Commit 44f27bf3 authored by solidarityK123's avatar solidarityK123

inital commit

parents

Too many changes to show.

To preserve performance only 1000 of 1000+ files are displayed.

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MenuUI : MonoBehaviour
{
// Start is called before the first frame update
public void startgame()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
}
public void endgame()
{
Application.Quit();
}
public void hard()
{
PlayerPrefs.SetInt("Difficulty", 2);
PlayerPrefs.Save();
}
public void medium()
{
PlayerPrefs.SetInt("Difficulty", 1);
PlayerPrefs.Save();
}
public void easy()
{
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PlayerPrefs.Save();
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class camscript : MonoBehaviour
{
private Camera m_mainCamera;
public Vector3 offset;
public Transform player;
// Start is called before the first frame update
void Start()
{
m_mainCamera = Camera.main;
}
// Update is called once per frame
void Update()
{
m_mainCamera.transform.position = player.transform.position + offset;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class playermovement : MonoBehaviour
{
public LayerMask movementclick;
private NavMeshAgent agent;
// Start is called before the first frame update
void Start()
{
agent = GetComponent<NavMeshAgent>();
}
// Update is called once per frame
void Update()
{
if (Input.GetMouseButton(0))
{
Ray raycast = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit wheretohit;
if(Physics.Raycast(raycast, out wheretohit, 100, movementclick))
{
agent.SetDestination(wheretohit.point);
}
}
}
}
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using JetBrains.Annotations;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Drawing;
using UnityEngine;
using UnityEngine.AI;
using Random = UnityEngine.Random;
public class realstatemachiene : MonoBehaviour
{
public Boolean enemyfound;
public Boolean enemyslain;
public Boolean enemyinrange;
public Boolean setupdone;
public GameObject[] enemies;
private int Diff;
private int point;
private float dist;
private State _state;
private HealState _healstate;
public int health;
public int healingmax;
public int healingmin;
public int heavyattack;
public int lightattack;
public float damageDelay = 25f;
public float damageTimer = 5f;
public float healingDelay = 5f;
public float healingTimer = 125f;
public GameObject chasetarget;
public Transform[] patrolpoint;
Transform target;
NavMeshAgent agent;
void Start()
{
agent = GetComponent<NavMeshAgent>();
Diff = PlayerPrefs.GetInt("Difficulty");
enemies = GameObject.FindGameObjectsWithTag("Ai");
point = 0;
this._state = State.Patrol;
}
public enum State
{
Patrol,
Chase,
Attack
}
public enum HealState
{
High,
Mid,
Low
}
void Update()
{
if (setupdone == false)
{
//print(Diff);
setup();
}
if (enemyfound == false)
{
_state = State.Patrol;
}
if (enemyfound == true)
{
_state = State.Chase;
}
if (enemyinrange == true)
{
_state = State.Attack;
}
if (enemyslain == true)
{
_state = State.Patrol;
}
if (health > 60)
{
_healstate = HealState.High;
}
if (health < 60)
{
_healstate = HealState.Mid;
}
if (health < 30)
{
_healstate = HealState.Low;
}
switch (this._healstate)
{
case HealState.High:
switch (this._state)
{
case State.Patrol:
if (gameObject.tag == "Ai")
{
patrol();
break;
}
else if(gameObject.tag == "Player")
{
Debug.Log("Done");
}
break;
case State.Chase:
if (gameObject.tag == "Ai")
{
chase();
break;
}
else if (gameObject.tag == "Player")
{
Debug.Log("Done");
break;
}
break;
case State.Attack:
attack(40);
break;
}
break;
case HealState.Mid:
switch (this._state)
{
case State.Patrol:
patrol();
break;
case State.Chase:
chase();
break;
case State.Attack:
attack(20);
break;
}
break;
case HealState.Low:
regen();
break;
}
}
private void chase()
{
// move towards the enemy that was detected, once close attack
target = chasetarget.transform;
float distance = Vector3.Distance(target.position, transform.position);
agent.SetDestination(target.position);
if (distance <= agent.stoppingDistance)
{
enemyinrange = true;
}
}
private void attack(int damage)
{
//attack for more damage
damageTimer += Time.deltaTime;
realstatemachiene thingtohit = chasetarget.GetComponent<realstatemachiene>();
if (thingtohit != null)
{
if (damageTimer > damageDelay)
{
damageTimer -= damageDelay;
damageTimer += Random.Range(2, 4);
thingtohit.damagetaken(damage);
}
}
}
private void regen()
{
int amounthealed = Random.Range(healingmin, healingmax);
healingTimer += Time.deltaTime;
if (healingTimer > healingDelay)
{
healingTimer -= healingDelay;
health += amounthealed;
print(amounthealed);
}
}
public void patrol()
{
// change to array
NavMeshAgent agent = GetComponent<NavMeshAgent>();
agent.destination = patrolpoint[point].position;
float distance = Vector3.Distance(transform.position, patrolpoint[point].position);
if (distance <= 2f)
{
pointincrease();
}
//move object between two points
//if it detects something enter its collider set enemy found to true
enemyslain = false;
}
void pointincrease()
{
point++;
if(point >= patrolpoint.Length)
{
point = 0;
}
}
private void OnTriggerEnter(Collider other)
{
if (gameObject.tag == "Player")
{
if (other.gameObject.tag == "Ai")
{
chasetarget = other.gameObject;
enemyfound = true;
}
}
else if (gameObject.tag == "Ai")
{
if (other.gameObject.tag == "Player")
{
chasetarget = other.gameObject;
enemyfound = true;
}
}
}
private void OnTriggerStay(Collider other)
{
if (gameObject.tag == "Player")
{
if (other.gameObject.tag == "Ai")
{
chasetarget = other.gameObject;
enemyfound = true;
}
}
else if (gameObject.tag == "Ai")
{
if (other.gameObject.tag == "Player")
{
chasetarget = other.gameObject;
enemyfound = true;
}
}
}
private void OnTriggerExit(Collider other)
{
if (gameObject.tag == "Player")
{
if (other.gameObject.tag == "Ai")
{
enemyfound = false;
enemyinrange = false;
}
}
else if (gameObject.tag == "Ai")
{
if (other.gameObject.tag == "Player")
{
enemyfound = false;
enemyinrange = false;
}
}
}
public void damagetaken(int damage)
{
health -= damage;
if (health <= 0)
{
die();
}
}
public void die()
{
if (gameObject.tag == "Ai")
{
print("player");
realstatemachiene thingtohit = chasetarget.GetComponent<realstatemachiene>();
thingtohit.enemyslain = true;
thingtohit.enemyinrange = false;
thingtohit.target = null;
thingtohit.chasetarget = null;
thingtohit.enemyfound = false;
Destroy(gameObject);
}
if (gameObject.tag == "Player")
{
realstatemachiene thingtohit = chasetarget.GetComponent<realstatemachiene>();
thingtohit.enemyslain = true;
thingtohit.enemyinrange = false;
thingtohit.target = null;
thingtohit.chasetarget = null;
thingtohit.enemyfound = false;
enemyfound = false;
foreach (GameObject ais in enemies)
{
print("dead");
ais.GetComponent<realstatemachiene>().enemyslain = true;
ais.GetComponent<realstatemachiene>().enemyfound = false;
ais.GetComponent<realstatemachiene>().enemyinrange = false;
ais.GetComponent<realstatemachiene>().target = null;
ais.GetComponent<realstatemachiene>().chasetarget = null;
Destroy(gameObject);
}
}
}
public void setup()
{
switch (Diff)
{
case 0:
if (gameObject.tag == "Ai")
{
health = 40;
heavyattack = 20;
lightattack = 10;
healingmax = 5;
healingmin = 1;
}
else if (gameObject.tag == "Player")
{
health = 150;
heavyattack = 60;
lightattack = 40;
healingmax = 50;
healingmin = 10;
}
setupdone = true;
break;
case 1:
if (gameObject.tag == "Ai")
{
health = 60;
heavyattack = 40;
lightattack = 20;
healingmax = 10;
healingmin = 20;
}
else if (gameObject.tag == "Player")
{
health = 120;
heavyattack = 40;
lightattack = 20;
healingmax = 20;
healingmin = 30;
}
setupdone = true;
break;
case 2:
if (gameObject.tag == "Ai")
{
health = 80;
heavyattack = 60;
lightattack = 40;
healingmax = 20;
healingmin = 30;
}
else if (gameObject.tag == "Player")
{
health = 100;
heavyattack = 40;
lightattack = 20;
healingmax = 15;
healingmin = 25;
}
setupdone = true;
break;
}
}
}
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