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302
Assets/AI/AIMovement.cs
Normal file
|
@ -0,0 +1,302 @@
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using UnityEngine;
|
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using UnityEngine.AI;
|
||||
using System.Collections;
|
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public class AIMovement : MonoBehaviour
|
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{
|
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/*
|
||||
Ideas:
|
||||
Attacking and damage system. DONE, NOT DEATH
|
||||
All AI go towards chasing scream.
|
||||
When use a key, alerts closest AIs. DONE
|
||||
If an AI see a chase, it joins.
|
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When get hit, stuns for 3-5 seconds. DONE
|
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*/
|
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public Transform playerTransform;
|
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public float stoppingDistance = 2f;
|
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Vector3 currentDestination;
|
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public float mazeSize = 250;
|
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public float sightRange = 75;
|
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public bool IsStunned = false;
|
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public float StunTimer;
|
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public AIState state;
|
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public float LostSightTimer;
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public float SpottedTimer;
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public AudioSource audioSource;
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public float acceleration = 10f;
|
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public float deceleration = 60f;
|
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public float closeEnoughMeters = 4f;
|
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private Flashlight flashlight;
|
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private Key key;
|
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public float chasingSpeed;
|
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public float walkingSpeed;
|
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|
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private NavMeshAgent navMeshAgent;
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public bool isChasing = false;
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float timer = 10f;
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float nextCheck = 0;
|
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public enum AIState
|
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{
|
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Stunned,
|
||||
Chasing,
|
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Roaming,
|
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Alerted,
|
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LostSight,
|
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Spotted
|
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}
|
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private void Start()
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{
|
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flashlight = GameObject.FindObjectOfType<Flashlight>();
|
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Physics.IgnoreCollision(flashlight.GetComponent<BoxCollider>(), GetComponent<CapsuleCollider>());
|
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key = GameObject.FindObjectOfType<Key>();
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Physics.IgnoreCollision(key.GetComponent<BoxCollider>(), GetComponent<CapsuleCollider>());
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playerTransform = GameObject.FindGameObjectWithTag("Player").transform;
|
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navMeshAgent = GetComponent<NavMeshAgent>();
|
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audioSource = GetComponent<AudioSource>();
|
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Stun();
|
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PickRandomTarget();
|
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|
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}
|
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|
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private void Update()
|
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{
|
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if(navMeshAgent)
|
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{
|
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if(navMeshAgent.hasPath)
|
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{
|
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navMeshAgent.acceleration = (navMeshAgent.remainingDistance < closeEnoughMeters) ? deceleration : acceleration;
|
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}
|
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}
|
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switch(state)
|
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{
|
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case AIState.Alerted:
|
||||
|
||||
Alert(currentDestination);
|
||||
|
||||
break;
|
||||
case AIState.Chasing:
|
||||
|
||||
Chasing();
|
||||
|
||||
break;
|
||||
case AIState.Roaming:
|
||||
|
||||
Roaming();
|
||||
|
||||
break;
|
||||
case AIState.Stunned:
|
||||
|
||||
break;
|
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case AIState.LostSight:
|
||||
LostSight();
|
||||
|
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break;
|
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case AIState.Spotted:
|
||||
Spotted();
|
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|
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break;
|
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default:
|
||||
break;
|
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}
|
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// StartCoroutine(Waiter());
|
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navMeshAgent.SetDestination(currentDestination);
|
||||
}
|
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public void PickRandomTarget()
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{
|
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currentDestination = new Vector3(
|
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Random.Range(0, mazeSize),
|
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.5f,
|
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Random.Range(0, mazeSize));
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}
|
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public bool checkForPlayer()
|
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{
|
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Ray ray = new Ray(transform.position, (playerTransform.position - transform.position).normalized * sightRange);
|
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if(Physics.Raycast(ray, out RaycastHit hit))
|
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{
|
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if (hit.transform.tag.Equals("Player"))
|
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{
|
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return true;
|
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}
|
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}
|
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return false;
|
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}
|
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|
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public bool checkForChasingAlly()
|
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{
|
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foreach (GameObject ally in GameObject.FindGameObjectsWithTag("Enemy"))
|
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{
|
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Ray ray = new Ray(transform.position, (ally.transform.position - transform.position).normalized * sightRange);
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if (Physics.Raycast(ray, out RaycastHit hit) && !ally.Equals(gameObject))
|
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{
|
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if (hit.transform.tag.Equals("Enemy"))
|
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{
|
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if(hit.transform.GetComponent<AIMovement>().state == AIState.Chasing)
|
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{
|
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return true;
|
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}
|
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|
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}
|
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}
|
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|
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|
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}
|
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|
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|
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return false;
|
||||
}
|
||||
/*IEnumerator Waiter()
|
||||
{
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
|
||||
if(IsStunned)
|
||||
{
|
||||
StopCoroutine("Waiter");
|
||||
navMeshAgent.isStopped = true;
|
||||
}
|
||||
if (isChasing)
|
||||
{
|
||||
if (checkForPlayer())
|
||||
{
|
||||
currentDestination = playerTransform.position;
|
||||
}
|
||||
else
|
||||
{
|
||||
isChasing = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (checkForPlayer())
|
||||
{
|
||||
isChasing = true;
|
||||
currentDestination = playerTransform.position;
|
||||
}
|
||||
else if (nextCheck <= Time.time)
|
||||
{
|
||||
nextCheck = Time.time + timer;
|
||||
PickRandomTarget();
|
||||
}
|
||||
}
|
||||
navMeshAgent.SetDestination(currentDestination);
|
||||
}*/
|
||||
public void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
if(IsStunned)
|
||||
{
|
||||
return;
|
||||
}
|
||||
Health health = collision.transform.GetComponent<Health>();
|
||||
if (health != null)
|
||||
{
|
||||
health.PlayerHit();
|
||||
Stun();
|
||||
}
|
||||
|
||||
}
|
||||
public void Stun()
|
||||
{
|
||||
state = AIState.Stunned;
|
||||
IsStunned = true;
|
||||
|
||||
Invoke("ResetStun", StunTimer);
|
||||
}
|
||||
public void ResetStun()
|
||||
{
|
||||
|
||||
IsStunned = false;
|
||||
navMeshAgent.isStopped = false;
|
||||
state = AIState.Roaming;
|
||||
}
|
||||
|
||||
public void Alert(Vector3 destination)
|
||||
{
|
||||
currentDestination = destination;
|
||||
|
||||
if(checkForPlayer())
|
||||
{
|
||||
state = AIState.Chasing;
|
||||
}
|
||||
else if(checkForChasingAlly())
|
||||
{
|
||||
currentDestination = playerTransform.position;
|
||||
}
|
||||
else if(Vector3.Distance(transform.position, currentDestination) < 1.5f)
|
||||
{
|
||||
state = AIState.Roaming;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
public void Chasing()
|
||||
{
|
||||
navMeshAgent.speed = chasingSpeed;
|
||||
if(!checkForPlayer())
|
||||
{
|
||||
LostSightTimer = Time.time + 0.25f;
|
||||
navMeshAgent.speed = walkingSpeed;
|
||||
state = AIState.LostSight;
|
||||
}
|
||||
else
|
||||
{
|
||||
currentDestination = playerTransform.position;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
public void Roaming()
|
||||
{
|
||||
if(checkForPlayer())
|
||||
{
|
||||
state = AIState.Spotted;
|
||||
audioSource.Play(0);
|
||||
SpottedTimer = Time.time + 2.5f;
|
||||
}
|
||||
else if(checkForChasingAlly())
|
||||
{
|
||||
state = AIState.Alerted;
|
||||
Alert(playerTransform.position);
|
||||
}
|
||||
|
||||
else if(Vector3.Distance(transform.position, currentDestination) < 1.5f)
|
||||
{
|
||||
PickRandomTarget();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void LostSight()
|
||||
{
|
||||
if(checkForPlayer())
|
||||
{
|
||||
state = AIState.Chasing;
|
||||
}
|
||||
else if(Time.time > LostSightTimer)
|
||||
{
|
||||
state = AIState.Alerted;
|
||||
Alert(playerTransform.position);
|
||||
}
|
||||
else
|
||||
{
|
||||
currentDestination = playerTransform.position;
|
||||
}
|
||||
|
||||
}
|
||||
public void Spotted()
|
||||
{
|
||||
|
||||
navMeshAgent.isStopped = true;
|
||||
|
||||
if(Time.time > SpottedTimer)
|
||||
{
|
||||
navMeshAgent.isStopped = false;
|
||||
currentDestination = playerTransform.position;
|
||||
state = AIState.Chasing;
|
||||
}
|
||||
|
||||
|
||||
}
|
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|
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}
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Assets/AI/Health.cs
Normal file
|
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|
|||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
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|
||||
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|
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|
||||
|
||||
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|
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|
||||
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|
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|
||||
|
||||
if(Immune)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
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|
||||
if(CurrentHealth <= 0)
|
||||
{
|
||||
Die();
|
||||
}
|
||||
Immune = true;
|
||||
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|
||||
}
|
||||
|
||||
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|
||||
{
|
||||
Immune = false;
|
||||
}
|
||||
|
||||
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|
||||
{
|
||||
SceneManager.LoadScene("TempMainMenu"); // load the next scene
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
}
|
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|
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|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
nameFileIdTable: {}
|
||||
spritePackingTag:
|
||||
pSDRemoveMatte: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Before Width: | Height: | Size: 910 KiB After Width: | Height: | Size: 910 KiB |
|
@ -6,7 +6,7 @@ public class Key : MonoBehaviour
|
|||
{
|
||||
|
||||
[SerializeField] private KeyType keyType;
|
||||
|
||||
public int KeyNumber;
|
||||
public enum KeyType
|
||||
{
|
||||
Red,
|
56
Assets/Key/KeyScripts/KeyDoor.cs
Normal file
|
@ -0,0 +1,56 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class KeyDoor : MonoBehaviour
|
||||
{
|
||||
|
||||
[SerializeField] private Key.KeyType keyType;
|
||||
|
||||
[SerializeField] int keyNeeded;
|
||||
public Key.KeyType GetKeyType()
|
||||
{
|
||||
return keyType;
|
||||
}
|
||||
|
||||
public void OpenDoor()
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
Key key = other.GetComponent<Key>();
|
||||
if (key != null)
|
||||
{
|
||||
if(key.KeyNumber == keyNeeded)
|
||||
{
|
||||
other.gameObject.SetActive(false);
|
||||
alertEnemies();
|
||||
Invoke("OpenDoor", 10);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
public void alertEnemies()
|
||||
{
|
||||
GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy");
|
||||
GameObject closest = null;
|
||||
foreach(GameObject enemy in enemies)
|
||||
{
|
||||
if(closest == null)
|
||||
{
|
||||
closest = enemy;
|
||||
}
|
||||
if(Vector3.Distance(closest.transform.position, transform.position) > Vector3.Distance(enemy.transform.position, transform.position))
|
||||
{
|
||||
closest = enemy;
|
||||
}
|
||||
|
||||
}
|
||||
closest.GetComponent<AIMovement>().Alert(transform.position);
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
|
@ -32,7 +32,7 @@ ModelImporter:
|
|||
extraExposedTransformPaths: []
|
||||
extraUserProperties: []
|
||||
clipAnimations: []
|
||||
isReadable: 0
|
||||
isReadable: 1
|
||||
meshes:
|
||||
lODScreenPercentages: []
|
||||
globalScale: 1
|
|
@ -1,20 +0,0 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class KeyDoor : MonoBehaviour
|
||||
{
|
||||
|
||||
[SerializeField] private Key.KeyType keyType;
|
||||
|
||||
public Key.KeyType GetKeyType()
|
||||
{
|
||||
return keyType;
|
||||
}
|
||||
|
||||
public void OpenDoor()
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
}
|
8
Assets/Lighting.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a294e5ace84a4734db22a422546afae2
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -14,7 +14,7 @@ LightingSettings:
|
|||
m_RealtimeEnvironmentLighting: 1
|
||||
m_BounceScale: 1
|
||||
m_AlbedoBoost: 1
|
||||
m_IndirectOutputScale: 1
|
||||
m_IndirectOutputScale: 0.42
|
||||
m_UsingShadowmask: 0
|
||||
m_BakeBackend: 2
|
||||
m_LightmapMaxSize: 1024
|
|
@ -32,7 +32,7 @@ ModelImporter:
|
|||
extraExposedTransformPaths: []
|
||||
extraUserProperties: []
|
||||
clipAnimations: []
|
||||
isReadable: 0
|
||||
isReadable: 1
|
||||
meshes:
|
||||
lODScreenPercentages: []
|
||||
globalScale: 1
|
8
Assets/MainMenuStuffs.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4619e9776f5b09e4693e744a6a8b55a5
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
20
Assets/MainMenuStuffs/ButtonScript.cs
Normal file
|
@ -0,0 +1,20 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System.Collections;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class ButtonScript : MonoBehaviour
|
||||
{
|
||||
public Button yourButton;
|
||||
public string nextSceneName;
|
||||
void Start()
|
||||
{
|
||||
Button button = yourButton.GetComponent<Button>();
|
||||
button.onClick.AddListener(OnClick);
|
||||
}
|
||||
|
||||
void OnClick()
|
||||
{
|
||||
SceneManager.LoadScene(nextSceneName); // load the next scene
|
||||
}
|
||||
}
|
11
Assets/MainMenuStuffs/ButtonScript.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5900040c73b305b43a2dd14d1da793f6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
45
Assets/MainMenuStuffs/MenuScript.cs
Normal file
|
@ -0,0 +1,45 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Audio;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class MenuScript : MonoBehaviour
|
||||
{
|
||||
// Scene changer
|
||||
public void Difficulty()
|
||||
{
|
||||
SceneManager.LoadScene("TempDiffScene");
|
||||
}
|
||||
public void MainMenu()
|
||||
{
|
||||
SceneManager.LoadScene("TempMainMenu");
|
||||
}
|
||||
public void Settings()
|
||||
{
|
||||
SceneManager.LoadScene("Settings");
|
||||
}
|
||||
public void Easy()
|
||||
{
|
||||
SceneManager.LoadScene("25x25Scene");
|
||||
Time.timeScale = 1f;
|
||||
}
|
||||
public void Medium()
|
||||
{
|
||||
SceneManager.LoadScene("35x35Scene");
|
||||
Time.timeScale = 1f;
|
||||
}
|
||||
public void Hard()
|
||||
{
|
||||
SceneManager.LoadScene("50x50Scene");
|
||||
Time.timeScale = 1f;
|
||||
}
|
||||
|
||||
|
||||
// Buttons
|
||||
public void ExitGame()
|
||||
{
|
||||
Application.Quit();
|
||||
}
|
||||
|
||||
}
|
11
Assets/MainMenuStuffs/MenuScript.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b2bd87d39c94b544682b266e487e3550
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
45
Assets/MainMenuStuffs/MenuScript1.cs
Normal file
|
@ -0,0 +1,45 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Audio;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class MenuScript1 : MonoBehaviour
|
||||
{
|
||||
// Scene changer
|
||||
public void Difficulty()
|
||||
{
|
||||
SceneManager.LoadScene("TempDiffScene");
|
||||
}
|
||||
public void MainMenu()
|
||||
{
|
||||
SceneManager.LoadScene("TempMainMenu");
|
||||
}
|
||||
public void Settings()
|
||||
{
|
||||
SceneManager.LoadScene("Settings");
|
||||
}
|
||||
public void Easy()
|
||||
{
|
||||
SceneManager.LoadScene("25x25Scene");
|
||||
Time.timeScale = 1f;
|
||||
}
|
||||
public void Medium()
|
||||
{
|
||||
SceneManager.LoadScene("35x35Scene");
|
||||
Time.timeScale = 1f;
|
||||
}
|
||||
public void Hard()
|
||||
{
|
||||
SceneManager.LoadScene("50x50Scene");
|
||||
Time.timeScale = 1f;
|
||||
}
|
||||
|
||||
|
||||
// Buttons
|
||||
public void ExitGame()
|
||||
{
|
||||
Application.Quit();
|
||||
}
|
||||
|
||||
}
|
11
Assets/MainMenuStuffs/MenuScript1.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 04e3d33933c09d9448cc0329d95182c9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
52
Assets/MainMenuStuffs/PauseMenu.cs
Normal file
|
@ -0,0 +1,52 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PauseMenu : MonoBehaviour
|
||||
{
|
||||
|
||||
public bool GameIsPaused = false;
|
||||
|
||||
public GameObject pauseMenuUI;
|
||||
|
||||
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.Escape))
|
||||
{
|
||||
if (GameIsPaused == true)
|
||||
{
|
||||
Resume();
|
||||
}
|
||||
else
|
||||
{
|
||||
Pause();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void Resume ()
|
||||
{
|
||||
pauseMenuUI.SetActive(false);
|
||||
Time.timeScale = 1f;
|
||||
GameIsPaused = false;
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
}
|
||||
void Pause ()
|
||||
{
|
||||
pauseMenuUI.SetActive(true);
|
||||
Time.timeScale = 0f;
|
||||
GameIsPaused = true;
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
Cursor.visible = true;
|
||||
}
|
||||
|
||||
}
|
11
Assets/MainMenuStuffs/PauseMenu.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0b2bd4a694b71ec4a928ed55edee2a20
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
52
Assets/MainMenuStuffs/PauseMenu1.cs
Normal file
|
@ -0,0 +1,52 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PauseMenu1 : MonoBehaviour
|
||||
{
|
||||
|
||||
public bool GameIsPaused = false;
|
||||
|
||||
public GameObject pauseMenuUI;
|
||||
|
||||
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.Escape))
|
||||
{
|
||||
if (GameIsPaused == true)
|
||||
{
|
||||
Resume();
|
||||
}
|
||||
else
|
||||
{
|
||||
Pause();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void Resume ()
|
||||
{
|
||||
pauseMenuUI.SetActive(false);
|
||||
Time.timeScale = 1f;
|
||||
GameIsPaused = false;
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
}
|
||||
void Pause ()
|
||||
{
|
||||
pauseMenuUI.SetActive(true);
|
||||
Time.timeScale = 0f;
|
||||
GameIsPaused = true;
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
Cursor.visible = true;
|
||||
}
|
||||
|
||||
}
|
11
Assets/MainMenuStuffs/PauseMenu1.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: cf6e70d1c2e88b64d82af1bb486e8be9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
19
Assets/MainMenuStuffs/UnlockCursor.cs
Normal file
|
@ -0,0 +1,19 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class UnlockCursor : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
Cursor.visible = true;
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
}
|
||||
}
|
11
Assets/MainMenuStuffs/UnlockCursor.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 87c25f7f0c9f41a4aaf46ad2d886a8ab
|
||||
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|
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||||
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||||
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