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@@ -0,0 +1,4 @@
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@@ -0,0 +1,21 @@
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using UnityEngine;
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using TMPro; // WICHTIG: Erforderlich für TextMeshPro!
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||||
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public class AmmoUI : MonoBehaviour
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{
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[Header("Referenzen")]
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[Tooltip("Ziehe hier dein TextMeshPro Text-Objekt rein")]
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public TextMeshProUGUI ammoText;
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[Tooltip("Ziehe hier das Objekt mit deinem WeaponReload-Skript rein")]
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public WeaponReload weapon;
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void Update()
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{
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if (ammoText != null && weapon != null)
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{
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// Zeigt z. B. "30 / 30" im Textfeld an
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ammoText.text = weapon.currentAmmo + " / " + weapon.maxAmmo;
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}
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}
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//Oliver
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||||
using UnityEngine;
|
||||
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||||
public class Bullet : MonoBehaviour
|
||||
{
|
||||
public float speed;
|
||||
public int damage;
|
||||
private Vector3 position = Vector3.forward;
|
||||
private Rigidbody rb;
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void Start()
|
||||
{
|
||||
GetComponent<Rigidbody>();
|
||||
|
||||
}
|
||||
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||||
// Update is called once per frame
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||||
void Update()
|
||||
{
|
||||
transform.Translate(position.normalized * speed * Time.deltaTime);
|
||||
}
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
if (collision.gameObject.tag == "Enemy")
|
||||
{
|
||||
Destroy(collision.gameObject);
|
||||
}
|
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else if(collision.gameObject.tag == "Wall")
|
||||
{
|
||||
Destroy(this);
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}
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}
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fileFormatVersion: 2
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guid: 7ee40f80839af164b8507cf892937394
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@@ -39,7 +39,7 @@ public class Door_Rotate : MonoBehaviour
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||||
isOpen = !isOpen;
|
||||
targetRotation = isOpen ? currentRotation + openAngle : currentRotation - openAngle;
|
||||
}
|
||||
//Smoothe rotation der tür
|
||||
//glatte bewegung der tür
|
||||
private void SmoothRotateDoor()
|
||||
{
|
||||
currentRotation = Mathf.Lerp(currentRotation, targetRotation, Time.deltaTime * rotationSpeed);
|
||||
|
||||
@@ -0,0 +1,70 @@
|
||||
//Oliver
|
||||
using UnityEngine;
|
||||
|
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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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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 57a6119ff88b0eb45940808859180edd
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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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
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guid: a187176846a552d4e8321e8645b42c94
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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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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 2820b4f73584b72408d4d3609f434403
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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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e4a749aaa304ec14b98518e63fda8cdb
|
||||
@@ -1,33 +1,53 @@
|
||||
//Oliver
|
||||
using UnityEngine;
|
||||
|
||||
public class PausenManager : MonoBehaviour
|
||||
{
|
||||
private bool isOn = false;
|
||||
[SerializeField] GameObject Can;
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
{
|
||||
Can.SetActive(false);
|
||||
}
|
||||
// Damit andere Skripte (wie deine Waffe) wissen, ob pausiert ist
|
||||
public static bool GameIsPaused = false;
|
||||
|
||||
// Ziehe dein Pause-Menü UI-Panel hier im Inspector rein
|
||||
public GameObject pauseMenuUI;
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.Escape))
|
||||
{
|
||||
isOn = true;
|
||||
show();
|
||||
}
|
||||
}
|
||||
public void show()
|
||||
if (GameIsPaused)
|
||||
{
|
||||
if(isOn = true)
|
||||
{
|
||||
Can.SetActive(true);
|
||||
Resume();
|
||||
}
|
||||
else
|
||||
{
|
||||
Can.SetActive(false);
|
||||
Pause();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Resume()
|
||||
{
|
||||
pauseMenuUI.SetActive(false);
|
||||
Time.timeScale = 1f; // Zeit läuft wieder normal
|
||||
GameIsPaused = false;
|
||||
|
||||
// Maus wieder verstecken und im Spiel festhalten
|
||||
Cursor.visible = false;
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
}
|
||||
|
||||
void Pause()
|
||||
{
|
||||
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)
|
||||
}
|
||||
}
|
||||
@@ -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
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: db77dcbb78925b543b84b7789c1903b9
|
||||
+17
-7
@@ -1,24 +1,34 @@
|
||||
//Oliver
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
|
||||
public class Shoot : MonoBehaviour
|
||||
{
|
||||
[SerializeField] GameObject bulletPrefab;
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
[SerializeField] Transform spawnPointAR;
|
||||
[SerializeField] Transform spawnPointPistol;
|
||||
[SerializeField] bool AR = true;
|
||||
[SerializeField] bool Pistole = true;
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.Mouse0))
|
||||
|
||||
if ( AR == true && Input.GetKey(KeyCode.Mouse0))
|
||||
{
|
||||
Shot();
|
||||
Shot(spawnPointAR);
|
||||
}
|
||||
else if (Pistole == true && Input.GetKeyDown(KeyCode.Mouse0))
|
||||
{
|
||||
Shot(spawnPointPistol);
|
||||
}
|
||||
}
|
||||
public void Shot()
|
||||
public void Shot(Transform spawnPoint)
|
||||
{
|
||||
Instantiate(bulletPrefab);
|
||||
GameObject bullet = Instantiate(bulletPrefab, spawnPoint.position, spawnPoint.rotation);
|
||||
bullet.transform.Rotate(90,0,0);
|
||||
Destroy(bullet, 2);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -14,10 +14,6 @@ public class UIHandler : MonoBehaviour
|
||||
{
|
||||
SceneManager.LoadScene(sceneName);
|
||||
}
|
||||
public void show()
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public void Quit()
|
||||
{
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0a3d6d3eb3a1b7845801a59185c759a3
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d0d6308c83277ed43a63b5c4062a482a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a30ed77618e5c424983fca0b84bcba3d
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,112 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8c2a1f8514c164c1b84d93b38976ba4d
|
||||
@@ -0,0 +1,46 @@
|
||||
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}";
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
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||||
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||||
parentName: LeftFoot
|
||||
position: {x: -0.025804533, y: 1.21951056e-17, z: 6.016905e-18}
|
||||
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: LEftToesEND
|
||||
parentName: LeftToes
|
||||
position: {x: -0.013662686, y: 2.522125e-19, z: 2.810252e-18}
|
||||
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: RightLeg
|
||||
parentName: Hips
|
||||
position: {x: 0.0074768947, y: 0.015192992, z: 0}
|
||||
rotation: {x: 1, y: -0, z: 0, w: -6.123234e-17}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: RightCalf
|
||||
parentName: RightLeg
|
||||
position: {x: 0.065219894, y: 0, z: 0}
|
||||
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: RightFoot
|
||||
parentName: RightCalf
|
||||
position: {x: 0.08570001, y: 0, z: 0}
|
||||
rotation: {x: 0, y: 0.64278764, z: -0, w: 0.76604444}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: RightToes
|
||||
parentName: RightFoot
|
||||
position: {x: 0.025804529, y: -4.440892e-18, z: 5.9358907e-10}
|
||||
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: LEftToesEND
|
||||
parentName: RightToes
|
||||
position: {x: 0.013662667, y: 0, z: 0.0000000047683106}
|
||||
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
armTwist: 0.5
|
||||
foreArmTwist: 0.5
|
||||
upperLegTwist: 0.5
|
||||
legTwist: 0.5
|
||||
armStretch: 0.05
|
||||
legStretch: 0.05
|
||||
feetSpacing: 0
|
||||
globalScale: 1
|
||||
rootMotionBoneName:
|
||||
hasTranslationDoF: 0
|
||||
hasExtraRoot: 1
|
||||
skeletonHasParents: 1
|
||||
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
||||
autoGenerateAvatarMappingIfUnspecified: 1
|
||||
animationType: 3
|
||||
humanoidOversampling: 1
|
||||
avatarSetup: 1
|
||||
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
||||
importBlendShapeDeformPercent: 1
|
||||
remapMaterialsIfMaterialImportModeIsNone: 0
|
||||
additionalBone: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -14,13 +14,25 @@ MonoBehaviour:
|
||||
m_EditorClassIdentifier:
|
||||
m_SupportedDevices: []
|
||||
m_UpdateMode: 1
|
||||
m_ScrollDeltaBehavior: 0
|
||||
m_MaxEventBytesPerUpdate: 5242880
|
||||
m_MaxQueuedEventsPerUpdate: 1000
|
||||
m_CompensateForScreenOrientation: 0
|
||||
m_FilterNoiseOnCurrent: 0
|
||||
m_BackgroundBehavior: 0
|
||||
m_EditorInputBehaviorInPlayMode: 0
|
||||
m_InputActionPropertyDrawerMode: 0
|
||||
m_DefaultDeadzoneMin: 0.125
|
||||
m_DefaultDeadzoneMax: 0.925
|
||||
m_DefaultButtonPressPoint: 0.5
|
||||
m_ButtonReleaseThreshold: 0.75
|
||||
m_DefaultTapTime: 0.2
|
||||
m_DefaultSlowTapTime: 0.5
|
||||
m_DefaultHoldTime: 0.4
|
||||
m_TapRadius: 5
|
||||
m_MultiTapDelayTime: 0.75
|
||||
m_DisableRedundantEventsMerging: 0
|
||||
m_ShortcutKeysConsumeInputs: 0
|
||||
m_iOSSettings:
|
||||
m_MotionUsage:
|
||||
m_Enabled: 0
|
||||
m_Description:
|
||||
|
||||
@@ -20,7 +20,12 @@ namespace StarterAssets
|
||||
public bool cursorLocked = true;
|
||||
public bool cursorInputForLook = true;
|
||||
|
||||
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
|
||||
|
||||
|
||||
public void OnMove(InputValue value)
|
||||
{
|
||||
MoveInput(value.Get<Vector2>());
|
||||
@@ -45,6 +50,13 @@ namespace StarterAssets
|
||||
}
|
||||
#endif
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
SetCursorState(cursorLocked);
|
||||
Cursor.visible = false;
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void MoveInput(Vector2 newMoveDirection)
|
||||
{
|
||||
@@ -74,6 +86,9 @@ namespace StarterAssets
|
||||
private void SetCursorState(bool newState)
|
||||
{
|
||||
Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
|
||||
Cursor.visible = !newState;
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,164 +1,78 @@
|
||||
using UnityEngine;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
using UnityEngine.InputSystem;
|
||||
#endif
|
||||
|
||||
/* Note: animations are called via the controller for both the character and capsule using animator null checks
|
||||
*/
|
||||
|
||||
namespace StarterAssets
|
||||
namespace StarterAssets
|
||||
{
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
[RequireComponent(typeof(PlayerInput))]
|
||||
#endif
|
||||
public class ThirdPersonController : MonoBehaviour
|
||||
{
|
||||
[Header("Player")]
|
||||
[Tooltip("Move speed of the character in m/s")]
|
||||
public float MoveSpeed = 2.0f;
|
||||
|
||||
[Tooltip("Sprint speed of the character in m/s")]
|
||||
public float SprintSpeed = 5.335f;
|
||||
|
||||
[Tooltip("How fast the character turns to face movement direction")]
|
||||
[Range(0.0f, 0.3f)]
|
||||
public float RotationSmoothTime = 0.12f;
|
||||
|
||||
[Tooltip("Acceleration and deceleration")]
|
||||
public float SpeedChangeRate = 10.0f;
|
||||
|
||||
public AudioSource AudioFootsteps;
|
||||
public AudioSource LandingAudio;
|
||||
public AudioSource AudioFoley;
|
||||
public AudioClip LandingAudioClip;
|
||||
public AudioClip[] FootstepAudioClips;
|
||||
[Range(0, 1)] public float FootstepAudioVolume = 0.5f;
|
||||
|
||||
[Space(10)]
|
||||
[Tooltip("The height the player can jump")]
|
||||
public float JumpHeight = 1.2f;
|
||||
|
||||
[Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
|
||||
public float Gravity = -15.0f;
|
||||
|
||||
[Space(10)]
|
||||
[Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
|
||||
public float JumpTimeout = 0.50f;
|
||||
|
||||
[Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
|
||||
public float FallTimeout = 0.15f;
|
||||
|
||||
[Header("Player Grounded")]
|
||||
[Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
|
||||
public bool Grounded = true;
|
||||
|
||||
[Tooltip("Useful for rough ground")]
|
||||
public float GroundedOffset = -0.14f;
|
||||
|
||||
[Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
|
||||
public float GroundedRadius = 0.28f;
|
||||
|
||||
[Tooltip("What layers the character uses as ground")]
|
||||
public LayerMask GroundLayers;
|
||||
|
||||
[Header("Cinemachine")]
|
||||
[Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
|
||||
public GameObject CinemachineCameraTarget;
|
||||
|
||||
[Tooltip("How far in degrees can you move the camera up")]
|
||||
public Camera PlayerCamera;
|
||||
public float TopClamp = 70.0f;
|
||||
|
||||
[Tooltip("How far in degrees can you move the camera down")]
|
||||
public float BottomClamp = -30.0f;
|
||||
|
||||
[Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")]
|
||||
public float CameraAngleOverride = 0.0f;
|
||||
|
||||
[Tooltip("For locking the camera position on all axis")]
|
||||
public bool LockCameraPosition = false;
|
||||
|
||||
// cinemachine
|
||||
private float _cinemachineTargetYaw;
|
||||
private float _cinemachineTargetPitch;
|
||||
|
||||
// player
|
||||
private float _speed;
|
||||
private float _animationBlend;
|
||||
private float _targetRotation = 0.0f;
|
||||
private float _rotationVelocity;
|
||||
private float _verticalVelocity;
|
||||
private float _terminalVelocity = 53.0f;
|
||||
|
||||
// timeout deltatime
|
||||
private float _jumpTimeoutDelta;
|
||||
private float _fallTimeoutDelta;
|
||||
|
||||
// animation IDs
|
||||
private PlayerInput _playerInput;
|
||||
private CharacterController _controller;
|
||||
private StarterAssetsInputs _input;
|
||||
private Animator _animator;
|
||||
private int _animIDSpeed;
|
||||
private int _animIDGrounded;
|
||||
private int _animIDJump;
|
||||
private int _animIDFreeFall;
|
||||
private int _animIDMotionSpeed;
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
private PlayerInput _playerInput;
|
||||
#endif
|
||||
private Animator _animator;
|
||||
private CharacterController _controller;
|
||||
private StarterAssetsInputs _input;
|
||||
private GameObject _mainCamera;
|
||||
|
||||
private const float _threshold = 0.01f;
|
||||
|
||||
private bool _hasAnimator;
|
||||
|
||||
private bool IsCurrentDeviceMouse
|
||||
{
|
||||
get
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return _playerInput.currentControlScheme == "KeyboardMouse";
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
return _playerInput != null && _playerInput.currentControlScheme == "KeyboardMouse";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// get a reference to our main camera
|
||||
if (_mainCamera == null)
|
||||
if (PlayerCamera == null)
|
||||
{
|
||||
_mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
|
||||
PlayerCamera = Camera.main;
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_cinemachineTargetYaw = CinemachineCameraTarget.transform.rotation.eulerAngles.y;
|
||||
|
||||
_hasAnimator = TryGetComponent(out _animator);
|
||||
_cinemachineTargetYaw = PlayerCamera.transform.rotation.eulerAngles.y;
|
||||
_controller = GetComponent<CharacterController>();
|
||||
_input = GetComponent<StarterAssetsInputs>();
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
_hasAnimator = TryGetComponent(out _animator);
|
||||
_playerInput = GetComponent<PlayerInput>();
|
||||
#else
|
||||
Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it");
|
||||
#endif
|
||||
|
||||
AssignAnimationIDs();
|
||||
|
||||
// reset our timeouts on start
|
||||
_jumpTimeoutDelta = JumpTimeout;
|
||||
_fallTimeoutDelta = FallTimeout;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
_hasAnimator = TryGetComponent(out _animator);
|
||||
|
||||
JumpAndGravity();
|
||||
GroundedCheck();
|
||||
Move();
|
||||
@@ -180,13 +94,9 @@ namespace StarterAssets
|
||||
|
||||
private void GroundedCheck()
|
||||
{
|
||||
// set sphere position, with offset
|
||||
Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset,
|
||||
transform.position.z);
|
||||
Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers,
|
||||
QueryTriggerInteraction.Ignore);
|
||||
|
||||
// update animator if using character
|
||||
Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z);
|
||||
//https://docs.unity3d.com/6000.4/Documentation/ScriptReference/Physics.CheckSphere.html
|
||||
Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore);
|
||||
if (_hasAnimator)
|
||||
{
|
||||
_animator.SetBool(_animIDGrounded, Grounded);
|
||||
@@ -195,127 +105,69 @@ namespace StarterAssets
|
||||
|
||||
private void CameraRotation()
|
||||
{
|
||||
// if there is an input and camera position is not fixed
|
||||
if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition)
|
||||
{
|
||||
//Don't multiply mouse input by Time.deltaTime;
|
||||
float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
|
||||
|
||||
_cinemachineTargetYaw += _input.look.x * deltaTimeMultiplier;
|
||||
_cinemachineTargetPitch += _input.look.y * deltaTimeMultiplier;
|
||||
}
|
||||
|
||||
// clamp our rotations so our values are limited 360 degrees
|
||||
_cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue);
|
||||
_cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
|
||||
|
||||
// Cinemachine will follow this target
|
||||
CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride,
|
||||
_cinemachineTargetYaw, 0.0f);
|
||||
PlayerCamera.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride, _cinemachineTargetYaw, 0.0f);
|
||||
transform.rotation = Quaternion.Euler(0.0f, _cinemachineTargetYaw, 0.0f);
|
||||
}
|
||||
|
||||
//https://docs.unity3d.com/6000.4/Documentation/ScriptReference/CharacterController.Move.html
|
||||
private void Move()
|
||||
{
|
||||
// set target speed based on move speed, sprint speed and if sprint is pressed
|
||||
float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
|
||||
|
||||
// a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
|
||||
|
||||
// note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
|
||||
// if there is no input, set the target speed to 0
|
||||
if (_input.move == Vector2.zero) targetSpeed = 0.0f;
|
||||
|
||||
// a reference to the players current horizontal velocity
|
||||
float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;
|
||||
|
||||
float speedOffset = 0.1f;
|
||||
float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
|
||||
|
||||
// accelerate or decelerate to target speed
|
||||
if (currentHorizontalSpeed < targetSpeed - speedOffset ||
|
||||
currentHorizontalSpeed > targetSpeed + speedOffset)
|
||||
if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset)
|
||||
{
|
||||
// creates curved result rather than a linear one giving a more organic speed change
|
||||
// note T in Lerp is clamped, so we don't need to clamp our speed
|
||||
_speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude,
|
||||
Time.deltaTime * SpeedChangeRate);
|
||||
|
||||
// round speed to 3 decimal places
|
||||
_speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, Time.deltaTime * SpeedChangeRate);
|
||||
_speed = Mathf.Round(_speed * 1000f) / 1000f;
|
||||
}
|
||||
else
|
||||
{
|
||||
_speed = targetSpeed;
|
||||
}
|
||||
|
||||
_animationBlend = Mathf.Lerp(_animationBlend, targetSpeed, Time.deltaTime * SpeedChangeRate);
|
||||
if (_animationBlend < 0.01f) _animationBlend = 0f;
|
||||
|
||||
// normalise input direction
|
||||
Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;
|
||||
|
||||
// note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
|
||||
// if there is a move input rotate player when the player is moving
|
||||
if (_input.move != Vector2.zero)
|
||||
{
|
||||
_targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg +
|
||||
_mainCamera.transform.eulerAngles.y;
|
||||
float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity,
|
||||
RotationSmoothTime);
|
||||
|
||||
// rotate to face input direction relative to camera position
|
||||
transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
|
||||
}
|
||||
|
||||
|
||||
Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward;
|
||||
|
||||
// move the player
|
||||
_controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) +
|
||||
new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
|
||||
|
||||
// update animator if using character
|
||||
Vector3 moveDirection = PlayerCamera.transform.right * inputDirection.x + PlayerCamera.transform.forward * inputDirection.z;
|
||||
moveDirection.y = 0f;
|
||||
_controller.Move(moveDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
|
||||
if (_hasAnimator)
|
||||
{
|
||||
_animator.SetFloat(_animIDSpeed, _animationBlend);
|
||||
_animator.SetFloat(_animIDSpeed, _speed);
|
||||
_animator.SetFloat(_animIDMotionSpeed, inputMagnitude);
|
||||
}
|
||||
}
|
||||
|
||||
//https://docs.unity3d.com/6000.4/Documentation/ScriptReference/Mathf.Sqrt.html
|
||||
private void JumpAndGravity()
|
||||
{
|
||||
if (Grounded)
|
||||
{
|
||||
// reset the fall timeout timer
|
||||
_fallTimeoutDelta = FallTimeout;
|
||||
|
||||
// update animator if using character
|
||||
if (_hasAnimator)
|
||||
{
|
||||
_animator.SetBool(_animIDJump, false);
|
||||
_animator.SetBool(_animIDFreeFall, false);
|
||||
}
|
||||
|
||||
// stop our velocity dropping infinitely when grounded
|
||||
if (_verticalVelocity < 0.0f)
|
||||
{
|
||||
_verticalVelocity = -2f;
|
||||
}
|
||||
|
||||
// Jump
|
||||
if (_input.jump && _jumpTimeoutDelta <= 0.0f)
|
||||
{
|
||||
// the square root of H * -2 * G = how much velocity needed to reach desired height
|
||||
_verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
|
||||
|
||||
// update animator if using character
|
||||
if (_hasAnimator)
|
||||
{
|
||||
_animator.SetBool(_animIDJump, true);
|
||||
}
|
||||
}
|
||||
|
||||
// jump timeout
|
||||
if (_jumpTimeoutDelta >= 0.0f)
|
||||
{
|
||||
_jumpTimeoutDelta -= Time.deltaTime;
|
||||
@@ -323,28 +175,20 @@ namespace StarterAssets
|
||||
}
|
||||
else
|
||||
{
|
||||
// reset the jump timeout timer
|
||||
_jumpTimeoutDelta = JumpTimeout;
|
||||
|
||||
// fall timeout
|
||||
if (_fallTimeoutDelta >= 0.0f)
|
||||
{
|
||||
_fallTimeoutDelta -= Time.deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
// update animator if using character
|
||||
if (_hasAnimator)
|
||||
{
|
||||
_animator.SetBool(_animIDFreeFall, true);
|
||||
}
|
||||
}
|
||||
|
||||
// if we are not grounded, do not jump
|
||||
_input.jump = false;
|
||||
}
|
||||
|
||||
// apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
|
||||
if (_verticalVelocity < _terminalVelocity)
|
||||
{
|
||||
_verticalVelocity += Gravity * Time.deltaTime;
|
||||
@@ -358,40 +202,22 @@ namespace StarterAssets
|
||||
return Mathf.Clamp(lfAngle, lfMin, lfMax);
|
||||
}
|
||||
|
||||
private void OnFootstep(AnimationEvent animationEvent)
|
||||
{
|
||||
}
|
||||
|
||||
// Die beiden teile sind einfach da damit das spiel nicht einfriert, immernoch keinen plan warum, aber es ist so
|
||||
private void OnLand(AnimationEvent animationEvent)
|
||||
{
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
|
||||
Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
|
||||
|
||||
if (Grounded) Gizmos.color = transparentGreen;
|
||||
else Gizmos.color = transparentRed;
|
||||
|
||||
// when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
|
||||
Gizmos.DrawSphere(
|
||||
new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z),
|
||||
GroundedRadius);
|
||||
}
|
||||
|
||||
private void OnFootstep(AnimationEvent animationEvent)
|
||||
{
|
||||
if (animationEvent.animatorClipInfo.weight > 0.5f)
|
||||
{
|
||||
|
||||
if (AudioFootsteps != null)
|
||||
AudioFootsteps.Play();
|
||||
if (AudioFoley != null)
|
||||
AudioFoley.Play();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnLand(AnimationEvent animationEvent)
|
||||
{
|
||||
if (animationEvent.animatorClipInfo.weight > 0.5f)
|
||||
{
|
||||
if (LandingAudio != null)
|
||||
LandingAudio.Play();
|
||||
|
||||
}
|
||||
Gizmos.DrawSphere(new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), GroundedRadius);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: ce51c8e33b734b4db6086586558c53a3
|
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: b63e0053080646b9819789bf3bf9fa17
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folderAsset: yes
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,93 @@
|
||||
Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
|
||||
with Reserved Font Name Anton.
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 73a79399807f4e8388c2cbb5494681ca
|
||||
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|
||||
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|
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assetBundleVariant:
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|
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fileFormatVersion: 2
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timeCreated: 1484172033
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@@ -0,0 +1,93 @@
|
||||
Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
|
||||
with Reserved Font Name Bangers.
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
@@ -0,0 +1,8 @@
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@@ -0,0 +1,92 @@
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||||
Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
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|
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fileFormatVersion: 2
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|
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|
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|
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user