Added things

This commit is contained in:
2022-05-13 13:29:38 +07:00
parent 85518c4f3f
commit abf262095f
589 changed files with 851744 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraMouseScript : MonoBehaviour
{
public float moveSpeed;
public float shiftAdditionalSpeed;
public float mouseSensitivity;
public bool invertMouse;
public bool autoLockCursor;
public Camera cam;
public GameObject character;
void Awake()
{
cam = this.gameObject.GetComponent<Camera>();
this.gameObject.name = "SpectatorCamera";
Cursor.lockState = (autoLockCursor) ? CursorLockMode.Locked : CursorLockMode.None;
}
void Update () {
if (character.transform.rotation.x < 15 && character.transform.rotation.x > -15)
{
float speed = (moveSpeed + (Input.GetAxis("Fire3") * shiftAdditionalSpeed));
this.gameObject.transform.Translate(Vector3.forward * speed * Input.GetAxis("Vertical"));
this.gameObject.transform.Translate(Vector3.right * speed * Input.GetAxis("Horizontal"));
this.gameObject.transform.Translate(Vector3.up * speed *
(Input.GetAxis("Jump") + (Input.GetAxis("Fire1") * -1)));
this.gameObject.transform.Rotate(Input.GetAxis("Mouse Y") * mouseSensitivity * ((invertMouse) ? 1 : -1),
Input.GetAxis("Mouse X") * mouseSensitivity * ((invertMouse) ? -1 : 1), 0);
this.gameObject.transform.localEulerAngles = new Vector3(this.gameObject.transform.localEulerAngles.x,
this.gameObject.transform.localEulerAngles.y, 0);
if (Cursor.lockState == CursorLockMode.None && Input.GetMouseButtonDown(0))
{
Cursor.lockState = CursorLockMode.Locked;
}
else if (Cursor.lockState == CursorLockMode.Locked && Input.GetKeyDown(KeyCode.Escape))
{
Cursor.lockState = CursorLockMode.None;
}
}
}
}

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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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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AutoAim : MonoBehaviour
{
// Start is called before the first frame update
public GameObject enemy;
public float lookSpeed = 200f;
public GameObject player;
public Camera camera;
void Start()
{
}
// Update is called once per frame
void Update()
{
Vector3 direction = enemy.transform.position - camera.transform.position;
Quaternion targetRotation = Quaternion.LookRotation(direction);
Quaternion lookAt = Quaternion.RotateTowards(camera.transform.rotation, targetRotation, Time.deltaTime * lookSpeed);
camera.transform.rotation = lookAt;
}
}

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Assets/Scripts/Weapons/AutoAim.cs.meta generated Normal file
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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;
private float hSliderValue = 0.1f;
private float fireCountdown = 0f;
private int Prefab = 1;
private Ray RayMouse;
private Vector3 direction;
private Quaternion rotation;
public GameObject gun;
void Update()
{
/*if (Input.GetButtonDown("Fire1"))
{
Prefab = Random.Range(0, 1);
Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
Shoot();
}*/
//if(Input.GetButtonDown("")
if (Input.GetMouseButton(0) && fireCountdown <= 0f)
{
Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
fireCountdown = 0;
fireCountdown += hSliderValue;
Shoot();
}
fireCountdown -= Time.deltaTime;
}
void Shoot()
{
RaycastHit hit;
if (Physics.Raycast(raycast.transform.position, raycast.transform.forward, out hit, range))
{
Debug.Log(hit.transform.name);
Target target = hit.transform.GetComponent<Target>();
if (target != null)
{
target.TakeDamage(damage);
}
RotateToGunDirection(gun, hit.point);
}
}
void RotateToGunDirection(GameObject obj, Vector3 destination)
{
direction = destination - obj.transform.position;
rotation = Quaternion.LookRotation(direction);
obj.transform.localRotation = Quaternion.Lerp(obj.transform.rotation, rotation, 1);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Target : MonoBehaviour
{
// Start is called before the first frame update
public float health = 50f;
public void TakeDamage(float amount)
{
health -= amount;
if (health <= 0f)
{
Die();
}
}
void Die()
{
Destroy(gameObject);
}
}

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