Compare commits
11 Commits
slime-AI
...
gesture_jo
| Author | SHA1 | Date | |
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73dd34ba61 | ||
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96f2f41d9b | ||
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270acfd18d | ||
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06045c07fb | ||
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effc8d18fd | ||
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aeaf7f4b22 | ||
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4922174840 | ||
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b3c991bd09 | ||
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a997c06e99 | ||
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ad1a931c41 | ||
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5bf99356ff |
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7
Assets/Project Files/Prefabs/JoonasP/wand.prefab.meta
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7
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userData:
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@@ -1,84 +1,21 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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public class SlimeAI : MonoBehaviour
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{
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Animator animator;
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float playerDistance;
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GameObject player;
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int HP;
|
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//[SerializeField]
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//private UnityEvent onAttack;
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// Start is called before the first frame update
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void Start()
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{
|
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animator = GetComponent<Animator>();
|
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player = GameObject.FindWithTag("Player");
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HP = 10;
|
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}
|
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|
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// Update is called once per frame
|
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void Update()
|
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{
|
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playerDistance = Vector3.Distance(player.transform.position, transform.position);
|
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if (playerDistance < 1.5) //Attack
|
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{
|
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animator.SetBool("EnemyInAttackRange", true);
|
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animator.SetBool("EnemyInAggroRange", true);
|
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animator.SetBool("EnemyInVisionRange", true);
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Rotate();
|
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}
|
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else if (playerDistance < 5) //Chase
|
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{
|
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animator.SetBool("EnemyInAttackRange", false);
|
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animator.SetBool("EnemyInAggroRange", true);
|
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animator.SetBool("EnemyInVisionRange", true);
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Rotate();
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Move();
|
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}
|
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else if (playerDistance < 8) //Stare
|
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{
|
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animator.SetBool("EnemyInAttackRange", false);
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animator.SetBool("EnemyInAggroRange", false);
|
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animator.SetBool("EnemyInVisionRange", true);
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Rotate();
|
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}
|
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else //Idle
|
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{
|
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animator.SetBool("EnemyInAttackRange", false);
|
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animator.SetBool("EnemyInAggroRange", false);
|
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animator.SetBool("EnemyInVisionRange", false);
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}
|
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if (HP <= 0)
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{
|
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animator.SetBool("Dead", true);
|
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}
|
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if (animator.GetBool("DeathComplete"))
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{
|
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print("asd");
|
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Destroy(this.gameObject);
|
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}
|
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}
|
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void Rotate()
|
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{
|
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// Rotate the forward vector towards the target direction by one step
|
||||
Vector3 newDirection = Vector3.RotateTowards(transform.forward, player.transform.position - transform.position, 1.0f * Time.deltaTime, 0.0f);
|
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|
||||
// Calculate a rotation a step closer to the target and applies rotation to this object
|
||||
transform.rotation = Quaternion.LookRotation(newDirection);
|
||||
}
|
||||
void Move()
|
||||
{
|
||||
transform.position += transform.forward * Time.deltaTime * 1.0f;
|
||||
}
|
||||
|
||||
public void GetHit(int dmg)
|
||||
{
|
||||
HP -= dmg;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,36 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class death : StateMachineBehaviour
|
||||
{
|
||||
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
|
||||
//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
//{
|
||||
//
|
||||
//}
|
||||
|
||||
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
|
||||
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
//{
|
||||
//
|
||||
//}
|
||||
|
||||
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
|
||||
//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
//{
|
||||
//
|
||||
//}
|
||||
|
||||
// OnStateMove is called right after Animator.OnAnimatorMove()
|
||||
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
//{
|
||||
// // Implement code that processes and affects root motion
|
||||
//}
|
||||
|
||||
// OnStateIK is called right after Animator.OnAnimatorIK()
|
||||
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
//{
|
||||
// // Implement code that sets up animation IK (inverse kinematics)
|
||||
//}
|
||||
}
|
||||
@@ -13,6 +13,10 @@ public class ActionGestureInteraction : MonoBehaviour
|
||||
public float projectileSpeed = 30;
|
||||
|
||||
private bool holdingWand;
|
||||
private float wandPower;
|
||||
private string wandElement;
|
||||
|
||||
public AudioSource noEssenceAudio;
|
||||
|
||||
void Start()
|
||||
{
|
||||
@@ -23,16 +27,19 @@ public class ActionGestureInteraction : MonoBehaviour
|
||||
{
|
||||
Debug.LogWarning(action);
|
||||
|
||||
|
||||
/* todo: playerinfo doesnt have these methods?
|
||||
Debug.LogWarning(player.GetComponent<PlayerInfo>().GetRightHand());
|
||||
if (player.GetComponent<PlayerInfo>().GetRightHand() != null)
|
||||
{
|
||||
Debug.LogWarning(player.GetComponent<PlayerInfo>().GetRightHand().name);
|
||||
if (player.GetComponent<PlayerInfo>().GetRightHand().name.Equals("wand")) holdingWand = true;
|
||||
|
||||
if (player.GetComponent<PlayerInfo>().GetRightHand().name.Contains("wand"))
|
||||
{
|
||||
holdingWand = true;
|
||||
wandPower = player.GetComponent<PlayerInfo>().GetRightHand().GetComponent<WandData>().power;
|
||||
}
|
||||
|
||||
}
|
||||
else holdingWand = false;
|
||||
*/
|
||||
|
||||
|
||||
switch (action)
|
||||
{
|
||||
@@ -47,17 +54,29 @@ public class ActionGestureInteraction : MonoBehaviour
|
||||
{
|
||||
Debug.LogWarning("WOODCUTTING ACTION");
|
||||
}
|
||||
return;
|
||||
break;
|
||||
case "VerticalLine":
|
||||
if (holdingWand)
|
||||
{
|
||||
Debug.LogWarning("WAND VERTICAL");
|
||||
if (PlayerInfo.Instance.AddEssenceBasic(-1))
|
||||
{
|
||||
Vector3 spawnPoint = transform.position + playerCamera.transform.forward;
|
||||
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));
|
||||
shield.GetComponent<ShieldController>().health = 3 * wandPower;
|
||||
}
|
||||
else
|
||||
{
|
||||
noEssenceAudio.Play();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("VERTICAL");
|
||||
|
||||
}
|
||||
return;
|
||||
break;
|
||||
case "Circle":
|
||||
if (holdingWand)
|
||||
{
|
||||
@@ -66,9 +85,15 @@ public class ActionGestureInteraction : MonoBehaviour
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("CIRCLE");
|
||||
GameObject minigame = FindMinigame();
|
||||
if (minigame != null)
|
||||
{
|
||||
float distance = Vector3.Distance(transform.position, minigame.transform.position);
|
||||
if(distance < 4f) minigame.GetComponent<WellController>().StartMinigame();
|
||||
}
|
||||
return;
|
||||
|
||||
}
|
||||
break;
|
||||
case "Triangle":
|
||||
if (holdingWand)
|
||||
{
|
||||
@@ -78,7 +103,7 @@ public class ActionGestureInteraction : MonoBehaviour
|
||||
{
|
||||
Debug.LogWarning("WOODCUTTING ACTION");
|
||||
}
|
||||
return;
|
||||
break;
|
||||
}
|
||||
|
||||
/*if (action == "Portal")
|
||||
@@ -167,6 +192,7 @@ public class ActionGestureInteraction : MonoBehaviour
|
||||
{
|
||||
Debug.LogWarning("INSTANTIATE BOLT");
|
||||
var projectileObj = Instantiate(item, rightHandTransform.position, playerCamera.transform.rotation) as GameObject;
|
||||
projectileObj.GetComponent<Rigidbody>().velocity = (destination - rightHandTransform.position).normalized * projectileSpeed;
|
||||
projectileObj.GetComponent<Projectile>().damage = 1 * wandPower;
|
||||
projectileObj.GetComponent<Rigidbody>().velocity = (playerCamera.transform.forward).normalized * projectileSpeed;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -14,6 +14,8 @@ public class GestureRecognizer : MonoBehaviour
|
||||
public InputHelpers.Button rightInputButton;
|
||||
public InputHelpers.Button rightControlButton;
|
||||
|
||||
public Camera mainCamera;
|
||||
|
||||
public float inputThreshold = 0.1f;
|
||||
public Transform movementSource;
|
||||
|
||||
@@ -31,10 +33,15 @@ public class GestureRecognizer : MonoBehaviour
|
||||
private List<Gesture> trainingSet = new List<Gesture>();
|
||||
private bool isMoving = false;
|
||||
private List<Vector3> positionsList = new List<Vector3>();
|
||||
private Vector3 relativePosition;
|
||||
private List<GameObject> debugCubes;
|
||||
private List<Vector3> relativePositions;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
debugCubes = new List<GameObject>();
|
||||
relativePositions = new List<Vector3>();
|
||||
// Path = ..\AppData\LocalLow\DefaultCompany\Heroes of Hiis SCM
|
||||
Debug.Log(Application.persistentDataPath);
|
||||
string[] gestureFiles = Directory.GetFiles(Application.persistentDataPath, "*.xml");
|
||||
@@ -85,13 +92,18 @@ public class GestureRecognizer : MonoBehaviour
|
||||
|
||||
void StartMovement()
|
||||
{
|
||||
debugCubes.Clear();
|
||||
relativePositions.Clear();
|
||||
Debug.Log("Movement started");
|
||||
isMoving = true;
|
||||
positionsList.Clear();
|
||||
positionsList.Add(movementSource.position);
|
||||
relativePosition = movementSource.position - mainCamera.transform.position;
|
||||
positionsList.Add(relativePosition);
|
||||
if (debugCubePrefab)
|
||||
{
|
||||
Destroy(Instantiate(debugCubePrefab, movementSource.position, Quaternion.identity), 3);
|
||||
GameObject cube = Instantiate(debugCubePrefab, relativePosition, Quaternion.identity);
|
||||
debugCubes.Add(cube);
|
||||
relativePositions.Add(relativePosition);
|
||||
}
|
||||
}
|
||||
void EndMovement()
|
||||
@@ -129,17 +141,31 @@ public class GestureRecognizer : MonoBehaviour
|
||||
|
||||
}
|
||||
}
|
||||
foreach(GameObject obj in debugCubes)
|
||||
{
|
||||
Destroy(obj);
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateMovement()
|
||||
{
|
||||
Vector3 lastPosition = positionsList[positionsList.Count - 1];
|
||||
if (Vector3.Distance(movementSource.position, lastPosition) > newPositionThresholdDistance)
|
||||
relativePosition = movementSource.position - mainCamera.transform.position;
|
||||
|
||||
|
||||
for(int i = 0; i < debugCubes.Count; i++)
|
||||
{
|
||||
positionsList.Add(movementSource.position);
|
||||
debugCubes[i].transform.position = mainCamera.transform.position + relativePositions[i];
|
||||
}
|
||||
|
||||
Vector3 lastPosition = positionsList[positionsList.Count - 1];
|
||||
if (Vector3.Distance(relativePosition, lastPosition) > newPositionThresholdDistance)
|
||||
{
|
||||
positionsList.Add(relativePosition);
|
||||
if (debugCubePrefab)
|
||||
{
|
||||
Destroy(Instantiate(debugCubePrefab, movementSource.position, Quaternion.identity), 3);
|
||||
GameObject cube = Instantiate(debugCubePrefab, relativePosition, Quaternion.identity);
|
||||
debugCubes.Add(cube);
|
||||
relativePositions.Add(relativePosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,34 +7,46 @@ public class Projectile : MonoBehaviour
|
||||
private bool collided;
|
||||
Vector3 oldEulerAngles;
|
||||
|
||||
public float damage;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// Will always be destroyed after 10 seconds.
|
||||
Destroy(gameObject, 10);
|
||||
|
||||
oldEulerAngles = transform.rotation.eulerAngles;
|
||||
//oldEulerAngles = transform.rotation.eulerAngles;
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
if (oldEulerAngles != transform.rotation.eulerAngles)
|
||||
/*if (oldEulerAngles != transform.rotation.eulerAngles)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
private void onCollisionEnter(Collider other)
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
Debug.LogWarning(collision.gameObject.name);
|
||||
if (collision.gameObject.tag != "IceBolt" && collision.gameObject.tag != "Player" && !collided)
|
||||
{
|
||||
collided = true;
|
||||
if (collision.gameObject.name == "Dummy") Destroy(collision.gameObject); //REPLACE WITH ENEMY TAG CHECK AND DAMAGE CHECKING
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
}
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
Debug.LogWarning(other.gameObject.name);
|
||||
if (other.gameObject.tag != "IceBolt" && other.gameObject.tag != "Player" && !collided)
|
||||
{
|
||||
collided = true;
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
private void onTriggerEnter(Collider other)
|
||||
else if (other.gameObject.name == "Dummy")
|
||||
{
|
||||
if (other.gameObject.tag != "IceBolt" && other.gameObject.tag != "Player" && !collided)
|
||||
{
|
||||
collided = true;
|
||||
Destroy(other.gameObject);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
86
Assets/Project Files/Scripts/JoonasP/CraftingTable.cs
Normal file
86
Assets/Project Files/Scripts/JoonasP/CraftingTable.cs
Normal file
@@ -0,0 +1,86 @@
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.XR.Interaction.Toolkit;
|
||||
|
||||
public class CraftingTable : MonoBehaviour
|
||||
{
|
||||
public Transform item1;
|
||||
public Transform item2;
|
||||
|
||||
public Transform socket1;
|
||||
public Transform socket2;
|
||||
|
||||
public Transform output;
|
||||
public GameObject startWand;
|
||||
|
||||
void Start()
|
||||
{
|
||||
item1 = null;
|
||||
item2 = null;
|
||||
}
|
||||
|
||||
|
||||
public void Set1()
|
||||
{
|
||||
StartCoroutine(DelayCast(socket1,1));
|
||||
}
|
||||
|
||||
public void Exit1()
|
||||
{
|
||||
item1 = null;
|
||||
}
|
||||
|
||||
public void Set2()
|
||||
{
|
||||
StartCoroutine(DelayCast(socket2, 2));
|
||||
}
|
||||
|
||||
public void Exit2()
|
||||
{
|
||||
item2 = null;
|
||||
}
|
||||
|
||||
public void Craft()
|
||||
{
|
||||
//Currently simple if statement check crafting. Could be done better but will see if this system will be expanded
|
||||
|
||||
if (item1 == null || item2 == null) Debug.LogError("Missing item!");
|
||||
else
|
||||
{
|
||||
if((item1.name.StartsWith("wand") && item2.name.StartsWith("Log")) || (item2.name.StartsWith("wand") && item1.name.StartsWith("Log")))
|
||||
{
|
||||
if (item1.name.StartsWith("wand"))
|
||||
{
|
||||
WandData data = item1.GetComponent<WandData>();
|
||||
data.SetPower(data.power + 0.5f);
|
||||
item1.transform.position = output.position;
|
||||
Destroy(item2.gameObject);
|
||||
item2 = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
WandData data = item2.GetComponent<WandData>();
|
||||
data.SetPower(data.power + 0.5f);
|
||||
item2.transform.position = output.position;
|
||||
Destroy(item1.gameObject);
|
||||
item1 = null;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
Debug.LogError("Invalid Recipe!");
|
||||
}
|
||||
|
||||
IEnumerator DelayCast(Transform from, int i)
|
||||
{
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
RaycastHit hit;
|
||||
if (Physics.Raycast(from.position + from.up, -from.up, out hit, Mathf.Infinity))
|
||||
{
|
||||
if (i == 1) item1 = hit.transform;
|
||||
else item2 = hit.transform;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6c7f89faf36f41b418e5105a12c34cdb
|
||||
guid: 3cc30985ba0315045835d44b1b530ed4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -25,7 +25,7 @@ public class EssenceNodeController : MonoBehaviour
|
||||
private void Awake()
|
||||
{
|
||||
nodeMaterial = GetComponent<Renderer>().material;
|
||||
//playerInfo = PlayerInfo.Instance;
|
||||
playerInfo = PlayerInfo.Instance;
|
||||
playerInventory = GameObject.Find("Inventory").GetComponent<Inventory>();
|
||||
}
|
||||
|
||||
|
||||
@@ -4,32 +4,70 @@ using UnityEngine;
|
||||
|
||||
public class PlayerInfo : MonoBehaviour
|
||||
{
|
||||
public static PlayerInfo Instance;
|
||||
|
||||
private int health;
|
||||
|
||||
private int essence_basic;
|
||||
//Add elemental essences?
|
||||
|
||||
private GameObject rightHandHeld;
|
||||
private GameObject leftHandHeld;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
health = 5;
|
||||
essence_basic = 0;
|
||||
rightHandHeld = null;
|
||||
leftHandHeld = null;
|
||||
}
|
||||
|
||||
public void AddHealth(int value)
|
||||
public bool AddHealth(int value)
|
||||
{
|
||||
health += value;
|
||||
if (health <= 0)
|
||||
{
|
||||
Debug.Log("NO HEALTH REMAINING");
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public void AddEssenceBasic(int value)
|
||||
public bool AddEssenceBasic(int value)
|
||||
{
|
||||
if (essence_basic + value < 0)
|
||||
{
|
||||
Debug.LogError("NOT ENOUGH ESSENCE");
|
||||
Debug.Log("NOT ENOUGH ESSENCE");
|
||||
return false;
|
||||
}
|
||||
else essence_basic += value;
|
||||
else
|
||||
{
|
||||
essence_basic += value;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
public void AddLeftHand(GameObject obj)
|
||||
{
|
||||
leftHandHeld = obj;
|
||||
}
|
||||
|
||||
public void AddRightHand(GameObject obj)
|
||||
{
|
||||
rightHandHeld = obj;
|
||||
}
|
||||
|
||||
public void RemoveLeftHand()
|
||||
{
|
||||
leftHandHeld = null;
|
||||
}
|
||||
|
||||
public void RemoveRightHand()
|
||||
{
|
||||
rightHandHeld = null;
|
||||
}
|
||||
|
||||
public GameObject GetRightHand() { return rightHandHeld; }
|
||||
public GameObject GetLeftHand() { return leftHandHeld; }
|
||||
}
|
||||
|
||||
26
Assets/Project Files/Scripts/JoonasP/ShieldController.cs
Normal file
26
Assets/Project Files/Scripts/JoonasP/ShieldController.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ShieldController : MonoBehaviour
|
||||
{
|
||||
|
||||
public float health = 5;
|
||||
|
||||
public Color startColor;
|
||||
public Color endColor;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
health -= Time.deltaTime;
|
||||
GetComponent<Renderer>().material.SetColor("_Color0", Color.Lerp(endColor, startColor, health / 5));
|
||||
if (health <= 0) Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: add865683e185ac43b2093091d499b6a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
21
Assets/Project Files/Scripts/JoonasP/WandData.cs
Normal file
21
Assets/Project Files/Scripts/JoonasP/WandData.cs
Normal file
@@ -0,0 +1,21 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class WandData : MonoBehaviour
|
||||
{
|
||||
public float power = 1f;
|
||||
|
||||
//public string element = "water";
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
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PS4: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
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PS5: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
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WebGL: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
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Windows Store Apps: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
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XboxOne: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
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Reference in New Issue
Block a user