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 UnityEditor;
using UnityEngine;
public class PlayerCamMovement : MonoBehaviour
{
public float mouseSensitivity = 100f;
public Transform playerBody;
private float xRotation = 0f;
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor.UI;
using UnityEngine.UI;
using TMPro;
public class PlayerHealth : MonoBehaviour
{
[SerializeField] private float startingHealth;
private float health;
public TextMeshProUGUI healthMonitor;
public GameOverScreen gameOverScreen;
private int score = 0;
public float Health
{
get
{
return health;
}
set
{
health = value;
healthMonitor.text = "Health: " + health;
if(health <= 0f)
{
playerDestroy();
}
}
}
void Start()
{
Health = startingHealth;
}
private void playerDestroy()
{
gameOverScreen.TriggerScreen(score);
}
public void AddScore(int n)
{
score += n;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : 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;
private Vector3 velocity;
private bool isGrounded;
void Start()
{
}
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if(isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
float x = Input.GetAxis("Horizontal");
float y = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * y;
charControl.Move(move * speed * Time.deltaTime);
if(Input.GetButtonDown("Jump") && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
velocity.y += gravity * Time.deltaTime;
charControl.Move(velocity * Time.deltaTime);
}
}

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