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20 Commits
Author SHA1 Message Date
NBTEMP\bib 7cc9554e6a montzions ui pausenmenü ui lebns ui nachladen pausen menü neues digsein 2026-07-16 15:09:38 +02:00
PBA3H25ABU c320f54ec9 Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone 2026-07-16 11:07:39 +02:00
PBA3H25ABU 82c106d040 Waffen Prefab fix Game map spielbar mit Charakter waffe kann schießen pause maneger und Equiepment bearbeitet und health skript hinzugefügt 2026-07-16 11:07:21 +02:00
NBTEMP\bib 6db27d3c44 Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone 2026-07-16 11:03:09 +02:00
NBTEMP\bib 49d2852e14 weiß ich nicht mehr 2026-07-16 11:03:02 +02:00
GodGodGod20081 65e6ffed94 Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone
# Conflicts:
#	Assets/Prefabs/AR.prefab
#	Assets/Prefabs/Pistole.prefab
2026-06-26 13:42:03 +02:00
GodGodGod20081 e68e753523 movement und animation tweaks 2026-06-26 13:41:37 +02:00
PBA3H25ABU f9295a93aa Map 1 fertig equipmentManager kann die ausrüstung wechseln waffen preffebs bearbeitet 2026-06-26 13:41:28 +02:00
GodGodGod20081 83c852c1ab Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone 2026-06-25 12:44:09 +02:00
GodGodGod20081 cdcd374639 neuer character modifiziert und skeleton vom alten in den neuen 2026-06-25 12:43:48 +02:00
PBA3H25ABU 19df668261 Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone 2026-06-25 12:42:18 +02:00
PBA3H25ABU d7d88fe70a Reload Animation von Ar und Pistole außerdem Shot script soweit fertig 2026-06-25 12:42:14 +02:00
GodGodGod20081 54f675d28b Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone 2026-06-25 10:54:05 +02:00
GodGodGod20081 a4fa40b2fb besserer character 2026-06-25 10:53:53 +02:00
PBA3H25ABU f66d78348a Shot Script angefangen kleine änderung am AR Model 2026-06-25 10:53:22 +02:00
PBA3H25ABU 22c4e0d7a9 PlayerController laufen funktioniert jetzt 2026-06-19 12:34:03 +02:00
GodGodGod20081 65166c14a6 Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone 2026-06-19 12:21:37 +02:00
GodGodGod20081 66944bcc14 Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone 2026-06-19 12:21:26 +02:00
PBA3H25ABU c041a1fe9f Prefabs und materials bearbeitet 2026-06-19 12:21:22 +02:00
GodGodGod20081 8d4ffbf9ed unity starter asset package importiert 2026-06-19 12:21:09 +02:00
688 changed files with 147914 additions and 7535 deletions
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using UnityEngine;
using TMPro; // WICHTIG: Erforderlich für TextMeshPro!
public class AmmoUI : MonoBehaviour
{
[Header("Referenzen")]
[Tooltip("Ziehe hier dein TextMeshPro Text-Objekt rein")]
public TextMeshProUGUI ammoText;
[Tooltip("Ziehe hier das Objekt mit deinem WeaponReload-Skript rein")]
public WeaponReload weapon;
void Update()
{
if (ammoText != null && weapon != null)
{
// Zeigt z. B. "30 / 30" im Textfeld an
ammoText.text = weapon.currentAmmo + " / " + weapon.maxAmmo;
}
}
}
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fileFormatVersion: 2
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//Oliver
using UnityEngine;
public class Bullet : MonoBehaviour
{
public float speed;
public int damage;
private Vector3 position = Vector3.forward;
private Rigidbody rb;
void Start()
{
GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
transform.Translate(position.normalized * speed * Time.deltaTime);
}
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.tag == "Enemy")
{
Destroy(collision.gameObject);
}
else if(collision.gameObject.tag == "Wall")
{
Destroy(this);
}
}
}
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fileFormatVersion: 2
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//Morten
using UnityEngine; using UnityEngine;
public class Door_Rotate : MonoBehaviour public class Door_Rotate : MonoBehaviour
@@ -38,7 +39,7 @@ public class Door_Rotate : MonoBehaviour
isOpen = !isOpen; isOpen = !isOpen;
targetRotation = isOpen ? currentRotation + openAngle : currentRotation - openAngle; targetRotation = isOpen ? currentRotation + openAngle : currentRotation - openAngle;
} }
//glatte bewegung der tür
private void SmoothRotateDoor() private void SmoothRotateDoor()
{ {
currentRotation = Mathf.Lerp(currentRotation, targetRotation, Time.deltaTime * rotationSpeed); currentRotation = Mathf.Lerp(currentRotation, targetRotation, Time.deltaTime * rotationSpeed);
@@ -50,7 +51,7 @@ public class Door_Rotate : MonoBehaviour
transform.localEulerAngles.z transform.localEulerAngles.z
); );
} }
//checkt ob der spieler auf die Tür schaut und ob er nah genug ist, um sie zu öffnen https://docs.unity3d.com/6000.4/Documentation/ScriptReference/Physics.Raycast.html
private bool IsPlayerLooking() private bool IsPlayerLooking()
{ {
if (playerCamera == null) return false; if (playerCamera == null) return false;
+70
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@@ -0,0 +1,70 @@
//Oliver
using UnityEngine;
public class EquipmentManager : MonoBehaviour
{
[SerializeField] public GameObject AR;
[SerializeField]public GameObject Pistole;
[SerializeField]public GameObject Verband;
[SerializeField]public GameObject Knife;
public bool ARisOn = true;
public bool PistoleIsOn = false;
public bool VerbandIsOn = false;
public bool KnifeIsOn = false;
void Start()
{
}
// Update is called once per frame
void Update()
{
if(Input.GetKeyDown(KeyCode.Alpha2) && PistoleIsOn == false)
{
AR.SetActive(false);
Pistole.SetActive(true);
Verband.SetActive(false);
Knife.SetActive(false);
ARisOn = false;
PistoleIsOn = true;
VerbandIsOn = false;
KnifeIsOn = false;
}
if (Input.GetKeyDown(KeyCode.Alpha1) && ARisOn == false)
{
AR.SetActive(true);
Pistole.SetActive(false);
Verband.SetActive(false);
Knife.SetActive(false);
ARisOn = true;
PistoleIsOn = false;
VerbandIsOn = false;
KnifeIsOn = false;
}
if (Input.GetKeyDown(KeyCode.Alpha3) && VerbandIsOn == false)
{
AR.SetActive(false);
Pistole.SetActive(false);
Verband.SetActive(true);
Knife.SetActive(false);
ARisOn = false;
PistoleIsOn = false;
VerbandIsOn = true;
KnifeIsOn = false;
}
if (Input.GetKeyDown(KeyCode.Alpha4) && KnifeIsOn == false)
{
AR.SetActive(false);
Pistole.SetActive(false);
Verband.SetActive(false);
Knife.SetActive(true);
ARisOn = false;
PistoleIsOn = false;
VerbandIsOn = false;
KnifeIsOn = true;
}
}
}
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guid: 57a6119ff88b0eb45940808859180edd
+26
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@@ -0,0 +1,26 @@
//Oliver
using UnityEngine.UI;
using UnityEngine;
public class Health : MonoBehaviour
{
public int maxHP = 100;
public int curHP;
void Start()
{
curHP = maxHP;
}
// Update is called once per frame
void Update()
{
if(curHP <= 0)
{
die();
}
}
public void die()
{
Destroy(this);
}
}
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fileFormatVersion: 2
guid: a187176846a552d4e8321e8645b42c94
+18
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@@ -0,0 +1,18 @@
using UnityEngine;
using TMPro; // Erforderlich für TextMeshPro
public class HealthUI : MonoBehaviour
{
[Header("Referenzen")]
public TextMeshProUGUI healthText;
public PlayerHealth playerHealth;
void Update()
{
if (healthText != null && playerHealth != null)
{
// Zeigt z. B. "HP: 100 / 100" an
healthText.text = "HP: " + playerHealth.currentHealth + " / " + playerHealth.maxHealth;
}
}
}
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+42
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@@ -0,0 +1,42 @@
using UnityEngine;
public class PauseMenu : MonoBehaviour
{
[Header("UI Elemente")]
public GameObject pauseMenuUI; // Das Pausenmenü-Panel
public GameObject hudUI; // Die Lebens- und Munitionsanzeige (HUD)
private bool isPaused = false;
void Update()
{
// Überprüft, ob die ESC-Taste gedrückt wurde
if (Input.GetKeyDown(KeyCode.Escape))
{
if (isPaused)
{
ResumeGame();
}
else
{
PauseGame();
}
}
}
public void PauseGame()
{
pauseMenuUI.SetActive(true); // Pausenmenü anzeigen
hudUI.SetActive(false); // Lebens- & Munitionsanzeige ausblenden
Time.timeScale = 0f; // Spielzeit anhalten (optional, aber empfohlen)
isPaused = true;
}
public void ResumeGame()
{
pauseMenuUI.SetActive(false); // Pausenmenü ausblenden
hudUI.SetActive(true); // Lebens- & Munitionsanzeige wieder anzeigen
Time.timeScale = 1f; // Spielzeit weiterlaufen lassen
isPaused = false;
}
}
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+38 -22
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@@ -1,37 +1,53 @@
//Oliver
using UnityEngine; using UnityEngine;
public class PausenManager : MonoBehaviour public class PausenManager : MonoBehaviour
{ {
private bool isOn = false; // Damit andere Skripte (wie deine Waffe) wissen, ob pausiert ist
[SerializeField] GameObject Can; public static bool GameIsPaused = false;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start() // Ziehe dein Pause-Menü UI-Panel hier im Inspector rein
{ public GameObject pauseMenuUI;
Can.SetActive(false);
}
// Update is called once per frame
void Update() void Update()
{ {
if (Input.GetKeyDown(KeyCode.Escape)) if (Input.GetKeyDown(KeyCode.Escape))
{ {
isOn = true; if (GameIsPaused)
show(); {
Resume();
}
else
{
Pause();
}
} }
} }
public void show()
public void Resume()
{ {
if(isOn = true) pauseMenuUI.SetActive(false);
{ Time.timeScale = 1f; // Zeit läuft wieder normal
Can.SetActive(true); GameIsPaused = false;
}
else // Maus wieder verstecken und im Spiel festhalten
{ Cursor.visible = false;
Can.SetActive(false); Cursor.lockState = CursorLockMode.Locked;
}
} }
public void weiter()
void Pause()
{ {
isOn = false; pauseMenuUI.SetActive(true);
Time.timeScale = 0f; // Spiel friert ein
GameIsPaused = true;
// Maus anzeigen und entsperren, damit du klicken kannst
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
public void QuitGame()
{
Debug.Log("Spiel wird verlassen...");
Application.Quit(); // Beendet das Spiel (funktioniert nur im fertigen Build, nicht im Editor)
} }
} }
+9 -5
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@@ -4,7 +4,7 @@ using UnityEngine.UI;
public class PlayerController : MonoBehaviour public class PlayerController : MonoBehaviour
{ {
private int speed; [SerializeField] int speed;
private Vector3 position = Vector3.zero; private Vector3 position = Vector3.zero;
private Text score; private Text score;
private int points; private int points;
@@ -19,19 +19,23 @@ public class PlayerController : MonoBehaviour
position = Vector3.zero; position = Vector3.zero;
if (Input.GetKey(KeyCode.W)) if (Input.GetKey(KeyCode.W))
{ {
position += Vector3.forward; position += Vector3.forward * speed;
} }
if (Input.GetKey(KeyCode.A)) if (Input.GetKey(KeyCode.A))
{ {
position += Vector3.left; position += Vector3.left * speed;
} }
if (Input.GetKey(KeyCode.S)) if (Input.GetKey(KeyCode.S))
{ {
position += Vector3.back; position += Vector3.back * speed;
} }
if (Input.GetKey(KeyCode.D)) if (Input.GetKey(KeyCode.D))
{ {
position += Vector3.right; position += Vector3.right * speed;
} }
} }
private void FixedUpdate()
{
rb.linearVelocity = position.normalized * speed;
}
} }
+46
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@@ -0,0 +1,46 @@
using UnityEngine;
public class PlayerHealth : MonoBehaviour
{
[Header("Gesundheitseinstellungen")]
public int maxHealth = 100;
public int currentHealth;
void Start()
{
currentHealth = maxHealth; // Startet mit 100 Leben
}
// Funktion, um Schaden zu bekommen
public void TakeDamage(int damage)
{
currentHealth -= damage;
// Verhindert, dass das Leben unter 0 fällt
if (currentHealth < 0)
{
currentHealth = 0;
}
if (currentHealth == 0)
{
Die();
}
}
// Optional: Funktion zum Heilen
public void Heal(int amount)
{
currentHealth += amount;
if (currentHealth > maxHealth)
{
currentHealth = maxHealth;
}
}
void Die()
{
Debug.Log("Spieler ist gestorben!");
// Hier kannst du z.B. einen Game Over Screen anzeigen oder die Szene neu laden
}
}
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+34
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@@ -0,0 +1,34 @@
//Oliver
using Unity.VisualScripting;
using UnityEngine;
public class Shoot : MonoBehaviour
{
[SerializeField] GameObject bulletPrefab;
[SerializeField] Transform spawnPointAR;
[SerializeField] Transform spawnPointPistol;
[SerializeField] bool AR = true;
[SerializeField] bool Pistole = true;
void Start()
{
}
void Update()
{
if ( AR == true && Input.GetKey(KeyCode.Mouse0))
{
Shot(spawnPointAR);
}
else if (Pistole == true && Input.GetKeyDown(KeyCode.Mouse0))
{
Shot(spawnPointPistol);
}
}
public void Shot(Transform spawnPoint)
{
GameObject bullet = Instantiate(bulletPrefab, spawnPoint.position, spawnPoint.rotation);
bullet.transform.Rotate(90,0,0);
Destroy(bullet, 2);
}
}
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@@ -14,10 +14,6 @@ public class UIHandler : MonoBehaviour
{ {
SceneManager.LoadScene(sceneName); SceneManager.LoadScene(sceneName);
} }
public void show()
{
gameObject.SetActive(false);
}
public void Quit() public void Quit()
{ {
+76
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@@ -0,0 +1,76 @@
using System.Collections;
using UnityEngine;
public class WeaponReload : MonoBehaviour
{
[Header("Munitionseinstellungen")]
public int maxAmmo = 30; // Maximale Munition im Magazin
public int currentAmmo; // Aktuelle Munition
public float reloadTime = 1.5f; // Wie lange das Nachladen dauert (in Sekunden)
private bool isReloading = false; // Verhindert Doppelklicks / Aktionen während des Nachladens
void Start()
{
currentAmmo = maxAmmo; // Beim Start ist das Magazin voll
}
void Update()
{
// Während nachgeladen wird, keine Aktionen zulassen
if (isReloading)
return;
// --- PUNKT 1: Auslösen auf R ODER wenn Magazin leer ist ---
// 1. Manuelles Nachladen mit R (nur wenn Magazin nicht schon voll ist)
if (Input.GetKeyDown(KeyCode.R) && currentAmmo < maxAmmo)
{
StartCoroutine(Reload());
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()
{
// Nur schießen, wenn das Pausemenü NICHT offen ist
if (PausenManager.GameIsPaused) return;
currentAmmo--;
Debug.Log("Schuss gefeuert! Verbleibende Munition: " + currentAmmo);
// Hier deinen normalen Schuss-Code einfügen (Raycast, Bullet-Prefab, Ton etc.)
}
// Coroutine für die Nachlade-Verzögerung
IEnumerator Reload()
{
isReloading = true;
Debug.Log("Nachladen gestartet...");
// Hier könntest du z.B. eine Nachlade-Animation oder einen Sound abspielen:
// animator.SetTrigger("Reload");
// Warten, bis die Nachladezeit abgelaufen ist
yield return new WaitForSeconds(reloadTime);
// --- PUNKT 2: Munition wieder voll wenn fertig ---
currentAmmo = maxAmmo;
isReloading = false;
Debug.Log("Nachladen abgeschlossen! Munition wieder voll: " + currentAmmo);
}
}
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using UnityEngine;
using System.Collections;
[RequireComponent(typeof(AudioSource))]
public class MotionAudioController : MonoBehaviour
{
[SerializeField] private Transform targetTransform;
[SerializeField] private Animator animator;
[SerializeField] private AudioSource audioSource;
[SerializeField] private Vector3 lastPosition;
[SerializeField, Tooltip("Threshold for movement detection. Adjust as needed.")]
private float movementThreshold = 0.0001f;
[SerializeField, Tooltip("Duration of the fade-out effect in seconds")]
private float fadeOutDuration = 0.5f;
private bool wasMoving = false;
private Coroutine fadeCoroutine;
void Start()
{
// Get the AudioSource attached to this GameObject
audioSource = GetComponent<AudioSource>();
// Find the Animator in sibling or child objects
animator = GetComponentInParent<Animator>();
if (animator != null)
{
targetTransform = animator.transform;
}
else
{
Debug.LogError("No Animator component found in parent or its children.");
}
// Initialize last position
if (targetTransform != null)
{
lastPosition = targetTransform.position;
}
}
void Update()
{
if (targetTransform == null)
{
return;
}
// Check if the object has moved significantly
float movement = Vector3.Distance(targetTransform.position, lastPosition);
bool isMoving = movement > movementThreshold;
if (isMoving && !wasMoving)
{
// If there's a fade-out in progress, stop it
if (fadeCoroutine != null)
{
StopCoroutine(fadeCoroutine);
fadeCoroutine = null;
}
// Reset volume to full
audioSource.volume = 1f;
// Start playing audio only when movement starts
if (!audioSource.isPlaying)
{
audioSource.Play();
}
}
else if (!isMoving && wasMoving)
{
// Start fade-out when movement stops
if (audioSource.isPlaying)
{
// If there's already a fade-out in progress, stop it
if (fadeCoroutine != null)
{
StopCoroutine(fadeCoroutine);
}
fadeCoroutine = StartCoroutine(FadeOut());
}
}
// Update movement state
wasMoving = isMoving;
// Update last position for the next frame
lastPosition = targetTransform.position;
}
private IEnumerator FadeOut()
{
float startVolume = audioSource.volume;
float currentTime = 0;
while (currentTime < fadeOutDuration)
{
currentTime += Time.deltaTime;
audioSource.volume = Mathf.Lerp(startVolume, 0, currentTime / fadeOutDuration);
yield return null;
}
// Ensure volume is zero and stop the audio
audioSource.volume = 0;
audioSource.Stop();
fadeCoroutine = null;
}
}
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using UnityEngine;
using TMPro;
using System; // Required for Type handling
public class UpdateCollectibleCount : MonoBehaviour
{
private TextMeshProUGUI collectibleText; // Reference to the TextMeshProUGUI component
void Start()
{
collectibleText = GetComponent<TextMeshProUGUI>();
if (collectibleText == null)
{
Debug.LogError("UpdateCollectibleCount script requires a TextMeshProUGUI component on the same GameObject.");
return;
}
UpdateCollectibleDisplay(); // Initial update on start
}
void Update()
{
UpdateCollectibleDisplay();
}
private void UpdateCollectibleDisplay()
{
int totalCollectibles = 0;
// Check and count objects of type Collectible
Type collectibleType = Type.GetType("Pickup");
if (collectibleType != null)
{
totalCollectibles += UnityEngine.Object.FindObjectsByType(collectibleType, FindObjectsSortMode.None).Length;
}
// Optionally, check and count objects of type Collectible2D as well if needed
Type collectible2DType = Type.GetType("Collectible2D");
if (collectible2DType != null)
{
totalCollectibles += UnityEngine.Object.FindObjectsByType(collectible2DType, FindObjectsSortMode.None).Length;
}
// Update the collectible count display
collectibleText.text = $"Collectibles remaining: {totalCollectibles}";
}
}
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