Basic game completed
This commit is contained in:
69
3D FPS/Assets/Scripts/Enemy/EnemyAttack.cs
Normal file
69
3D FPS/Assets/Scripts/Enemy/EnemyAttack.cs
Normal file
@@ -0,0 +1,69 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class EnemyAttack : MonoBehaviour
|
||||
{
|
||||
public float attackRange = 2f;
|
||||
public float attackAngle = 45f;
|
||||
public float attackCooldown = 2f;
|
||||
public int damage = 10;
|
||||
|
||||
private Transform player;
|
||||
private float lastAttackTime;
|
||||
void Start()
|
||||
{
|
||||
GameObject playerObject = GameObject.FindWithTag("Player");
|
||||
if (playerObject != null)
|
||||
{
|
||||
player = playerObject.transform;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Player not found! Ensure the player has the tag 'Player'.");
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (player == null) return;
|
||||
|
||||
if (IsPlayerInFront() && IsPlayerInRange())
|
||||
{
|
||||
if (Time.time >= lastAttackTime + attackCooldown)
|
||||
{
|
||||
AttackPlayer();
|
||||
lastAttackTime = Time.time;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsPlayerInFront()
|
||||
{
|
||||
Vector3 directionToPlayer = (player.position - transform.position).normalized;
|
||||
|
||||
float angle = Vector3.Angle(transform.forward, directionToPlayer);
|
||||
return angle <= attackAngle / 2;
|
||||
}
|
||||
|
||||
private bool IsPlayerInRange()
|
||||
{
|
||||
float distanceToPlayer = Vector3.Distance(transform.position, player.position);
|
||||
return distanceToPlayer <= attackRange;
|
||||
}
|
||||
|
||||
private void AttackPlayer()
|
||||
{
|
||||
Debug.Log("Enemy attacks the player!");
|
||||
|
||||
PlayerHealth playerHealth = player.GetComponent<PlayerHealth>();
|
||||
if (playerHealth != null)
|
||||
{
|
||||
playerHealth.Health -= damage;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("PlayerHealth script not found on the player!");
|
||||
}
|
||||
}
|
||||
}
|
||||
11
3D FPS/Assets/Scripts/Enemy/EnemyAttack.cs.meta
Normal file
11
3D FPS/Assets/Scripts/Enemy/EnemyAttack.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c11d6352ad31a88488872ed000f18e43
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
91
3D FPS/Assets/Scripts/Enemy/EnemyMovement.cs
Normal file
91
3D FPS/Assets/Scripts/Enemy/EnemyMovement.cs
Normal file
@@ -0,0 +1,91 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class EnemyMovement : MonoBehaviour
|
||||
{
|
||||
public CharacterController charControl;
|
||||
|
||||
public float speed = 12f;
|
||||
public float gravity = -9.81f;
|
||||
public float jumpHeight = 3f;
|
||||
|
||||
|
||||
|
||||
public Transform groundCheck;
|
||||
public float groundDistance = 0.4f;
|
||||
public LayerMask groundMask;
|
||||
public LayerMask obstacleMask;
|
||||
public float detectionOffset = 0.5f;
|
||||
|
||||
public Transform player;
|
||||
public float obstacleDetectionDistance = 1f;
|
||||
public float rotationSpeed = 5f;
|
||||
|
||||
private Vector3 velocity;
|
||||
private bool isGrounded;
|
||||
|
||||
void Start()
|
||||
{
|
||||
GameObject playerObject = GameObject.FindWithTag("Player");
|
||||
if (playerObject != null)
|
||||
{
|
||||
player = playerObject.transform;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Player not found in the scene! Ensure the player GameObject is tagged as 'Player'.");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
if(player == null) return;
|
||||
|
||||
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
|
||||
|
||||
if(isGrounded && velocity.y < 0)
|
||||
{
|
||||
velocity.y = -2f;
|
||||
}
|
||||
Vector3 directionToPlayer = (player.position - transform.position).normalized;
|
||||
Vector3 move = new Vector3(directionToPlayer.x, 0, directionToPlayer.z);
|
||||
|
||||
Vector3 rayOrigin = transform.position + Vector3.down * detectionOffset;
|
||||
|
||||
bool isBlocked = Physics.Raycast(rayOrigin, move, obstacleDetectionDistance, obstacleMask);
|
||||
|
||||
if (isBlocked && isGrounded)
|
||||
{
|
||||
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
|
||||
}
|
||||
|
||||
charControl.Move(move * speed * Time.deltaTime);
|
||||
|
||||
velocity.y += gravity * Time.deltaTime;
|
||||
|
||||
charControl.Move(velocity * Time.deltaTime);
|
||||
|
||||
RotateTowardsPlayer(directionToPlayer);
|
||||
}
|
||||
|
||||
private void RotateTowardsPlayer(Vector3 directionToPlayer)
|
||||
{
|
||||
Quaternion targetRotation = Quaternion.LookRotation(new Vector3(directionToPlayer.x, 0, directionToPlayer.z));
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
|
||||
}
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
if (player != null)
|
||||
{
|
||||
Vector3 directionToPlayer = (player.position - transform.position).normalized;
|
||||
Vector3 moveDirection = new Vector3(directionToPlayer.x, 0, directionToPlayer.z);
|
||||
Vector3 rayOrigin = transform.position + Vector3.down * detectionOffset;
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawRay(rayOrigin, moveDirection * obstacleDetectionDistance);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
11
3D FPS/Assets/Scripts/Enemy/EnemyMovement.cs.meta
Normal file
11
3D FPS/Assets/Scripts/Enemy/EnemyMovement.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 28c50bdf17c68be46a472d2e1959909c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
47
3D FPS/Assets/Scripts/Enemy/RandomSpawn.cs
Normal file
47
3D FPS/Assets/Scripts/Enemy/RandomSpawn.cs
Normal file
@@ -0,0 +1,47 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class RandomSpawn : MonoBehaviour
|
||||
{
|
||||
public GameObject enemyPrefab;
|
||||
public float spawnInterval = 5f;
|
||||
|
||||
public Vector3 spawnAreaCenter;
|
||||
public Vector3 spawnAreaSize;
|
||||
void Start()
|
||||
{
|
||||
StartCoroutine(SpawnEnemies());
|
||||
}
|
||||
|
||||
|
||||
IEnumerator SpawnEnemies()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
yield return new WaitForSeconds(spawnInterval);
|
||||
SpawnEnemy();
|
||||
}
|
||||
}
|
||||
|
||||
void SpawnEnemy()
|
||||
{
|
||||
Vector3 randomPosition = GetRandomPosition();
|
||||
Instantiate(enemyPrefab, randomPosition, Quaternion.identity);
|
||||
}
|
||||
|
||||
Vector3 GetRandomPosition()
|
||||
{
|
||||
float x = Random.Range(spawnAreaCenter.x - spawnAreaSize.x / 2, spawnAreaCenter.x + spawnAreaSize.x / 2);
|
||||
float y = spawnAreaCenter.y;
|
||||
float z = Random.Range(spawnAreaCenter.z - spawnAreaSize.z / 2, spawnAreaCenter.z + spawnAreaSize.z / 2);
|
||||
|
||||
return new Vector3(x, y, z);
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = Color.green;
|
||||
Gizmos.DrawWireCube(spawnAreaCenter, spawnAreaSize);
|
||||
}
|
||||
}
|
||||
11
3D FPS/Assets/Scripts/Enemy/RandomSpawn.cs.meta
Normal file
11
3D FPS/Assets/Scripts/Enemy/RandomSpawn.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f3bd2427246126e4ab2548543eac8290
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user