wand power value affects spells

This commit is contained in:
joonasp 2022-04-25 12:55:41 +03:00
parent 06045c07fb
commit 270acfd18d
12 changed files with 754 additions and 746 deletions

View File

@ -13,6 +13,8 @@ public class ActionGestureInteraction : MonoBehaviour
public float projectileSpeed = 30; public float projectileSpeed = 30;
private bool holdingWand; private bool holdingWand;
private float wandPower;
private string wandElement;
public AudioSource noEssenceAudio; public AudioSource noEssenceAudio;
@ -28,6 +30,7 @@ public class ActionGestureInteraction : MonoBehaviour
if (player.GetComponent<PlayerInfo>().GetRightHand() != null) if (player.GetComponent<PlayerInfo>().GetRightHand() != null)
{ {
if (player.GetComponent<PlayerInfo>().GetRightHand().name.StartsWith("wand")) holdingWand = true; if (player.GetComponent<PlayerInfo>().GetRightHand().name.StartsWith("wand")) holdingWand = true;
wandPower = player.GetComponent<PlayerInfo>().GetRightHand().GetComponent<WandData>().power;
} }
else holdingWand = false; else holdingWand = false;
@ -55,6 +58,7 @@ public class ActionGestureInteraction : MonoBehaviour
Vector3 spawnPoint = transform.position + playerCamera.transform.forward; Vector3 spawnPoint = transform.position + playerCamera.transform.forward;
spawnPoint = new Vector3(spawnPoint.x, spawnPoint.y + 1, spawnPoint.z); spawnPoint = new Vector3(spawnPoint.x, spawnPoint.y + 1, spawnPoint.z);
GameObject shield = Instantiate(objects[1], spawnPoint, Quaternion.Euler(-90, playerCamera.transform.eulerAngles.y - 180, 180)); GameObject shield = Instantiate(objects[1], spawnPoint, Quaternion.Euler(-90, playerCamera.transform.eulerAngles.y - 180, 180));
shield.GetComponent<ShieldController>().health = 3 * wandPower;
} }
else else
{ {
@ -182,6 +186,7 @@ public class ActionGestureInteraction : MonoBehaviour
{ {
Debug.LogWarning("INSTANTIATE BOLT"); Debug.LogWarning("INSTANTIATE BOLT");
var projectileObj = Instantiate(item, rightHandTransform.position, playerCamera.transform.rotation) as GameObject; var projectileObj = Instantiate(item, rightHandTransform.position, playerCamera.transform.rotation) as GameObject;
projectileObj.GetComponent<Projectile>().damage = 1 * wandPower;
projectileObj.GetComponent<Rigidbody>().velocity = (playerCamera.transform.forward).normalized * projectileSpeed; projectileObj.GetComponent<Rigidbody>().velocity = (playerCamera.transform.forward).normalized * projectileSpeed;
} }
} }

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@ -7,6 +7,8 @@ public class Projectile : MonoBehaviour
private bool collided; private bool collided;
Vector3 oldEulerAngles; Vector3 oldEulerAngles;
public float damage;
private void Start() private void Start()
{ {
// Will always be destroyed after 10 seconds. // Will always be destroyed after 10 seconds.
@ -29,7 +31,7 @@ public class Projectile : MonoBehaviour
if (collision.gameObject.tag != "IceBolt" && collision.gameObject.tag != "Player" && !collided) if (collision.gameObject.tag != "IceBolt" && collision.gameObject.tag != "Player" && !collided)
{ {
collided = true; collided = true;
if (collision.gameObject.name == "Dummy") Destroy(collision.gameObject); //REPLACE WITH ENEMY TAG CHECK if (collision.gameObject.name == "Dummy") Destroy(collision.gameObject); //REPLACE WITH ENEMY TAG CHECK AND DAMAGE CHECKING
Destroy(gameObject); Destroy(gameObject);
} }

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@ -1,3 +1,4 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
@ -53,7 +54,7 @@ public class CraftingTable : MonoBehaviour
if (item1.name.StartsWith("wand")) if (item1.name.StartsWith("wand"))
{ {
WandData data = item1.GetComponent<WandData>(); WandData data = item1.GetComponent<WandData>();
data.SetDamage(data.damage + 0.5f); data.SetPower(data.power + 0.5f);
item1.transform.position = output.position; item1.transform.position = output.position;
Destroy(item2.gameObject); Destroy(item2.gameObject);
item2 = null; item2 = null;
@ -61,7 +62,7 @@ public class CraftingTable : MonoBehaviour
else else
{ {
WandData data = item2.GetComponent<WandData>(); WandData data = item2.GetComponent<WandData>();
data.SetDamage(data.damage + 0.5f); data.SetPower(data.power + 0.5f);
item2.transform.position = output.position; item2.transform.position = output.position;
Destroy(item1.gameObject); Destroy(item1.gameObject);
item1 = null; item1 = null;

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@ -4,13 +4,13 @@ using UnityEngine;
public class WandData : MonoBehaviour public class WandData : MonoBehaviour
{ {
public float damage = 1f; public float power = 1f;
//public string element = "water"; //public string element = "water";
public void SetDamage(float dam) public void SetPower(float pow)
{ {
damage = dam; power = dam;
} }
} }

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m_Colors: m_Colors:
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- _SunDirection: {r: 0, g: -0.2739166, b: 0.9617534, a: 0} - _SunDirection: {r: 0, g: -0.32100654, b: 0.947077, a: 0}
- _SunLightColor: {r: 1, g: 0.9929226, b: 0.9009434, a: 1} - _SunLightColor: {r: 1, g: 0.9929226, b: 0.9009434, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
--- !u!114 &11400000 --- !u!114 &11400000

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