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public GameObject normalCamera; [Header("Stats")] [SerializeField] private float movementSpeed = 5; [SerializeField] private float rotationSpeed = 10; - - public float health = 100f; + private void Start() { myRigidbody = GetComponent(); @@ -37,12 +35,6 @@ namespace Animators.Leonid_Animator private void Update() { - - if (Input.GetButtonDown("Fire1") && health > 0) - { - health -= 5; - } - var deltaTime = Time.deltaTime; _inputHandler.TickInput(deltaTime); _moveDirection = _cameraObject.forward * _inputHandler.vertical diff --git a/Assets/Scripts/Animators/Leonid Animator/CharacterLocomotion.cs.meta b/Assets/Scripts/Animators/Leonid Animator/Player/CharacterLocomotion.cs.meta similarity index 100% rename from Assets/Scripts/Animators/Leonid Animator/CharacterLocomotion.cs.meta rename to Assets/Scripts/Animators/Leonid Animator/Player/CharacterLocomotion.cs.meta diff --git a/Assets/Scripts/Animators/Leonid Animator/InputHandler.cs b/Assets/Scripts/Animators/Leonid Animator/Player/InputHandler.cs similarity index 98% rename from Assets/Scripts/Animators/Leonid Animator/InputHandler.cs rename to Assets/Scripts/Animators/Leonid Animator/Player/InputHandler.cs index 3e971e7..0c3eaa4 100644 --- a/Assets/Scripts/Animators/Leonid Animator/InputHandler.cs +++ b/Assets/Scripts/Animators/Leonid Animator/Player/InputHandler.cs @@ -1,7 +1,7 @@ using CameraScripts; using UnityEngine; -namespace Animators.Leonid_Animator +namespace Animators.Leonid_Animator.Player { public class InputHandler : MonoBehaviour { diff --git a/Assets/Scripts/Animators/Leonid Animator/InputHandler.cs.meta b/Assets/Scripts/Animators/Leonid Animator/Player/InputHandler.cs.meta similarity index 100% rename from Assets/Scripts/Animators/Leonid Animator/InputHandler.cs.meta rename to Assets/Scripts/Animators/Leonid Animator/Player/InputHandler.cs.meta diff --git a/Assets/Scripts/Bots/CharacterFactory.cs b/Assets/Scripts/Bots/CharacterFactory.cs index ba1f681..51b8148 100644 --- a/Assets/Scripts/Bots/CharacterFactory.cs +++ b/Assets/Scripts/Bots/CharacterFactory.cs @@ -38,32 +38,30 @@ public class CharacterFactory : MonoBehaviour throw new System.ArgumentException("Can be only one human player"); for (int i = 0; i < attcNum - humanAtc; i++) - InstanciateEntity(Team.Attackers, TypeAI.D0DiskAI, + InstantiateEntity(Team.Attackers, TypeAI.D0DiskAI, spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)]); for (int i = 0; i < defNum - humanDef; i++) - InstanciateEntity(Team.Defenders, TypeAI.D0DiskAI, + InstantiateEntity(Team.Defenders, TypeAI.D0DiskAI, spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)]); if (humanAtc == 1) - InstanciateEntity(Team.Attackers, TypeAI.HumanAI, + InstantiateEntity(Team.Attackers, TypeAI.HumanAI, spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)]); if (humanDef == 1) - InstanciateEntity(Team.Defenders, TypeAI.HumanAI, + InstantiateEntity(Team.Defenders, TypeAI.HumanAI, spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)]); GameManager.OnResetScene += ResetCharacters; } - private void InstanciateEntity(Team team, TypeAI typeAi, NavPoint spawnPoint) + private void InstantiateEntity(Team team, TypeAI typeAi, NavPoint spawnPoint) { var gameobject = GameObject.Instantiate( typeAi == TypeAI.HumanAI ? PlayerPrefab : AIPrefab, spawnPoint.Position, Quaternion.identity); + ApplyMaterial(team, gameobject); gameobject.SetActive(true); - if (team == Team.Attackers) - gameObject.tag = "Attacker"; - else - gameObject.tag = "Defender"; + gameObject.tag = team == Team.Attackers ? "Attacker" : "Defender"; if (typeAi == TypeAI.HumanAI) { @@ -73,13 +71,35 @@ public class CharacterFactory : MonoBehaviour else { var npc = gameobject.GetComponent(); + if (team == Team.Attackers) + GameManager._attackersTeam.RegisterAgent(npc); + else + { + GameManager._defendersTeam.RegisterAgent(npc); + } npc.GetCharacter.Team = team; - npc.SetModel(team.ToString(), ScriptableObject.CreateInstance(), InferenceDevice.Default ); + npc.SetModel(team.ToString(), null, InferenceDevice.Default ); gameobject.GetComponent().PointStartID = spawnPoint.PointId; bots.Add(gameobject); } } + private void ApplyMaterial(Team team, GameObject go) + { + var mat = team == Team.Attackers + ? SettingsReader.Instance.GetSettings.atcMaterial + : SettingsReader.Instance.GetSettings.defMaterial; + + for (var i = 0; i < go.transform.childCount; i++) + { + if (go.transform.GetChild(i) + .TryGetComponent(out var skin)) + { + skin.material = mat; + } + } + } + public void ReSpawn(ICharacter character, ref Vector3 pos, ref int startPointId) { character.ResetCharacter(); diff --git a/Assets/Scripts/Character/HealthBarScript.cs b/Assets/Scripts/Character/HealthBarScript.cs deleted file mode 100644 index 284e1e5..0000000 --- a/Assets/Scripts/Character/HealthBarScript.cs +++ /dev/null @@ -1,27 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using Animators.Leonid_Animator; -using UnityEngine; -using UnityEngine.InputSystem.XR.Haptics; -using UnityEngine.Networking; -using UnityEngine.UI; -public class HealthBarScript : MonoBehaviour -{ - public Image HealthBar; - public float CurrentHealth; - public float MaxHealth = 100f; - public CharacterLocomotion Player; - - private void Start() - { - //HealthBar = GetComponent(); - //Player = FindObjectOfType(); - } - - private void Update() - { - CurrentHealth = Player.health; - HealthBar.fillAmount = CurrentHealth / MaxHealth; - } -} diff --git a/Assets/Scripts/Character/HealthBarScript.cs.meta b/Assets/Scripts/Character/HealthBarScript.cs.meta deleted file mode 100644 index 66ae873..0000000 --- a/Assets/Scripts/Character/HealthBarScript.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b91f3cc71f5c4a343b1ec3269f69a9d5 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Character/Interfaces/ICharacter.cs b/Assets/Scripts/Character/Interfaces/ICharacter.cs index 40ba286..1d425e9 100644 --- a/Assets/Scripts/Character/Interfaces/ICharacter.cs +++ b/Assets/Scripts/Character/Interfaces/ICharacter.cs @@ -4,5 +4,7 @@ public interface ICharacter { Character GetCharacter { get; } void ResetCharacter(); + + void GetDamage(int damage); event Action OnDeathEvent; } \ No newline at end of file diff --git a/Assets/Scripts/Character/MovementController.cs b/Assets/Scripts/Character/MovementController.cs index 625fbb1..8ae4dad 100644 --- a/Assets/Scripts/Character/MovementController.cs +++ b/Assets/Scripts/Character/MovementController.cs @@ -1,11 +1,14 @@ -using System.Collections.Generic; +using System; +using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.AI; +using Random = UnityEngine.Random; [RequireComponent(typeof(NavMeshAgent))] public class MovementController : MonoBehaviour { + private Transform _firePointTransform; public int PointStartID { get; set; } public int PointEndID { get; private set; } public float FlagDistance { get; private set; } @@ -17,7 +20,6 @@ public class MovementController : MonoBehaviour public float DistanceToGo { get; private set; } public float RemainingDistance => navMeshAgent.remainingDistance; public Vector3 Velocity => navMeshAgent.velocity; - private Dictionary _idNavPointDict; @@ -25,10 +27,11 @@ public class MovementController : MonoBehaviour { navMeshAgent.speed = SettingsReader.Instance.GetSettings.MovementSpeed; _idNavPointDict = MapManager.Instance.IDToNavPoint; + _firePointTransform = transform.GetChild(0); InvokeRepeating(nameof(UpdateFlagPosition), 0, UpdateFlagPositionDelay); InvokeRepeating(nameof(ReachedDestination), 0, UpdateReachedDestinationDelay); } - + private void OnDestroy() { CancelInvoke(nameof(UpdateFlagPosition)); diff --git a/Assets/Scripts/Character/NPC.cs b/Assets/Scripts/Character/NPC.cs index 505c44d..fb1c45f 100644 --- a/Assets/Scripts/Character/NPC.cs +++ b/Assets/Scripts/Character/NPC.cs @@ -1,24 +1,26 @@ using System; using System.Collections.Generic; using Animators.Leonid_Animator; +using Animators.Leonid_Animator.Bot; using Unity.MLAgents; using Unity.MLAgents.Actuators; using Unity.MLAgents.Sensors; using UnityEngine; -[RequireComponent(typeof(MovementController),typeof(BufferSensorComponent))] +[RequireComponent(typeof(MovementController))] +[RequireComponent(typeof(BufferSensorComponent))] +[RequireComponent(typeof(DecisionRequester))] +[RequireComponent(typeof(BotLocomotion))] public class NPC : Agent, ICharacter { - [HideInInspector] - private Character _agentCharacter; - private CharacterCondition _condition; private FlagZone _flagZone = null; private INpcBaseState NpcState { get; set; } public INpcBaseBodyState NpcBodyState { get; private set; } - public Character GetCharacter => _agentCharacter; + [field: HideInInspector] + public Character GetCharacter { get; private set; } private NpcDirectPointState _directState; private NpcInCoverState _coverState; @@ -29,12 +31,13 @@ public class NPC : Agent, ICharacter private MovementController _moveController; private BufferSensorComponent _bufferSensor; - private AnimatorHandler _animatorHandler; private AimAssistant _assistant; + private BotLocomotion _botLocomotion; private Dictionary _navPointIdDict; - + public bool IsFiring => _assistant.fireAnimation; + #region UnityEvents and ML private void Awake() { @@ -47,13 +50,13 @@ public class NPC : Agent, ICharacter _standingState = new NpcStandingState(); NpcBodyState = _standingState; - _agentCharacter = new Character(); - _condition = _agentCharacter.Condition; + GetCharacter = new Character(); + _condition = GetCharacter.Condition; _moveController = gameObject.GetComponent(); _bufferSensor = gameObject.GetComponent(); - _animatorHandler = gameObject.GetComponent(); _assistant = gameObject.GetComponent(); + _botLocomotion = gameObject.GetComponent(); _flagZone = GameObject.FindObjectOfType(); if (_flagZone is null) @@ -69,6 +72,12 @@ public class NPC : Agent, ICharacter Debug.LogWarning("Pooled object was destroyed"); } + private void Update() + { + print(IsFiring); + _botLocomotion.UpdateAnimatorValues(); + } + public override void OnEpisodeBegin() { if (_navPointIdDict is null) @@ -87,9 +96,9 @@ public class NPC : Agent, ICharacter var candidates = _moveController.GetPointsCandidate(); //common sensors - sensor.AddObservation(GameManager.IsHaveSeenByEnemy(_agentCharacter.Team.GetOppositeTeam(), + sensor.AddObservation(GameManager.IsHaveSeenByEnemy(GetCharacter.Team.GetOppositeTeam(), NpcBodyState.GetPointToHit(gameObject)).ToInt()); - sensor.AddObservation(_agentCharacter.LastTimeHit); + sensor.AddObservation(GetCharacter.LastTimeHit); sensor.AddObservation((!_flagZone.IsNotOccup).ToInt()); sensor.AddObservation(_condition.GetHealthPointsInQuantile()); sensor.AddObservation(_condition.GetArmourPointsInQuantile()); @@ -100,7 +109,7 @@ public class NPC : Agent, ICharacter //state sensors sensor.AddObservation((int)NpcState.State); sensor.AddObservation((int)NpcBodyState.State); - sensor.AddObservation(GameManager.IsEnemyNearby(gameObject.transform.position, _agentCharacter.Team)); + sensor.AddObservation(GameManager.IsEnemyNearby(gameObject.transform.position, GetCharacter.Team)); sensor.AddObservation(_navPointIdDict[_moveController.PointStartID].DeathAttr); sensor.AddObservation(_navPointIdDict[_moveController.PointEndID].DeathAttr); sensor.AddObservation(_moveController.FlagDistance); @@ -116,9 +125,9 @@ public class NPC : Agent, ICharacter //4 flagEnemyDistance GameManager.IsCloserToFlagFromNextNavPoint(point, position).ToInt(), //5 EnemyVsNavPointDistance - GameManager.IsCloserToEnemyThanToNextNavPoint(point, position, _agentCharacter.Team.GetOppositeTeam()).ToInt(), + GameManager.IsCloserToEnemyThanToNextNavPoint(point, position, GetCharacter.Team.GetOppositeTeam()).ToInt(), //6 Have been seen by enemy in this point - GameManager.IsHaveSeenByEnemy(_agentCharacter.Team.GetOppositeTeam(), + GameManager.IsHaveSeenByEnemy(GetCharacter.Team.GetOppositeTeam(), point.Position).ToInt() }); } @@ -127,9 +136,7 @@ public class NPC : Agent, ICharacter public override void OnActionReceived(ActionBuffers actions) { - // Debug.Log("Actions recieved!"); var result = actions.DiscreteActions; - // Debug.Log(result[0] + " " + result[1]); if (result[0] == 0) { if (_navPointIdDict[_moveController.PointStartID].navType != NavPointType.Cover) @@ -145,16 +152,12 @@ public class NPC : Agent, ICharacter default: throw new ArgumentException("Undefined Action recieved"); } } - // Debug.Log(result[0] == 1); if (result[0] == 1) { - // Debug.Log("BEFORE SOme shitty if >:("); if (_navPointIdDict[_moveController.PointStartID].navType != NavPointType.Direction) { - // Debug.Log("SOme shitty if >:("); return; } - // Debug.Log("FUCK"); switch (result[1]) { @@ -176,15 +179,6 @@ public class NPC : Agent, ICharacter default: throw new ArgumentException("Undefined Action recieved"); } } - // Debug.Log("Actions processed!"); - } - - private void UpdateAnimatorValues() - { - var movementDir = _moveController.Velocity; - //Тут может быть косяк, так как я не помню горизонтальное по x или y. - _animatorHandler.UpdateAnimatorValues(movementDir.x, movementDir.y, - false, NpcBodyState == _crouchingState, _assistant._isFiring); } #endregion @@ -202,13 +196,13 @@ public class NPC : Agent, ICharacter } public event Action OnDeathEvent; - public event Action OnDamageRecieved; + public event Action OnDamageReceived; public void GetDamage(int damage) { - _agentCharacter.LastTimeHit = TimeManager.Instance.CurrentTime; + GetCharacter.LastTimeHit = TimeManager.Instance.CurrentTime; _condition.GiveHealth(-Mathf.RoundToInt(damage * (1 - _condition.ArmourPoints * 0.5f))); _condition.GiveArmour(-Mathf.RoundToInt(Mathf.Sqrt(damage) * 5)); - OnDamageRecieved?.Invoke(damage, _agentCharacter.Team); + OnDamageReceived?.Invoke(damage, GetCharacter.Team); if (_condition.HealthPoints < 0) { diff --git a/Assets/Scripts/Character/NpcState.cs b/Assets/Scripts/Character/NpcState.cs index 51feda6..0a5a4c5 100644 --- a/Assets/Scripts/Character/NpcState.cs +++ b/Assets/Scripts/Character/NpcState.cs @@ -19,9 +19,7 @@ public class NpcCrouchingState : INpcBaseBodyState public Vector3 GetPointToHit(GameObject go) { - MeshRenderer meshRenderer; - go.TryGetComponent(out meshRenderer); - return meshRenderer.bounds.center; + return go.transform.position + new Vector3(0, 1, 0); } } @@ -31,9 +29,7 @@ public class NpcStandingState : INpcBaseBodyState public Vector3 GetPointToHit(GameObject go) { - MeshRenderer meshRenderer; - go.TryGetComponent(out meshRenderer); - return meshRenderer.bounds.center; + return go.transform.position + new Vector3(0, 1.8f, 0); } } diff --git a/Assets/Scripts/Character/Player.cs b/Assets/Scripts/Character/Player.cs index 8d3d31b..5a9991a 100644 --- a/Assets/Scripts/Character/Player.cs +++ b/Assets/Scripts/Character/Player.cs @@ -21,7 +21,7 @@ public class Player : MonoBehaviour, ICharacter } public event Action OnDeathEvent; - public void GetDamage(float damage) + public void GetDamage(int damage) { PlayerCharacter.LastTimeHit = TimeManager.Instance.CurrentTime; Condition.GiveHealth(-Mathf.RoundToInt(damage * (1 - Condition.ArmourPoints * 0.5f))); diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index a304f5b..6f96bcb 100755 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -8,8 +8,8 @@ public class GameManager : MonoBehaviour private static GameManager _instance; public static GameManager Instance => _instance; - private static SimpleMultiAgentGroup _defendersTeam = new SimpleMultiAgentGroup(); - private static SimpleMultiAgentGroup _attackersTeam = new SimpleMultiAgentGroup(); + public static SimpleMultiAgentGroup _defendersTeam = new SimpleMultiAgentGroup(); + public static SimpleMultiAgentGroup _attackersTeam = new SimpleMultiAgentGroup(); private void Awake() { @@ -27,16 +27,6 @@ public class GameManager : MonoBehaviour Academy.Instance.OnEnvironmentReset += ResetScene; GlobalEventManager.OnCaptureFlag += FlagCaptured; GlobalEventManager.OnTimeLeft += TimeOut; - - var agents = GameObject.FindObjectsOfType(); - foreach (var item in agents) - { - var agent = item as NPC; - if (agent.GetCharacter.Team == Team.Attackers) - _attackersTeam.RegisterAgent(item); - else - _defendersTeam.RegisterAgent(item); - } } private static SimpleMultiAgentGroup GetAgentList(Team team) @@ -91,17 +81,19 @@ public class GameManager : MonoBehaviour public static List GetVisibleEnemies(Team oppositeTeam, Vector3 position) { var agentGroup = GetAgentList(oppositeTeam); + var enemies = new List(); + RaycastHit rayHit = new RaycastHit(); foreach (var agent in agentGroup.GetRegisteredAgents() ) { var npc = agent as NPC; - if (Physics.Raycast(position, + if (npc != null && Physics.Raycast(position, (npc.NpcBodyState.GetPointToHit(npc.gameObject) - position).normalized, out rayHit, SettingsReader.Instance.GetSettings.ViewDistance)) { if (rayHit.collider.gameObject.GetComponent() != null) - return null; + enemies.Add(rayHit.collider.gameObject); } } if ((SettingsReader.Instance.GetSettings.HasHumanAttacker == true && oppositeTeam == Team.Attackers) || @@ -114,10 +106,10 @@ public class GameManager : MonoBehaviour SettingsReader.Instance.GetSettings.ViewDistance)) { if (rayHit.collider.gameObject.GetComponent() != null) - return null; + enemies.Add(rayHit.collider.gameObject); } } - return null; + return enemies; } private void FlagCaptured(Team team) @@ -133,7 +125,6 @@ public class GameManager : MonoBehaviour ResetScene(); break; } - ResetScene(); } private void TimeOut() diff --git a/Assets/Scripts/Managers/MapManager.cs b/Assets/Scripts/Managers/MapManager.cs index 97a0c75..24923b7 100755 --- a/Assets/Scripts/Managers/MapManager.cs +++ b/Assets/Scripts/Managers/MapManager.cs @@ -25,7 +25,6 @@ public class MapManager : MonoBehaviour for (var i=0; i < count; i++) NavPoints.Add(navPointSet.transform.GetChild(i) .gameObject.GetComponent()); - print(NavPoints.Count); NavPointSetToID(); } diff --git a/Assets/Scripts/Misc/Settings.cs b/Assets/Scripts/Misc/Settings.cs index 4e333fc..2f5b50b 100755 --- a/Assets/Scripts/Misc/Settings.cs +++ b/Assets/Scripts/Misc/Settings.cs @@ -36,6 +36,13 @@ public class Settings : ScriptableObject public float DoDamageChanceInDirectPoint; public float DoDamageChanceInRunning; public float DoDamageChanceInCover; + + public int RifleDamage; + public int RateOfFire; public float CrouchingCoefficient; + + public Material atcMaterial; + public Material defMaterial; + } diff --git a/Assets/Scripts/Statistics/StatisticManager.cs b/Assets/Scripts/Statistics/StatisticManager.cs index a9c4883..14c95c6 100644 --- a/Assets/Scripts/Statistics/StatisticManager.cs +++ b/Assets/Scripts/Statistics/StatisticManager.cs @@ -17,7 +17,7 @@ public class StatisticManager : MonoBehaviour private void Awake() { foreach (var npc in GameObject.FindObjectsOfType()) - npc.OnDamageRecieved += RegisterDamage; + npc.OnDamageReceived += RegisterDamage; GlobalEventManager.OnCaptureFlag += RegisterWin; GlobalEventManager.OnTimeLeft += RegisterTimeOut; diff --git a/Assets/Scripts/Weapons/AimAssistant.cs b/Assets/Scripts/Weapons/AimAssistant.cs index 81a59b6..d446dd4 100644 --- a/Assets/Scripts/Weapons/AimAssistant.cs +++ b/Assets/Scripts/Weapons/AimAssistant.cs @@ -1,62 +1,97 @@ -using UnityEngine; +using System.Collections; +using UnityEngine; [RequireComponent(typeof(NPC))] public class AimAssistant : MonoBehaviour { - public GameObject enemy; - public bool _isFiring = false; + [HideInInspector] public GameObject enemy; + private Shooting _shooting; + public bool isFiring = false; private ICharacter _myNpc; - public float lookSpeed = 200f; + [SerializeField] private float lookSpeed = 400f; + private Transform _myTransform; + private float _fireCountdown; + + //Я пытался придумать как обойти костыли с корутиной, но как видите ничего кроме других костылей не придумал. + private bool _firelock = false; + public bool fireAnimation = false; private void Awake() { _myNpc = GetComponent(); + _shooting = GetComponent(); + _myTransform = transform; + _fireCountdown = 1f / SettingsReader.Instance.GetSettings.RateOfFire; } - private void Update() + private void FixedUpdate() { //Ищем противника на сцене. - if (_isFiring == false) + if (isFiring == false) { - var enemies = GameManager.GetVisibleEnemies(_myNpc.GetCharacter.Team, transform.position); - enemy = enemies[new System.Random().Next(enemies.Count)]; + var enemies = GameManager.GetVisibleEnemies(_myNpc.GetCharacter.Team.GetOppositeTeam(), transform.position); if (enemies.Count == 0) { + StopShooting(); return; } else { + enemy = enemies[new System.Random().Next(enemies.Count)]; var character = enemy.GetComponent(); - character.OnDeathEvent += _ => _isFiring = false; - _isFiring = true; + character.OnDeathEvent += _ => isFiring = false; + isFiring = true; } } else { - //Raycast до противника enemy - var range = 200f; - while (true) + if (Physics.Raycast(_myTransform.position, _myTransform.forward, + out var hit, SettingsReader.Instance.GetSettings.ViewDistance)) { - if (!Physics.Raycast(this.transform.position, this.transform.forward, out var hit, range)) + if (hit.collider.gameObject != enemy) { - _isFiring = false; + StopCoroutine(nameof(Shooting)); + StopShooting(); enemy = null; return; } - else - { - GetComponent().Shoot(); - } - } + if (_firelock == false) + { + fireAnimation = true; + StartCoroutine(nameof(Shooting)); + } + _firelock = true; + } } - var direction = enemy.transform.position - gameObject.transform.position; - var targetRotation = Quaternion.LookRotation(direction); - var lookAt = Quaternion.RotateTowards(gameObject.transform.rotation, targetRotation, - Time.deltaTime * lookSpeed); - lookAt.z = 0; - lookAt.x = 0; - gameObject.transform.rotation = lookAt; + if (enemy != null) + { + var direction = enemy.transform.position - gameObject.transform.position; + var targetRotation = Quaternion.LookRotation(direction); + var lookAt = Quaternion.RotateTowards(gameObject.transform.rotation, targetRotation, + Time.deltaTime * lookSpeed); + lookAt.z = 0; + lookAt.x = 0; + gameObject.transform.rotation = lookAt; + } } -} + + private void StopShooting() + { + print("stop shooting"); + _firelock = false; + isFiring = false; + fireAnimation = false; + } + + private IEnumerator Shooting() + { + while (true) + { + print("in Shooting"); + _shooting.Shoot(); + yield return new WaitForSeconds(_fireCountdown); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Weapons/Shooting.cs b/Assets/Scripts/Weapons/Shooting.cs index eac0693..9c47948 100644 --- a/Assets/Scripts/Weapons/Shooting.cs +++ b/Assets/Scripts/Weapons/Shooting.cs @@ -1,47 +1,46 @@ -using System.Collections; +using System; +using System.Collections; using System.Collections.Generic; using UnityEngine; public class Shooting : MonoBehaviour { - public float damage = 10f; - public float range = 100f; - public GameObject raycast; - public GameObject FirePoint; - public GameObject[] Prefabs; + public GameObject firePoint; + [SerializeField] private GameObject projectilePrefab; private float hSliderValue = 0.1f; - private float fireCountdown = 0f; - - private int Prefab = 1; - - private Ray RayMouse; - private Vector3 direction; - private Quaternion rotation; + private float _fireCountdown = 1f; public GameObject gun; - void Update() + private void Update() { - if (Input.GetMouseButton(0) && fireCountdown <= 0f) - { - Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation); - fireCountdown = 0; - fireCountdown += hSliderValue; - Shoot(); - } - fireCountdown -= Time.deltaTime; + HandleMouseButton(); } + private void HandleMouseButton() + { + if (Input.GetMouseButton(0) && _fireCountdown <= 0f) + { + _fireCountdown = 0; + _fireCountdown += hSliderValue; + Shoot(); + } + _fireCountdown -= Time.deltaTime; + } + public void Shoot() { - if (Physics.Raycast(raycast.transform.position, raycast.transform.forward, out var hit, range)) + if (Physics.Raycast(raycast.transform.position, + raycast.transform.forward, out var hit, + SettingsReader.Instance.GetSettings.ViewDistance)) { - Debug.Log(hit.transform.name); - - if (hit.transform.TryGetComponent(out var target)) - target.TakeDamage(damage); + if (hit.transform.TryGetComponent(out var target)) + { + Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation); + target.GetDamage(SettingsReader.Instance.GetSettings.RifleDamage); + } } } } diff --git a/Assets/Settings/Game Settings.asset b/Assets/Settings/Game Settings.asset index fc07488..899932d 100644 --- a/Assets/Settings/Game Settings.asset +++ b/Assets/Settings/Game Settings.asset @@ -16,7 +16,7 @@ MonoBehaviour: TimeToWin: 15 TimeOut: 3600 MovementDistance: 50 - MovementSpeed: 5 + MovementSpeed: 1 DefTeamAI: 3 AtcTeamAI: 3 NumOfDefenders: 1 @@ -30,11 +30,15 @@ MonoBehaviour: MaxHealth: 100 MaxArmour: 100 MaxAmmo: 360 - ViewDistance: 100 + ViewDistance: 200 GetHitChanceInDirectPoint: 50 GetHitChanceInRunning: 25 GetHitChanceInCover: 20 DoDamageChanceInDirectPoint: 70 DoDamageChanceInRunning: 30 DoDamageChanceInCover: 25 + RifleDamage: 0 + RateOfFire: 1 CrouchingCoefficient: 1.4 + atcMaterial: {fileID: 2100000, guid: ce639cf318364cf449d4fd87a69da579, type: 2} + defMaterial: {fileID: 2100000, guid: 5bfc78f05f6d4c24f9b3af77b64086a9, type: 2}