Basic game completed

This commit is contained in:
2024-12-09 23:16:34 +01:00
parent 10b694496b
commit 3b30d20e62
457 changed files with 34712 additions and 11643 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class Gun : MonoBehaviour
{
public UnityEvent onGunShoot;
public float fireCoolDown;
public bool automatic;
private float currentCooldown;
void Start()
{
currentCooldown = fireCoolDown;
}
void Update()
{
if(automatic)
{
if(Input.GetMouseButton(0))
{
if(currentCooldown <= 0f)
{
//if not null (?)
onGunShoot?.Invoke();
currentCooldown = fireCoolDown;
}
}
}
else
{
if(Input.GetMouseButtonDown(0))
{
if(currentCooldown <= 0f)
{
//if not null (?)
onGunShoot?.Invoke();
currentCooldown = fireCoolDown;
}
}
}
currentCooldown -= Time.deltaTime;
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Xml.Serialization;
using UnityEngine;
public class GunDamage : MonoBehaviour
{
[SerializeField] private GameObject bulletHolePrefab;
public float damage;
public float bulletRange;
private Transform playerCam;
public AudioSource audioSource;
public AudioClip gunShot;
void Start()
{
playerCam = Camera.main.transform;
}
public void Shoot()
{
Ray gunRay = new Ray(playerCam.position, playerCam.forward);
if(Physics.Raycast(gunRay, out RaycastHit hitInfo, bulletRange))
{
if(hitInfo.collider.gameObject.TryGetComponent(out Entity enemy))
{
enemy.Health -= damage;
}
else
{
GameObject obj = Instantiate(bulletHolePrefab, hitInfo.point, Quaternion.LookRotation(hitInfo.normal));
obj.transform.position += obj.transform.forward / 1000;
}
}
audioSource.PlayOneShot(gunShot);
}
}

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using System.Collections;
using System.Collections.Generic;
using Unity.PlasticSCM.Editor.WebApi;
using UnityEngine;
public class GunRecoil : MonoBehaviour
{
public Transform gunTransform;
public float recoilDistance = 0.1f;
public float recoilRotation = 5f;
public float recoilSpeed = 10f;
public float recoverySpeed = 5f;
private Vector3 gunCurrPos;
private Vector3 gunOriginalPos;
private Quaternion originalRotation;
private Vector3 currentRecoilRotation;
void Start()
{
gunOriginalPos = gunTransform.localPosition;
originalRotation = gunTransform.localRotation;
}
void Update()
{
gunCurrPos = Vector3.Lerp(gunCurrPos, Vector3.zero, Time.deltaTime * recoverySpeed);
currentRecoilRotation = Vector3.Lerp(currentRecoilRotation, Vector3.zero, Time.deltaTime * recoverySpeed);
gunTransform.localPosition = gunOriginalPos + gunCurrPos;
gunTransform.localRotation = originalRotation * Quaternion.Euler(currentRecoilRotation);
}
public void ApplyRecoil()
{
gunCurrPos += new Vector3(0, 0, -recoilDistance);
currentRecoilRotation += new Vector3(-recoilRotation, Random.Range(-recoilRotation / 2, recoilRotation / 2), 0);
}
}

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