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|---|---|---|---|
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| 9fe83de899 | |||
| ddebba7bae |
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Assets/GrigoriyArx/Droll Robots/Scripts/Bullet.cs
Normal file
30
Assets/GrigoriyArx/Droll Robots/Scripts/Bullet.cs
Normal file
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|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
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using UnityEngine;
|
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public class Bullet : MonoBehaviour
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{
|
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public float lifeTime = 3f;
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public GameObject HitSplash;
|
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{
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|
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{
|
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|
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Quaternion rot = Quaternion.FromToRotation(Vector3.forward, contact.normal); // turn to Normal
|
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|
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|
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|
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{
|
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18
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36
Assets/GrigoriyArx/Droll Robots/Scripts/CamHolder.cs
Normal file
36
Assets/GrigoriyArx/Droll Robots/Scripts/CamHolder.cs
Normal file
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|
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using UnityEngine;
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using System.Collections;
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public class CamHolder : MonoBehaviour {
|
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public Transform cam_target;
|
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public float smooth = 0.5f;
|
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public float rotSpeed = 50f;
|
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private Vector3 start_angle;
|
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void Start ()
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{
|
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|
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}
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void FixedUpdate ()
|
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{
|
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if (cam_target != null)
|
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{
|
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Vector3 desPosition = cam_target.position;
|
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Vector3 smoothedPosition = Vector3.Lerp(transform.position, desPosition, smooth*Time.deltaTime);
|
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transform.position = smoothedPosition;
|
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|
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|
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if (Input.GetKey ("z"))
|
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{
|
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transform.Rotate(new Vector3(0,rotSpeed*Time.deltaTime,0));
|
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}
|
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if (Input.GetKey ("c"))
|
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{
|
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|
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}
|
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}
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15
Assets/GrigoriyArx/Droll Robots/Scripts/HitSplash.cs
Normal file
15
Assets/GrigoriyArx/Droll Robots/Scripts/HitSplash.cs
Normal file
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|
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class HitSplash : MonoBehaviour
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{
|
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public float lifeTime = 1f;
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Destroy(gameObject, lifeTime);
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123
Assets/GrigoriyArx/Droll Robots/Scripts/Rob02Ctrl.cs
Normal file
123
Assets/GrigoriyArx/Droll Robots/Scripts/Rob02Ctrl.cs
Normal file
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|
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using System.Collections;
|
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Rob02Ctrl : MonoBehaviour
|
||||
{
|
||||
public float speed = 1.0f;
|
||||
public float battleSpeed = 2f;
|
||||
public Transform bulletSpawnPointLeft;
|
||||
public Transform bulletSpawnPointRight;
|
||||
public GameObject bulletPrefab;
|
||||
public float bulletSpeed = 5;
|
||||
|
||||
|
||||
Animator anim;
|
||||
CharacterController controller;
|
||||
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
anim = GetComponent<Animator>();
|
||||
controller = GetComponent<CharacterController>();
|
||||
anim.SetFloat("speedMultiplier", speed);
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
anim.SetBool("shoot", false);
|
||||
|
||||
if (Input.GetKey(KeyCode.LeftShift))
|
||||
{
|
||||
if (Input.GetAxis("Horizontal") > 0.1f)
|
||||
{
|
||||
anim.SetBool("turnLeft", true);
|
||||
anim.SetBool("turnRight", false);
|
||||
}
|
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if (Input.GetAxis("Horizontal") < -0.1f)
|
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{
|
||||
anim.SetBool("turnRight", true);
|
||||
anim.SetBool("turnLeft", false);
|
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}
|
||||
}
|
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else
|
||||
{
|
||||
anim.SetBool("turnLeft", false);
|
||||
anim.SetBool("turnRight", false);
|
||||
|
||||
if (Mathf.Abs(Input.GetAxis("Horizontal")) > 0.1f)
|
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{
|
||||
anim.SetFloat("Turns", Input.GetAxis("Horizontal"));
|
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}
|
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else
|
||||
{
|
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anim.SetFloat("Turns", 0);
|
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}
|
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|
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if (Mathf.Abs(Input.GetAxis("Vertical")) > 0.1f)
|
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{
|
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anim.SetFloat("Speed", Input.GetAxis("Vertical"));
|
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}
|
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else
|
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{
|
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anim.SetFloat("Speed", 0);
|
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}
|
||||
|
||||
if (Input.GetKeyDown("e"))
|
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{
|
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anim.SetBool("Packed", !(anim.GetBool("Packed")));
|
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if (anim.GetBool("battle"))
|
||||
{
|
||||
anim.SetBool("battle", false);
|
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}
|
||||
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown("1"))
|
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{
|
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anim.SetBool("battle",false);
|
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anim.SetFloat("speedMultiplier", speed);
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown("2"))
|
||||
{
|
||||
anim.SetBool("battle", true);
|
||||
anim.SetFloat("speedMultiplier",battleSpeed);
|
||||
}
|
||||
|
||||
if ((Input.GetKeyDown("r"))&&(anim.GetBool("battle")))
|
||||
{
|
||||
anim.SetBool("shoot", true);
|
||||
var bulletL = Instantiate(bulletPrefab, bulletSpawnPointLeft.position, bulletSpawnPointLeft.rotation);
|
||||
bulletL.GetComponent<Rigidbody>().linearVelocity = bulletSpawnPointLeft.forward * bulletSpeed;
|
||||
var bulletR = Instantiate(bulletPrefab, bulletSpawnPointRight.position, bulletSpawnPointRight.rotation);
|
||||
bulletR.GetComponent<Rigidbody>().linearVelocity = bulletSpawnPointRight.forward * bulletSpeed;
|
||||
}
|
||||
|
||||
if ((Input.GetKeyDown("p"))) //death
|
||||
{
|
||||
anim.SetBool("die", true);
|
||||
}
|
||||
if ((Input.GetKeyDown("u"))) //look around
|
||||
{
|
||||
anim.SetBool("look1", true);
|
||||
} else { anim.SetBool("look1", false); }
|
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if ((Input.GetKeyDown("y"))) //look at side
|
||||
{
|
||||
anim.SetBool("look2", true);
|
||||
} else { anim.SetBool("look2", false); }
|
||||
if ((Input.GetKeyDown("o"))) //take damage 1
|
||||
{
|
||||
anim.SetBool("hitLeft", true);
|
||||
} else { anim.SetBool("hitLeft", false); }
|
||||
if ((Input.GetKeyDown("i"))) //take damage 2
|
||||
{
|
||||
anim.SetBool("hitRight", true);
|
||||
} else { anim.SetBool("hitRight", false); }
|
||||
}
|
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}
|
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}
|
||||
|
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18
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user