Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone
# Conflicts: # Assets/Scenes/Story1.unity # Assets/Scripts/Shoot.cs
This commit is contained in:
+10
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+80
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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m_AddedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 6ea5f5e913c0b774fbcc2503ce1f5351, type: 3}
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--- !u!1 &1585096096
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--- !u!1 &1585096096
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@@ -412,7 +318,7 @@ Transform:
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m_GameObject: {fileID: 1585096096}
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m_GameObject: {fileID: 1585096096}
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serializedVersion: 2
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 55.13, y: 9.57, z: 49.51}
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m_LocalPosition: {x: 55.13, y: 9.57, z: 247.9}
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m_LocalScale: {x: 10, y: 18.479692, z: 1}
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m_LocalScale: {x: 10, y: 18.479692, z: 1}
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_Children:
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m_Children:
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@@ -702,4 +608,3 @@ SceneRoots:
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- {fileID: 1734103110}
|
- {fileID: 1734103110}
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- {fileID: 718992225}
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- {fileID: 718992225}
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- {fileID: 1585096100}
|
- {fileID: 1585096100}
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||||||
- {fileID: 1229760994}
|
|
||||||
|
|||||||
@@ -26,6 +26,8 @@ public class Door_Rotate : MonoBehaviour
|
|||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
if (PauseMenu.GameIsPaused) return;
|
||||||
|
|
||||||
if (Input.GetKeyDown(KeyCode.E) && IsPlayerLooking())
|
if (Input.GetKeyDown(KeyCode.E) && IsPlayerLooking())
|
||||||
{
|
{
|
||||||
ToggleDoor();
|
ToggleDoor();
|
||||||
|
|||||||
@@ -19,6 +19,8 @@ public class EquipmentManager : MonoBehaviour
|
|||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
if (PauseMenu.GameIsPaused) return;
|
||||||
|
|
||||||
if(Input.GetKeyDown(KeyCode.Alpha2) && PistoleIsOn == false)
|
if(Input.GetKeyDown(KeyCode.Alpha2) && PistoleIsOn == false)
|
||||||
{
|
{
|
||||||
AR.SetActive(false);
|
AR.SetActive(false);
|
||||||
|
|||||||
@@ -6,14 +6,19 @@ public class PauseMenu : MonoBehaviour
|
|||||||
public GameObject pauseMenuUI; // Das Pausenmenü-Panel
|
public GameObject pauseMenuUI; // Das Pausenmenü-Panel
|
||||||
public GameObject hudUI; // Die Lebens- und Munitionsanzeige (HUD)
|
public GameObject hudUI; // Die Lebens- und Munitionsanzeige (HUD)
|
||||||
|
|
||||||
private bool isPaused = false;
|
public static bool GameIsPaused = false;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
ResumeGame();
|
||||||
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
// Überprüft, ob die ESC-Taste gedrückt wurde
|
// Überprüft, ob die ESC-Taste gedrückt wurde
|
||||||
if (Input.GetKeyDown(KeyCode.Escape))
|
if (Input.GetKeyDown(KeyCode.Escape))
|
||||||
{
|
{
|
||||||
if (isPaused)
|
if (GameIsPaused)
|
||||||
{
|
{
|
||||||
ResumeGame();
|
ResumeGame();
|
||||||
}
|
}
|
||||||
@@ -29,7 +34,7 @@ public class PauseMenu : MonoBehaviour
|
|||||||
pauseMenuUI.SetActive(true); // Pausenmenü anzeigen
|
pauseMenuUI.SetActive(true); // Pausenmenü anzeigen
|
||||||
hudUI.SetActive(false); // Lebens- & Munitionsanzeige ausblenden
|
hudUI.SetActive(false); // Lebens- & Munitionsanzeige ausblenden
|
||||||
Time.timeScale = 0f; // Spielzeit anhalten
|
Time.timeScale = 0f; // Spielzeit anhalten
|
||||||
isPaused = true;
|
GameIsPaused = true;
|
||||||
|
|
||||||
// MAUSZEIGER FREIGEBEN (damit man Knöpfe drücken kann)
|
// MAUSZEIGER FREIGEBEN (damit man Knöpfe drücken kann)
|
||||||
Cursor.lockState = CursorLockMode.None;
|
Cursor.lockState = CursorLockMode.None;
|
||||||
@@ -41,10 +46,20 @@ public class PauseMenu : MonoBehaviour
|
|||||||
pauseMenuUI.SetActive(false); // Pausenmenü ausblenden
|
pauseMenuUI.SetActive(false); // Pausenmenü ausblenden
|
||||||
hudUI.SetActive(true); // Lebens- & Munitionsanzeige wieder anzeigen
|
hudUI.SetActive(true); // Lebens- & Munitionsanzeige wieder anzeigen
|
||||||
Time.timeScale = 1f; // Spielzeit weiterlaufen lassen
|
Time.timeScale = 1f; // Spielzeit weiterlaufen lassen
|
||||||
isPaused = false;
|
GameIsPaused = false;
|
||||||
|
|
||||||
// MAUSZEIGER WIEDER SPERREN (fürs Gameplay)
|
// MAUSZEIGER WIEDER SPERREN (fürs Gameplay)
|
||||||
Cursor.lockState = CursorLockMode.Locked;
|
Cursor.lockState = CursorLockMode.Locked;
|
||||||
Cursor.visible = false;
|
Cursor.visible = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void QuitGame()
|
||||||
|
{
|
||||||
|
Time.timeScale = 1f;
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
UnityEditor.EditorApplication.isPlaying = false;
|
||||||
|
#else
|
||||||
|
Application.Quit();
|
||||||
|
#endif
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -16,6 +16,12 @@ public class PlayerController : MonoBehaviour
|
|||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
if (PauseMenu.GameIsPaused)
|
||||||
|
{
|
||||||
|
position = Vector3.zero;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
position = Vector3.zero;
|
position = Vector3.zero;
|
||||||
if (Input.GetKey(KeyCode.W))
|
if (Input.GetKey(KeyCode.W))
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -6,19 +6,35 @@ public class Shoot : MonoBehaviour
|
|||||||
[SerializeField] GameObject bulletPrefab;
|
[SerializeField] GameObject bulletPrefab;
|
||||||
[SerializeField] Transform spawnPointAR;
|
[SerializeField] Transform spawnPointAR;
|
||||||
[SerializeField] Transform spawnPointPistol;
|
[SerializeField] Transform spawnPointPistol;
|
||||||
|
[SerializeField] WeaponReload weapon;
|
||||||
|
[SerializeField] float fireRate = 0.15f;
|
||||||
[SerializeField] bool AR = true;
|
[SerializeField] bool AR = true;
|
||||||
[SerializeField] bool Pistole = true;
|
[SerializeField] bool Pistole = true;
|
||||||
|
private float nextShotTime;
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
<<<<<<< HEAD
|
||||||
|
|
||||||
|
=======
|
||||||
|
if (weapon == null)
|
||||||
|
weapon = FindFirstObjectByType<WeaponReload>();
|
||||||
|
>>>>>>> 85ece045864c59c50ed55097c35e2c15b9051a0f
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
<<<<<<< HEAD
|
||||||
|
|
||||||
if (AR == true && Input.GetKey(KeyCode.Mouse0))
|
if (AR == true && Input.GetKey(KeyCode.Mouse0))
|
||||||
|
=======
|
||||||
|
if (PauseMenu.GameIsPaused) return;
|
||||||
|
|
||||||
|
if (AR == true && Input.GetKey(KeyCode.Mouse0) && Time.time >= nextShotTime)
|
||||||
|
>>>>>>> 85ece045864c59c50ed55097c35e2c15b9051a0f
|
||||||
{
|
{
|
||||||
Shot(spawnPointAR);
|
Shot(spawnPointAR);
|
||||||
|
nextShotTime = Time.time + fireRate;
|
||||||
}
|
}
|
||||||
else if (Pistole == true && Input.GetKeyDown(KeyCode.Mouse0))
|
else if (Pistole == true && Input.GetKeyDown(KeyCode.Mouse0))
|
||||||
{
|
{
|
||||||
@@ -27,6 +43,8 @@ public class Shoot : MonoBehaviour
|
|||||||
}
|
}
|
||||||
public void Shot(Transform spawnPoint)
|
public void Shot(Transform spawnPoint)
|
||||||
{
|
{
|
||||||
|
if (spawnPoint == null || weapon == null || !weapon.UseAmmo()) return;
|
||||||
|
|
||||||
GameObject bullet = Instantiate(bulletPrefab, spawnPoint.position, spawnPoint.rotation);
|
GameObject bullet = Instantiate(bulletPrefab, spawnPoint.position, spawnPoint.rotation);
|
||||||
bullet.transform.Rotate(90, 0, 0);
|
bullet.transform.Rotate(90, 0, 0);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -17,6 +17,8 @@ public class WeaponReload : MonoBehaviour
|
|||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
if (PauseMenu.GameIsPaused) return;
|
||||||
|
|
||||||
// Während nachgeladen wird, keine Aktionen zulassen
|
// Während nachgeladen wird, keine Aktionen zulassen
|
||||||
if (isReloading)
|
if (isReloading)
|
||||||
return;
|
return;
|
||||||
@@ -29,30 +31,21 @@ public class WeaponReload : MonoBehaviour
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 2. Automatisches Nachladen beim Schießen, wenn das Magazin leer (<= 0) ist
|
|
||||||
if (Input.GetButtonDown("Fire1"))
|
|
||||||
{
|
|
||||||
if (currentAmmo > 0)
|
|
||||||
{
|
|
||||||
Shoot();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Magazin ist leer -> automatisch nachladen!
|
|
||||||
StartCoroutine(Reload());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Shoot()
|
public bool UseAmmo()
|
||||||
{
|
{
|
||||||
// Nur schießen, wenn das Pausemenü NICHT offen ist
|
if (PauseMenu.GameIsPaused || isReloading) return false;
|
||||||
if (PausenManager.GameIsPaused) return;
|
|
||||||
|
if (currentAmmo <= 0)
|
||||||
|
{
|
||||||
|
StartCoroutine(Reload());
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
currentAmmo--;
|
currentAmmo--;
|
||||||
Debug.Log("Schuss gefeuert! Verbleibende Munition: " + currentAmmo);
|
Debug.Log("Schuss gefeuert! Verbleibende Munition: " + currentAmmo);
|
||||||
|
return true;
|
||||||
// Hier deinen normalen Schuss-Code einfügen (Raycast, Bullet-Prefab, Ton etc.)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Coroutine für die Nachlade-Verzögerung
|
// Coroutine für die Nachlade-Verzögerung
|
||||||
|
|||||||
Reference in New Issue
Block a user