + private InputAction jumpAction; private InputAction shootAction; [SerializeField] private Animator animator; @@ -94,7 +94,7 @@ public class PlayerShooting : MonoBehaviour gunLine.enabled = true; gunLine.SetPosition(0, transform.position); - + shootRay.origin = cameraTransform.position; shootRay.direction = cameraTransform.forward; @@ -102,7 +102,8 @@ public class PlayerShooting : MonoBehaviour // Check if raycast hits something if (Physics.Raycast(shootRay, out shootHit, range, shootableMask)) { - if (shootHit.collider.gameObject.tag == "EnemyQ1") { + if (shootHit.collider.gameObject.tag == "EnemyQ1") + { // Get EnemyHealth component from hit object Q1EnemyHealth enemyHealth = shootHit.collider.GetComponent<Q1EnemyHealth>(); @@ -111,7 +112,9 @@ public class PlayerShooting : MonoBehaviour { enemyHealth.TakeDamage(damagePerShot, shootHit.point); } - } else { + } + else + { // Get EnemyHealth component from hit object EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>(); diff --git a/Assets/Scripts/Player/PlayerShooting.cs.meta b/Assets/Scripts/Weapon/DefaultShooting.cs.meta similarity index 100% rename from Assets/Scripts/Player/PlayerShooting.cs.meta rename to Assets/Scripts/Weapon/DefaultShooting.cs.meta diff --git a/Assets/Scripts/Weapon/ShotgunShooting.cs b/Assets/Scripts/Weapon/ShotgunShooting.cs new file mode 100644 index 0000000000000000000000000000000000000000..30efaaa8f43040483d453d2e035bb8b350bb9cf3 --- /dev/null +++ b/Assets/Scripts/Weapon/ShotgunShooting.cs @@ -0,0 +1,162 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.InputSystem; +using UnityEngine.UI; +using UnityEngine.UIElements; + +public class ShotgunShooting : MonoBehaviour +{ + public int damagePerShot = 10; + public float timeBetweenBullets = 0.75f; + public float range = 15f; + public int numberOfSpread = 8; + public float maxSpreadRadius = 0.1f; + public LayerMask shootableMask; + public PlayerInput playerInput; + public Animator animator; + + private InputAction jumpAction; + private InputAction shootAction; + private Transform cameraTransform; + private bool isShooting; + + float timer; + RaycastHit shootHit; + ParticleSystem gunParticles; + AudioSource gunAudio; + Rigidbody rb; + Light gunLight; + float effectsDisplayTime = 0.2f; + List<Ray> shootRays; + LineRenderer[] shootLines; + + void Awake() + { + // Get components + cameraTransform = Camera.main.transform; + gunParticles = GetComponent<ParticleSystem>(); + gunAudio = GetComponent<AudioSource>(); + gunLight = GetComponent<Light>(); + rb = GetComponentInParent<Rigidbody>(); + + shootRays = new List<Ray>(numberOfSpread); + for (int i = 0; i < numberOfSpread; i++) + { + shootRays.Add(new Ray()); + } + + shootLines = GetComponentsInChildren<LineRenderer>(); + + jumpAction = playerInput.actions["Jump"]; + shootAction = playerInput.actions["Shoot"]; + } + + void OnEnable() + { + shootAction.performed += _ => isShooting = true; + shootAction.canceled += _ => isShooting = false; + } + + void OnDisable() + { + shootAction.performed -= _ => isShooting = true; + shootAction.canceled -= _ => isShooting = false; + } + + void Update() + { + timer += Time.deltaTime; + + if (jumpAction.triggered && transform.position.y < 10) + { + rb.AddForce(Vector3.up, ForceMode.Impulse); + } + + if (animator.GetBool("IsShooting") && isShooting && timer >= timeBetweenBullets && Time.timeScale != 0) + { + Shoot(); + } + + if (timer >= timeBetweenBullets * effectsDisplayTime) + { + DisableEffects(); + } + } + + + public void DisableEffects() + { + for (int i = 0; i < numberOfSpread; i++) + { + shootLines[i].enabled = false; + } + gunLight.enabled = false; + } + + public void Shoot() + { + timer = 0f; + + gunAudio.Play(); + + gunLight.enabled = true; + + gunParticles.Stop(); + gunParticles.Play(); + + for (int i =0 ; i < numberOfSpread; i++) + { + Spread(shootRays[i], i); + } + } + + public void Spread(Ray shootRay, int i) + { + + shootLines[i].enabled = true; + shootLines[i].SetPosition(0, transform.position); + + shootRay.origin = cameraTransform.position; + + float x = UnityEngine.Random.Range(-maxSpreadRadius, maxSpreadRadius); + float y = UnityEngine.Random.Range(-maxSpreadRadius, maxSpreadRadius); + + shootRay.direction = cameraTransform.forward + new Vector3(x, y, 0); + + // Check if raycast hits something + if (Physics.Raycast(shootRay, out shootHit, range, shootableMask)) + { + if (shootHit.collider.gameObject.tag == "EnemyQ1") + { + // Get EnemyHealth component from hit object + Q1EnemyHealth enemyHealth = shootHit.collider.GetComponent<Q1EnemyHealth>(); + + // If EnemyHealth component exists, take damage + if (enemyHealth != null) + { + enemyHealth.TakeDamage(damagePerShot, shootHit.point); + } + } + else + { + // Get EnemyHealth component from hit object + EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>(); + + // If EnemyHealth component exists, take damage + if (enemyHealth != null) + { + enemyHealth.TakeDamage(damagePerShot, shootHit.point); + } + } + + // Set end point of line renderer to hit point + shootLines[i].SetPosition(1, shootHit.point); + } + else + { + // Set end point of line renderer to max range + shootLines[i].SetPosition(1, shootRay.origin + shootRay.direction * range); + } + } +} \ No newline at end of file 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