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5f39fe2a3f | ||
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9ab4578f31 |
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Assets/New Terrain 3.asset
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Assets/New Terrain 3.asset
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Assets/New Terrain 3.asset.meta
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Assets/New Terrain 3.asset.meta
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fileFormatVersion: 2
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guid: 40219f8a95431408d9c8d514cd1e5aeb
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 15600000
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userData:
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assetBundleName:
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assetBundleVariant:
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Assets/New Terrain.asset
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Assets/New Terrain.asset
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Assets/Scenes/Intro1.unity
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Assets/Scenes/Intro1.unity
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Assets/Scenes/Intro1.unity.meta
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Assets/Scenes/Intro1.unity.meta
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fileFormatVersion: 2
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guid: 33eab63e55f9d400dbae1c6473a49d95
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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Assets/Scenes/Main Menu.unity
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Assets/Scenes/Main Menu.unity
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191
Assets/Scripts/IntroWagon.cs
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191
Assets/Scripts/IntroWagon.cs
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using System.Collections;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class IntroWagon : MonoBehaviour
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{
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public GameObject playerKeeper;
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public GameObject player;
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public GameObject playerCam;
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public GameObject moveToPoint;
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public float speed;
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public GameObject visibleWagon;
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public GameObject npcKeeper;
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public GameObject npc;
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float timer1;
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float timer2;
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float timer3;
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public Image fadeInImg;
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public float fadeInTimer = 1f;
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private Quaternion previousSourceRotation;
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private float yVelocity = 0.0f;
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bool endDoDone;
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public GameObject uiElement1;
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public GameObject uiElement2;
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public GameObject uiElement3;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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previousSourceRotation = transform.rotation;
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}
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IEnumerator FadeIn()
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{
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float timer = 0f;
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Color currentColor = fadeInImg.color;
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while (timer < fadeInTimer)
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{
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timer += Time.deltaTime;
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float alpha = Mathf.Lerp(1f, 0f, timer / fadeInTimer);
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currentColor.a = alpha;
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fadeInImg.color = currentColor;
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yield return null;
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}
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currentColor.a = 0f;
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fadeInImg.color = currentColor;
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fadeInImg.gameObject.SetActive(false);
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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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timer2 += Time.deltaTime;
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if (timer2 > 1.1 && timer2 < 1.2)
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{
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StartCoroutine(FadeIn());
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}
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if (timer2 > 1.7 && timer2 < 1.8)
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{
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playerCam.GetComponent<PlayerCam>().canLook = true;
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}
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if (timer2 > 2.5 && timer2 < 2.6)
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{
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npc.gameObject.GetComponent<MouthOpenClose>().interacted = true;
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npc.gameObject.GetComponent<MouthOpenClose>().prompt.SetActive(false);
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npc.gameObject.GetComponent<MouthOpenClose>().text.SetActive(true);
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npc.gameObject.GetComponent<MouthOpenClose>().text.GetComponent<TextMeshProUGUI>().text = npc.gameObject.GetComponent<MouthOpenClose>().whatToSay;
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npc.gameObject.GetComponent<MouthOpenClose>().timerDeactivate = npc.gameObject.GetComponent<MouthOpenClose>().initialTimerDeactivate;
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}
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if (moveToPoint == null && GameObject.FindGameObjectsWithTag("WagonPoint").Length > 0)
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{
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var allPoints = GameObject.FindGameObjectsWithTag("WagonPoint");
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var pos = transform.position;
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float dist = float.PositiveInfinity;
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GameObject nearest = null;
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foreach (var point in allPoints)
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{
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var distprev = (point.transform.position - pos).sqrMagnitude;
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if (distprev < dist)
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{
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nearest = point;
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dist = distprev;
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}
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}
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moveToPoint = nearest;
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}
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else if (GameObject.FindGameObjectsWithTag("WagonPoint").Length == 0)
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{
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moveToPoint = this.gameObject;
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visibleWagon.gameObject.GetComponent<itemBob>().enabled = false;
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}
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if (GameObject.FindGameObjectsWithTag("WagonPoint").Length > 0)
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{
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Quaternion targetRotation = Quaternion.LookRotation(moveToPoint.transform.position - transform.position);
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Vector3 currentEuler = transform.rotation.eulerAngles;
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float targetYAngle = targetRotation.eulerAngles.y;
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currentEuler.y = Mathf.SmoothDampAngle(currentEuler.y, targetYAngle, ref yVelocity, .7f);
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transform.rotation = Quaternion.Euler(currentEuler);
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transform.position += transform.forward * 2.25f * Time.deltaTime;
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if (Time.deltaTime > 0)
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{
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player.transform.position = Vector3.MoveTowards(player.transform.position, playerKeeper.transform.position, Mathf.Infinity * Time.deltaTime);
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npc.transform.position = Vector3.MoveTowards(npc.transform.position, npcKeeper.transform.position, Mathf.Infinity * Time.deltaTime);
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}
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else
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{
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player.transform.position = Vector3.MoveTowards(player.transform.position, playerKeeper.transform.position, Mathf.Infinity);
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npc.transform.position = Vector3.MoveTowards(npc.transform.position, npcKeeper.transform.position, Mathf.Infinity);
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}
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npc.transform.rotation = npcKeeper.transform.rotation;
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player.GetComponent<PlayerMovement>().energy = 0;
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player.GetComponent<PlayerMovement>().HP = 10;
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if (npc.GetComponent<MouthOpenClose>().interacted == false && npc.GetComponent<MouthOpenClose>().whatToSay == "Hey, you. You're finally awake." && timer2 > 2.6)
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{
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timer3 += Time.deltaTime;
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if (timer3 > .8 && timer3 < .9)
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{
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npc.GetComponent<MouthOpenClose>().whatToSay = "It looks like the city is under attack!";
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npc.gameObject.GetComponent<MouthOpenClose>().interacted = true;
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npc.gameObject.GetComponent<MouthOpenClose>().prompt.SetActive(false);
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npc.gameObject.GetComponent<MouthOpenClose>().text.SetActive(true);
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npc.gameObject.GetComponent<MouthOpenClose>().text.GetComponent<TextMeshProUGUI>().text = npc.gameObject.GetComponent<MouthOpenClose>().whatToSay;
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npc.gameObject.GetComponent<MouthOpenClose>().timerDeactivate = npc.gameObject.GetComponent<MouthOpenClose>().initialTimerDeactivate;
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}
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}
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}
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else
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{
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npc.GetComponent<MouthOpenClose>().whatToSay = "Go on ahead, I'll catch up later.";
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if (timer1 < .7)
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{
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player.transform.position = Vector3.MoveTowards(player.transform.position, playerKeeper.transform.position, Mathf.Infinity * Time.deltaTime);
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}
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timer1 += Time.deltaTime;
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visibleWagon.GetComponent<BoxCollider>().enabled = true;
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if (timer1 < 1.5)
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{
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player.GetComponent<PlayerMovement>().energy = 0;
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}
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}
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}
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private void LateUpdate()
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{
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if (GameObject.FindGameObjectsWithTag("WagonPoint").Length > 0)
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{
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if (Vector3.Distance(npc.transform.position, player.transform.position) < 5)
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{
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npc.gameObject.GetComponent<MouthOpenClose>().prompt.SetActive(false);
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}
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uiElement1.SetActive(false);
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uiElement2.SetActive(false);
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uiElement3.SetActive(false);
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}
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if (GameObject.FindGameObjectsWithTag("WagonPoint").Length == 0 && !endDoDone && timer1 > 1.1)
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{
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uiElement1.SetActive(true);
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uiElement2.SetActive(true);
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uiElement3.SetActive(true);
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endDoDone = true;
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}
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}
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private void OnTriggerEnter(Collider other)
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{
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if (other.gameObject.tag == "WagonPoint")
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{
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Destroy(other.gameObject);
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moveToPoint = null;
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}
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}
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}
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473
Assets/Scripts/PlayerMovement.cs
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473
Assets/Scripts/PlayerMovement.cs
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@@ -0,0 +1,473 @@
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using TMPro;
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using Unity.Cinemachine;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.PostProcessing;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using UnityEngine.InputSystem;
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public class PlayerMovement : MonoBehaviour
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{
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public CharacterController controller;
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private Vector2 moveInput;
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private float moveAnimationInputX;
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private float moveAnimationInputY;
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private Vector3 velocity;
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public float speed;
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public float runSpeed;
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public float gravity;
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public float jumpHeight;
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public PlayerCam playerCam;
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public bool canWalk;
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float walkResetTimer;
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bool walkResetTimerGo;
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bool running;
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public InputAction pauseGameButton;
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public Transform orientation;
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public Transform cameraor;
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public GameObject cinemachineCam;
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float horizontalInput;
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float verticalInput;
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public GameObject sword;
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public Transform swordSpawnPoint;
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public Transform swordSpawnPoint2;
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public Transform swordSpawnPoint3;
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public int lastSwing;
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public float timeSinceLastSwing;
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public bool holdSwing;
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public float holdSwingTimer;
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public bool swingBeingHeld;
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public float dashDistanceTimer, dashDistance, dashDuration;
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public Collider myCollider;
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public LayerMask excludeEnemy;
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public float HP = 10;
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public int inventorySlot = 1;
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public float energy = 100;
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public float swungTimer;
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public bool swung;
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public Slider energySlider;
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public GameObject energyObj;
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float energyObjTimer;
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public GameObject energyFill;
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public bool jumped;
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public RectTransform healthUI;
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public GameObject uiController;
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public PlayerInput playerInput;
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InputAction jumpAction, walkAction, attackAction, pauseAction, runAction, lookAction;
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private void Awake()
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{
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}
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void Start()
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{
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cinemachineCam = GameObject.Find("CinemachineCamera");
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canWalk = true;
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jumpAction = playerInput.actions["Jump"];
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walkAction = playerInput.actions["Walk"];
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attackAction = playerInput.actions["Attack"];
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pauseAction = playerInput.actions["Pause"];
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runAction = playerInput.actions["Run"];
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lookAction = playerInput.actions["Look"];
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}
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void PlayerInputs()
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{
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if (pauseAction.WasPressedThisFrame() && Time.timeScale == 1)
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{
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uiController.GetComponent<PauseMenuControls>().mainCanvas.SetActive(false);
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uiController.GetComponent<PauseMenuControls>().pauseCanvas.SetActive(true);
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Time.timeScale = 0;
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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}
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else if (pauseAction.WasPressedThisFrame())
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{
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uiController.GetComponent<PauseMenuControls>().mainCanvas.SetActive(true);
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uiController.GetComponent<PauseMenuControls>().pauseCanvas.SetActive(false);
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uiController.GetComponent<PauseMenuControls>().settingsCanvas.SetActive(false);
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Time.timeScale = 1;
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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moveInput = walkAction.ReadValue<Vector2>();
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if (runAction.WasPressedThisFrame() && !running)
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{
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running = true;
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}
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else if (runAction.WasPressedThisFrame() && running)
|
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{
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running = false;
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}
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|
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playerCam.lookInput = lookAction.ReadValue<Vector2>();
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if (attackAction.WasPressedThisFrame() && inventorySlot == 1)
|
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{
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swingBeingHeld = true;
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if (GameObject.FindGameObjectsWithTag("Sword").Length < 1)
|
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{
|
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if (energy > 7)
|
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SwingSword();
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}
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else
|
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{
|
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swung = true;
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swungTimer = 0;
|
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holdSwingTimer = 0;
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holdSwing = true;
|
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}
|
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}
|
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if (attackAction.WasReleasedThisFrame() && inventorySlot == 1)
|
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{
|
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swingBeingHeld = false;
|
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energyFill.GetComponent<Image>().color = Color.darkRed;
|
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if (dashDistanceTimer > 1)
|
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{
|
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dashDistance = Mathf.Floor(dashDistanceTimer * 8);
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dashDuration = 15;
|
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}
|
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dashDistanceTimer = 0;
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}
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|
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if (jumpAction.WasPressedThisFrame() && controller.isGrounded)
|
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{
|
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velocity.y = Mathf.Sqrt(jumpHeight * -1f * gravity);
|
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jumped = true;
|
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}
|
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if (jumpAction.WasReleasedThisFrame() && !controller.isGrounded)
|
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{
|
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jumped = false;
|
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}
|
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}
|
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void Update()
|
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{
|
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PlayerInputs();
|
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|
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timeSinceLastSwing += Time.deltaTime;
|
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if (timeSinceLastSwing > .5f)
|
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lastSwing = 0;
|
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|
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holdSwingTimer += Time.deltaTime;
|
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if (holdSwing && holdSwingTimer > .15f)
|
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holdSwing = false;
|
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else if (holdSwing && GameObject.FindGameObjectsWithTag("Sword").Length < 1)
|
||||
{
|
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holdSwing = false;
|
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if (energy > 7)
|
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SwingSword();
|
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}
|
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if (!holdSwing)
|
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holdSwingTimer = 0;
|
||||
|
||||
if (swung)
|
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{
|
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swungTimer += Time.deltaTime;
|
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}
|
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if (swungTimer > 1f)
|
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swung = false;
|
||||
if (!swung)
|
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{
|
||||
swungTimer = 0;
|
||||
energy += 70 * Time.deltaTime;
|
||||
|
||||
}
|
||||
if (energy < 0)
|
||||
energy = 0;
|
||||
if (energy > 100)
|
||||
energy = 100;
|
||||
|
||||
energySlider.value = energy;
|
||||
|
||||
healthUI.sizeDelta = new Vector2((Mathf.Ceil(HP) - 1) + (9 * HP), healthUI.sizeDelta.y);
|
||||
|
||||
//MyInput();
|
||||
if (swingBeingHeld)
|
||||
{
|
||||
swung = true;
|
||||
swungTimer = 0;
|
||||
timeSinceLastSwing = 0;
|
||||
|
||||
energy -= 20 * Time.deltaTime;
|
||||
dashDistanceTimer += Time.deltaTime;
|
||||
if (dashDistanceTimer > 1)
|
||||
energyFill.GetComponent<Image>().color = Color.deepPink;
|
||||
if (energy <= 0)
|
||||
{
|
||||
if (dashDistanceTimer > 1)
|
||||
{
|
||||
dashDistance = Mathf.Floor(dashDistanceTimer * 8);
|
||||
dashDuration = 15;
|
||||
}
|
||||
dashDistanceTimer = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (energy == 100)
|
||||
{
|
||||
energyObjTimer += Time.deltaTime;
|
||||
if (energyObjTimer > .4)
|
||||
{
|
||||
energyObj.SetActive(false);
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
energyObjTimer = 0;
|
||||
energyObj.SetActive(true);
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (dashDuration > 0)
|
||||
{
|
||||
SwordDash();
|
||||
|
||||
dashDuration--;
|
||||
}
|
||||
if (dashDuration == 1)
|
||||
{
|
||||
//rb.linearVelocity = Vector3.zero;
|
||||
|
||||
dashDuration--;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
if (controller.isGrounded && velocity.y < 0)
|
||||
{
|
||||
velocity.y = -0.5f;
|
||||
|
||||
}
|
||||
//else if (controller.isGrounded && !jumpAction.WasPerformedThisFrame())
|
||||
//{
|
||||
// velocity.y = 0;
|
||||
//}
|
||||
if (jumpAction.WasPerformedThisFrame() && controller.isGrounded)
|
||||
{
|
||||
//Debug.Log("jumped");
|
||||
//velocity.y = Mathf.Sqrt(jumpHeight * -1f * gravity);
|
||||
}
|
||||
|
||||
velocity.y += gravity * Time.deltaTime;
|
||||
|
||||
//Debug.Log(controller.isGrounded);
|
||||
|
||||
if (canWalk && !running)
|
||||
{
|
||||
Vector3 move = new Vector3(moveInput.x * speed, 0, moveInput.y * speed);
|
||||
Vector3 move2 = transform.TransformDirection(move);
|
||||
controller.Move(move2 * Time.deltaTime);
|
||||
}
|
||||
else if (canWalk && running)
|
||||
{
|
||||
Vector3 move = new Vector3(moveInput.x * speed, 0, moveInput.y * runSpeed);
|
||||
Vector3 move2 = transform.TransformDirection(move);
|
||||
controller.Move(move2 * Time.deltaTime);
|
||||
}
|
||||
controller.Move(velocity * Time.deltaTime);
|
||||
}
|
||||
private void MyInput()
|
||||
{
|
||||
|
||||
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.Escape))
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
horizontalInput = Input.GetAxisRaw("Horizontal");
|
||||
verticalInput = Input.GetAxisRaw("Vertical");
|
||||
|
||||
|
||||
|
||||
|
||||
if (Time.timeScale == 1)
|
||||
{
|
||||
timeSinceLastSwing += Time.deltaTime;
|
||||
if (timeSinceLastSwing > .5f)
|
||||
lastSwing = 0;
|
||||
|
||||
holdSwingTimer += Time.deltaTime;
|
||||
if (holdSwing && holdSwingTimer > .15f)
|
||||
holdSwing = false;
|
||||
else if (holdSwing && GameObject.FindGameObjectsWithTag("Sword").Length < 1)
|
||||
{
|
||||
holdSwing = false;
|
||||
if (energy > 7)
|
||||
SwingSword();
|
||||
}
|
||||
if (!holdSwing)
|
||||
holdSwingTimer = 0;
|
||||
|
||||
if (swung)
|
||||
{
|
||||
swungTimer += Time.deltaTime;
|
||||
}
|
||||
if (swungTimer > 1f)
|
||||
swung = false;
|
||||
if (!swung)
|
||||
{
|
||||
swungTimer = 0;
|
||||
energy += 70 * Time.deltaTime;
|
||||
|
||||
}
|
||||
if (energy < 0)
|
||||
energy = 0;
|
||||
if (energy > 100)
|
||||
energy = 100;
|
||||
|
||||
energySlider.value = energy;
|
||||
|
||||
healthUI.sizeDelta = new Vector2((Mathf.Ceil(HP)-1) + (9 * HP), healthUI.sizeDelta.y);
|
||||
|
||||
if (inventorySlot == 1)
|
||||
{
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
if (GameObject.FindGameObjectsWithTag("Sword").Length < 1)
|
||||
{
|
||||
if (energy > 7)
|
||||
SwingSword();
|
||||
}
|
||||
else
|
||||
{
|
||||
swung = true;
|
||||
swungTimer = 0;
|
||||
holdSwingTimer = 0;
|
||||
holdSwing = true;
|
||||
}
|
||||
}
|
||||
if (Input.GetMouseButton(0))
|
||||
{
|
||||
swung = true;
|
||||
swungTimer = 0;
|
||||
timeSinceLastSwing = 0;
|
||||
|
||||
energy -= 20 * Time.deltaTime;
|
||||
dashDistanceTimer += Time.deltaTime;
|
||||
if (dashDistanceTimer > 1)
|
||||
energyFill.GetComponent<Image>().color = Color.deepPink;
|
||||
if (energy <= 0)
|
||||
{
|
||||
if (dashDistanceTimer > 1)
|
||||
{
|
||||
dashDistance = Mathf.Floor(dashDistanceTimer * 8);
|
||||
dashDuration = 15;
|
||||
}
|
||||
dashDistanceTimer = 0;
|
||||
}
|
||||
}
|
||||
//if (!Input.GetMouseButton(0))
|
||||
//energyFill.GetComponent<Image>().color = new Color(196, 3, 0, 255);
|
||||
if (Input.GetMouseButtonUp(0))
|
||||
{
|
||||
energyFill.GetComponent<Image>().color = Color.darkRed;
|
||||
if (dashDistanceTimer > 1)
|
||||
{
|
||||
dashDistance = Mathf.Floor(dashDistanceTimer * 8);
|
||||
dashDuration = 15;
|
||||
}
|
||||
dashDistanceTimer = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (inventorySlot == 2)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
if (inventorySlot == 3)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
private void SwingSword()
|
||||
{
|
||||
swung = true;
|
||||
swungTimer = 0;
|
||||
energy -= 7;
|
||||
if (lastSwing == 0 || lastSwing == 3)
|
||||
{
|
||||
GameObject newSword = Instantiate(sword, swordSpawnPoint);
|
||||
lastSwing = 1;
|
||||
timeSinceLastSwing = 0;
|
||||
}
|
||||
else if (lastSwing == 1)
|
||||
{
|
||||
GameObject newSword = Instantiate(sword, swordSpawnPoint2);
|
||||
lastSwing = 2;
|
||||
timeSinceLastSwing = 0;
|
||||
}
|
||||
else if (lastSwing == 2)
|
||||
{
|
||||
GameObject newSword = Instantiate(sword, swordSpawnPoint3);
|
||||
lastSwing = 3;
|
||||
timeSinceLastSwing = 0;
|
||||
}
|
||||
}
|
||||
|
||||
private void MovePlayer()
|
||||
{
|
||||
|
||||
|
||||
if (dashDuration > 0)
|
||||
{
|
||||
SwordDash();
|
||||
|
||||
dashDuration--;
|
||||
}
|
||||
if (dashDuration == 1)
|
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{
|
||||
//rb.linearVelocity = Vector3.zero;
|
||||
|
||||
dashDuration--;
|
||||
}
|
||||
}
|
||||
private void SwordDash()
|
||||
{
|
||||
myCollider.excludeLayers = excludeEnemy;
|
||||
Debug.Log($"distance:{dashDistance}");
|
||||
//rb.AddForce(Camera.main.transform.forward * dashDistance, ForceMode.Impulse);
|
||||
controller.Move(Camera.main.transform.forward * dashDistance / 15);
|
||||
swung = true;
|
||||
swungTimer = 0;
|
||||
timeSinceLastSwing = 0;
|
||||
}
|
||||
|
||||
|
||||
}
|
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983
Assets/Settings/DefaultVolumeProfile.asset
Normal file
983
Assets/Settings/DefaultVolumeProfile.asset
Normal file
@@ -0,0 +1,983 @@
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159
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Reference in New Issue
Block a user