Almost Final Version

This commit is contained in:
2022-05-16 01:13:50 +07:00
parent bb6aea8720
commit 150efde055
47 changed files with 1120 additions and 4707 deletions

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@ -0,0 +1,38 @@
using UnityEngine;
namespace Animators.Leonid_Animator.Bot
{
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(AnimatorHandler))]
[RequireComponent(typeof(MovementController))]
[RequireComponent(typeof(NPC))]
public class BotLocomotion : MonoBehaviour
{
private Vector3 _moveDirection;
private Transform _myTransform;
private AnimatorHandler _myAnimatorHandler;
private MovementController _movementController;
private NPC _npc;
private Rigidbody _myRigidbody;
private void Start()
{
_myRigidbody = GetComponent<Rigidbody>();
_myAnimatorHandler = GetComponent<AnimatorHandler>();
_movementController = GetComponent<MovementController>();
_npc = GetComponent<NPC>();
_myTransform = transform;
_myAnimatorHandler.Initialize();
}
public void UpdateAnimatorValues()
{
var movementDir = _movementController.Velocity;
_myAnimatorHandler.UpdateAnimatorValues(movementDir.y, movementDir.x,
false, _npc.NpcBodyState is NpcCrouchingState, _npc.IsFiring);
}
}
}

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@ -0,0 +1,3 @@
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@ -1,6 +1,6 @@
using UnityEngine;
namespace Animators.Leonid_Animator
namespace Animators.Leonid_Animator.Player
{
[RequireComponent(
typeof(Rigidbody),
@ -17,13 +17,11 @@ namespace Animators.Leonid_Animator
public Rigidbody myRigidbody;
[SerializeField] public float jumpForce;
public GameObject normalCamera;
[Header("Stats")]
[SerializeField] private float movementSpeed = 5;
[SerializeField] private float rotationSpeed = 10;
public float health = 100f;
private void Start()
{
myRigidbody = GetComponent<Rigidbody>();
@ -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

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@ -1,7 +1,7 @@
using CameraScripts;
using UnityEngine;
namespace Animators.Leonid_Animator
namespace Animators.Leonid_Animator.Player
{
public class InputHandler : MonoBehaviour
{

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@ -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<NPC>();
if (team == Team.Attackers)
GameManager._attackersTeam.RegisterAgent(npc);
else
{
GameManager._defendersTeam.RegisterAgent(npc);
}
npc.GetCharacter.Team = team;
npc.SetModel(team.ToString(), ScriptableObject.CreateInstance<NNModel>(), InferenceDevice.Default );
npc.SetModel(team.ToString(), null, InferenceDevice.Default );
gameobject.GetComponent<MovementController>().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<SkinnedMeshRenderer>(out var skin))
{
skin.material = mat;
}
}
}
public void ReSpawn(ICharacter character, ref Vector3 pos, ref int startPointId)
{
character.ResetCharacter();

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@ -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<Image>();
//Player = FindObjectOfType<CharacterLocomotion>();
}
private void Update()
{
CurrentHealth = Player.health;
HealthBar.fillAmount = CurrentHealth / MaxHealth;
}
}

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@ -1,11 +0,0 @@
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@ -4,5 +4,7 @@ public interface ICharacter
{
Character GetCharacter { get; }
void ResetCharacter();
void GetDamage(int damage);
event Action<bool> OnDeathEvent;
}

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@ -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<int, NavPoint> _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));

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@ -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<int, NavPoint> _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<MovementController>();
_bufferSensor = gameObject.GetComponent<BufferSensorComponent>();
_animatorHandler = gameObject.GetComponent<AnimatorHandler>();
_assistant = gameObject.GetComponent<AimAssistant>();
_botLocomotion = gameObject.GetComponent<BotLocomotion>();
_flagZone = GameObject.FindObjectOfType<FlagZone>();
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<bool> OnDeathEvent;
public event Action<int, Team> OnDamageRecieved;
public event Action<int, Team> 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)
{

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@ -19,9 +19,7 @@ public class NpcCrouchingState : INpcBaseBodyState
public Vector3 GetPointToHit(GameObject go)
{
MeshRenderer meshRenderer;
go.TryGetComponent<MeshRenderer>(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<MeshRenderer>(out meshRenderer);
return meshRenderer.bounds.center;
return go.transform.position + new Vector3(0, 1.8f, 0);
}
}

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@ -21,7 +21,7 @@ public class Player : MonoBehaviour, ICharacter
}
public event Action<bool> 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)));

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@ -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<Agent>();
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<GameObject> GetVisibleEnemies(Team oppositeTeam, Vector3 position)
{
var agentGroup = GetAgentList(oppositeTeam);
var enemies = new List<GameObject>();
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<ICharacter>() != 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<ICharacter>() != 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()

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@ -25,7 +25,6 @@ public class MapManager : MonoBehaviour
for (var i=0; i < count; i++)
NavPoints.Add(navPointSet.transform.GetChild(i)
.gameObject.GetComponent<NavPoint>());
print(NavPoints.Count);
NavPointSetToID();
}

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@ -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;
}

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@ -17,7 +17,7 @@ public class StatisticManager : MonoBehaviour
private void Awake()
{
foreach (var npc in GameObject.FindObjectsOfType<NPC>())
npc.OnDamageRecieved += RegisterDamage;
npc.OnDamageReceived += RegisterDamage;
GlobalEventManager.OnCaptureFlag += RegisterWin;
GlobalEventManager.OnTimeLeft += RegisterTimeOut;

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@ -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<NPC>();
_shooting = GetComponent<Shooting>();
_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<ICharacter>();
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<Shooting>().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);
}
}
}

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@ -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<Target>(out var target))
target.TakeDamage(damage);
if (hit.transform.TryGetComponent<NPC>(out var target))
{
Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
target.GetDamage(SettingsReader.Instance.GetSettings.RifleDamage);
}
}
}
}