laser, dmg,menu change fire

This commit is contained in:
Mukhammadali 2021-10-08 23:37:46 +05:00
parent 8daa74afd9
commit 0a3599f4f8
131 changed files with 241239 additions and 31 deletions

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@ -4,6 +4,9 @@ using UnityEngine;
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View File

@ -5,9 +5,9 @@ using System;
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public float attackResetTime = 3f;
public float attackCost = 1f;
private float maxAttackEnergy;
private float attackResetTime;
private float attackCost;
private float attackEnergy;
private float _silenceTime = 2f;
@ -24,6 +24,10 @@ public class AttackEnergyController : MonoBehaviour
{
_playerState = GetComponent<PlayerState>();
_playerState.OnCharStateChanged += OnPlayerAttack;
maxAttackEnergy = _playerState.defaultAction.maxAttackEnergy;
attackResetTime = _playerState.defaultAction.attackResetTime;
attackCost = _playerState.defaultAction.attackCost;
}
private void OnPlayerAttack(CharacterState newState)

View File

@ -0,0 +1,36 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ChooseFireMode : MonoBehaviour
{
[SerializeField] private Sprite[] _fireModesIcons;
private int _fireModeIndx;
private int _curModeIndx;
private Image _img;
private Button _btn;
private void Awake()
{
_img = GetComponent<Image>();
_btn = GetComponent<Button>();
}
private void Start()
{
_btn.onClick.AddListener(ToggleFireMode);
_fireModeIndx = PlayerPrefs.GetInt("fireMode");
_img.sprite = _fireModesIcons[_fireModeIndx];
}
private void ToggleFireMode()
{
_curModeIndx = _fireModeIndx == 0 ? 1 : 0;
_img.sprite = _fireModesIcons[_curModeIndx];
_fireModeIndx = _curModeIndx;
PlayerPrefs.SetInt("fireMode", _curModeIndx);
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class HealthController : MonoBehaviour
@ -14,7 +15,7 @@ public class HealthController : MonoBehaviour
private DeathChecker _deathChecker;
private PlayerState _playerState;
private void Awake()
{
_deathChecker = FindObjectOfType<DeathChecker>();
@ -27,14 +28,19 @@ public class HealthController : MonoBehaviour
OnHealthChanged?.Invoke(currentHealth, startHealth);
}
public void TakeDamage(float amount)
public void TakeDamage(float amount, GameObject plImpactVFX, GameObject grndImpactVFX)
{
if (currentHealth < 0)
return;
currentHealth -= amount;
OnHealthChanged?.Invoke(currentHealth, startHealth);
playerImpactVFX = plImpactVFX;
groundImpactVFX = grndImpactVFX;
Instantiate(playerImpactVFX, transform.position, playerImpactVFX.transform.rotation);
Instantiate(groundImpactVFX, transform.position+Vector3.up*0.01f, groundImpactVFX.transform.rotation);
if (currentHealth <= 0)
{
Die();

View File

@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
[RequireComponent(typeof(TileMovement))]
//[RequireComponent(typeof(PlayerActionManager))]
@ -16,6 +17,9 @@ public class PlayerState : MonoBehaviour
public TileInfo currentTile;
public TileInfo targetMoveTile;
public TileInfo currentActionTarget;
public PlayerAction[] fireActions;
public PlayerAction defaultAction;
public PlayerAction currentAction;
@ -121,6 +125,11 @@ public class PlayerState : MonoBehaviour
currentTile.canMove = false;
//currentState = CharacterState.Idle;
SetNewState(CharacterState.Idle);
int fireIndx = controlType != ControlType.Player ? Random.Range(0, fireActions.Length) : PlayerPrefs.GetInt("fireMode");
defaultAction = fireActions[fireIndx];
currentAction = defaultAction;
currentActionTarget = null;
enemies = SetEnemies();

View File

@ -7,6 +7,8 @@ public class ProjectileController : MonoBehaviour
public TileOwner owner = TileOwner.Neutral;
public float velocity = 10f;
public float damage = 100f;
public GameObject playerImpactVFX, groundImpactVFX;
private Rigidbody _rb;
@ -76,7 +78,7 @@ public class ProjectileController : MonoBehaviour
if (healthController && owner != playerState.ownerIndex)
{
healthController.GetComponent<AudioController>().PlayHitSound();
healthController.TakeDamage(damage);
healthController.TakeDamage(damage, playerImpactVFX, groundImpactVFX);
Destroy(gameObject);
}
if (treeController)

View File

@ -8,7 +8,7 @@ public class TrapObj : MonoBehaviour
public float damage = 100f;
public GameObject collisionVFX;
public GameObject collisionVFX, groundVFX;
public float timeToDamage = 1f;
@ -42,7 +42,7 @@ public class TrapObj : MonoBehaviour
player.currentState = CharacterState.Frozen;
yield return new WaitForFixedUpdate();
}
healthController.TakeDamage(damage);
healthController.TakeDamage(damage, collisionVFX, groundVFX);
Debug.Log("ouch");
Destroy(gameObject);
player.SetNewState(CharacterState.Idle);

8
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