2026-05-21 스킬예측(진행중)
This commit is contained in:
@@ -0,0 +1,103 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.Serialization.Formatters;
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using System;
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using UnityEngine;
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public class HS_CameraController : MonoBehaviour
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{
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//camera holder
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public Transform Holder;
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public Vector3 cameraPos = new Vector3(0, 0, 0);
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public float currDistance = 5.0f;
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public float xRotate = 250.0f;
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public float yRotate = 120.0f;
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public float yMinLimit = -20f;
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public float yMaxLimit = 80f;
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public float prevDistance;
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private float x = 0.0f;
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private float y = 0.0f;
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//For camera colliding
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RaycastHit hit;
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public LayerMask collidingLayers = ~0; //Target marker can only collide with scene layer
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private float distanceHit;
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void Start()
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{
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var angles = transform.eulerAngles;
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x = angles.y;
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y = angles.x;
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}
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void LateUpdate()
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{
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if (currDistance < 2)
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{
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currDistance = 2;
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}
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// (currDistance - 2) / 3.5f - constant for far camera position
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var targetPos = Holder.position + new Vector3(0, (distanceHit - 2) / 3f + cameraPos[1], 0);
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currDistance -= Input.GetAxis("Mouse ScrollWheel") * 2;
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if (Holder)
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{
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var pos = Input.mousePosition;
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float dpiScale = 1;
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if (Screen.dpi < 1) dpiScale = 1;
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if (Screen.dpi < 200) dpiScale = 1;
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else dpiScale = Screen.dpi / 200f;
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if (pos.x < 380 * dpiScale && Screen.height - pos.y < 250 * dpiScale) return;
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Cursor.visible = false;
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Cursor.lockState = CursorLockMode.Locked;
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x += (float)(Input.GetAxis("Mouse X") * xRotate * 0.02);
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y -= (float)(Input.GetAxis("Mouse Y") * yRotate * 0.02);
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y = ClampAngle(y, yMinLimit, yMaxLimit);
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var rotation = Quaternion.Euler(y, x, 0);
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var position = rotation * new Vector3(cameraPos[2], 0, -currDistance) + targetPos;
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//If camera collide with collidingLayers move it to this point.
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if (Physics.Raycast(targetPos, position - targetPos, out hit, (position - targetPos).magnitude, collidingLayers))
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{
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transform.position = hit.point;
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//Min(4) distance from ground for camera target point
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distanceHit = Mathf.Clamp(Vector3.Distance(targetPos, hit.point), 4, 600);
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}
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else
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{
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transform.position = position;
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distanceHit = currDistance;
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}
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transform.rotation = rotation;
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}
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else
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{
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Cursor.visible = true;
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Cursor.lockState = CursorLockMode.None;
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}
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if (prevDistance != currDistance)
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{
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prevDistance = currDistance;
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var rot = Quaternion.Euler(y, x, 0);
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// (currDistance - 2) / 3.5f - constant for far camera position
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var po = rot * new Vector3(cameraPos[2], 0, -currDistance) + targetPos;
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transform.rotation = rot;
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transform.position = po;
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}
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}
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static float ClampAngle(float angle, float min, float max)
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{
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if (angle < -360)
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{
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angle += 360;
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}
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if (angle > 360)
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{
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angle -= 360;
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}
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return Mathf.Clamp(angle, min, max);
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}
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}
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@@ -0,0 +1,18 @@
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fileFormatVersion: 2
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guid: a4ca5efb641d8634a9ec2fdc65f1f7d2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 315729
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packageName: BIG Projectiles bundle
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packageVersion: 3.1
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assetPath: Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_CameraController.cs
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uploadId: 883376
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@@ -0,0 +1,76 @@
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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 HS_CameraShaker : MonoBehaviour
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{
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public Transform cameraObject;
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public float amplitude;
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public float frequency;
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public float duration;
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public float timeRemaining;
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private Vector3 noiseOffset;
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private Vector3 noise;
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private AnimationCurve smoothCurve = new AnimationCurve(new Keyframe(0.0f, 0.0f, Mathf.Deg2Rad * 0.0f, Mathf.Deg2Rad * 720.0f), new Keyframe(0.2f, 1.0f), new Keyframe(1.0f, 0.0f));
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void Start()
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{
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float rand = 32.0f;
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noiseOffset.x = Random.Range(0.0f, rand);
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noiseOffset.y = Random.Range(0.0f, rand);
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noiseOffset.z = Random.Range(0.0f, rand);
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}
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public IEnumerator Shake(float amp, float freq, float dur, float wait)
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{
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yield return new WaitForSeconds(wait);
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float rand = 32.0f;
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noiseOffset.x = Random.Range(0.0f, rand);
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noiseOffset.y = Random.Range(0.0f, rand);
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noiseOffset.z = Random.Range(0.0f, rand);
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amplitude = amp;
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frequency = freq;
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duration = dur;
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timeRemaining += dur;
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if (timeRemaining > dur)
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{
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timeRemaining = dur;
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}
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}
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void Update()
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{
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if (timeRemaining <= 0)
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return;
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float deltaTime = Time.deltaTime;
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timeRemaining -= deltaTime;
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float noiseOffsetDelta = deltaTime * frequency;
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noiseOffset.x += noiseOffsetDelta;
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noiseOffset.y += noiseOffsetDelta;
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noiseOffset.z += noiseOffsetDelta;
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noise.x = Mathf.PerlinNoise(noiseOffset.x, 0.0f);
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noise.y = Mathf.PerlinNoise(noiseOffset.y, 1.0f);
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noise.z = Mathf.PerlinNoise(noiseOffset.z, 2.0f);
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noise -= Vector3.one * 0.5f;
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noise *= amplitude;
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float agePercent = 1.0f - (timeRemaining / duration);
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noise *= smoothCurve.Evaluate(agePercent);
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}
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void LateUpdate()
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{
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if (timeRemaining <= 0)
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return;
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Vector3 positionOffset = Vector3.zero;
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Vector3 rotationOffset = Vector3.zero;
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positionOffset += noise;
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rotationOffset += noise;
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cameraObject.transform.localPosition = positionOffset;
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cameraObject.transform.localEulerAngles = rotationOffset;
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}
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}
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@@ -0,0 +1,18 @@
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fileFormatVersion: 2
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guid: c9da73e1bfedb57418eb344344877d2f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 315729
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packageName: BIG Projectiles bundle
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packageVersion: 3.1
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assetPath: Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_CameraShaker.cs
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uploadId: 883376
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@@ -0,0 +1,355 @@
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using System.Collections.Generic;
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using UnityEngine;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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namespace Hovl
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{
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public class HS_DemoShooting : MonoBehaviour
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{
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[Header("Fire rate")]
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[Range(0.01f, 1f)]
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public float fireRate = 0.1f;
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float fireCountdown;
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[Header("References")]
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[SerializeField] Transform firePoint;
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[SerializeField] Camera cam;
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[SerializeField] Animation camAnim;
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[Header("Projectile settings")]
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[SerializeField] float maxLength = 100f;
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[SerializeField] GameObject[] prefabs;
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[Header("Pooling")]
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[SerializeField] int maxPoolSizePerPrefab = 40;
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[Header("Projectile switching")]
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[SerializeField] float switchDelay = 0.4f;
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int currentPrefabIndex;
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float buttonSaver;
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static Transform globalPoolRoot;
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// key = prefab instance id, value = pool list
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static readonly Dictionary<int, List<GameObject>> pools = new Dictionary<int, List<GameObject>>();
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static readonly Dictionary<int, Transform> poolParents = new Dictionary<int, Transform>();
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void Awake()
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{
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EnsureGlobalPool();
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if (cam == null)
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cam = Camera.main;
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}
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void Start()
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{
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Counter(0);
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}
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void Update()
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{
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HandleShooting();
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HandleProjectileSwitch();
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HandleRotation();
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if (fireCountdown > 0f)
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fireCountdown -= Time.deltaTime;
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buttonSaver += Time.deltaTime;
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}
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void HandleShooting()
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{
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if (IsFirePressedThisFrame())
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{
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Shoot();
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}
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if (IsFastFireHeld() && fireCountdown <= 0f)
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{
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Shoot();
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fireCountdown = fireRate;
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}
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}
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void HandleProjectileSwitch()
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{
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float horizontal = GetHorizontalInput();
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if (horizontal < 0f && buttonSaver >= switchDelay)
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{
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buttonSaver = 0f;
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Counter(-1);
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}
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else if (horizontal > 0f && buttonSaver >= switchDelay)
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{
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buttonSaver = 0f;
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Counter(1);
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}
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}
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void HandleRotation()
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{
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if (cam == null)
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return;
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Vector2 pointerPosition = GetPointerScreenPosition();
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Ray ray = cam.ScreenPointToRay(pointerPosition);
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if (Physics.Raycast(ray, out RaycastHit hit, maxLength))
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{
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RotateToMouseDirection(hit.point);
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}
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}
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void Shoot()
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{
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if (prefabs == null || prefabs.Length == 0)
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return;
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if (firePoint == null)
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{
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Debug.LogWarning("HS_DemoShooting: FirePoint is not assigned.");
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return;
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}
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GameObject prefab = prefabs[currentPrefabIndex];
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if (prefab == null)
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return;
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GameObject projectile = GetProjectile(prefab);
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if (projectile == null)
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return;
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if (camAnim != null && camAnim.clip != null)
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camAnim.Play(camAnim.clip.name);
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Transform projectileTransform = projectile.transform;
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projectileTransform.SetParent(null, false);
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projectileTransform.SetPositionAndRotation(firePoint.position, firePoint.rotation);
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Rigidbody rb = projectile.GetComponent<Rigidbody>();
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if (rb != null)
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{
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#if UNITY_6000_0_OR_NEWER
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rb.linearVelocity = Vector3.zero;
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#else
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rb.velocity = Vector3.zero;
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#endif
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rb.angularVelocity = Vector3.zero;
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}
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projectile.SetActive(true);
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IPooledProjectile pooledProjectile = projectile.GetComponent<IPooledProjectile>();
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if (pooledProjectile != null)
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pooledProjectile.OnSpawnedFromPool();
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}
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GameObject GetProjectile(GameObject prefab)
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{
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if (prefab == null)
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return null;
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int prefabId = prefab.GetInstanceID();
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if (!pools.TryGetValue(prefabId, out List<GameObject> pool))
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{
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pool = new List<GameObject>();
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pools[prefabId] = pool;
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}
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CleanupDestroyedObjects(pool);
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for (int i = 0; i < pool.Count; i++)
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{
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GameObject pooledObject = pool[i];
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if (pooledObject == null)
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continue;
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if (!pooledObject.activeInHierarchy)
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return pooledObject;
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}
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if (GetValidObjectCount(pool) >= maxPoolSizePerPrefab)
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return null;
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GameObject newProjectile = CreateProjectile(prefab, prefabId);
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if (newProjectile != null)
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pool.Add(newProjectile);
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return newProjectile;
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}
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void CleanupDestroyedObjects(List<GameObject> pool)
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{
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for (int i = pool.Count - 1; i >= 0; i--)
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{
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if (pool[i] == null)
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pool.RemoveAt(i);
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}
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}
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int GetValidObjectCount(List<GameObject> pool)
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{
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int count = 0;
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for (int i = 0; i < pool.Count; i++)
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{
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if (pool[i] != null)
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count++;
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}
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return count;
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}
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GameObject CreateProjectile(GameObject prefab, int prefabId)
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{
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Transform parent = GetOrCreatePoolParent(prefab, prefabId);
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GameObject newProjectile = Instantiate(prefab, parent);
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newProjectile.SetActive(false);
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return newProjectile;
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}
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Transform GetOrCreatePoolParent(GameObject prefab, int prefabId)
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{
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if (poolParents.TryGetValue(prefabId, out Transform existingParent) && existingParent != null)
|
||||
return existingParent;
|
||||
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GameObject parentObject = new GameObject(prefab.name + "_Pool");
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parentObject.transform.SetParent(globalPoolRoot);
|
||||
poolParents[prefabId] = parentObject.transform;
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||||
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return parentObject.transform;
|
||||
}
|
||||
|
||||
static void EnsureGlobalPool()
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||||
{
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if (globalPoolRoot != null)
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||||
return;
|
||||
|
||||
GameObject existing = GameObject.Find("Hovl_GlobalProjectilePool");
|
||||
if (existing != null)
|
||||
{
|
||||
globalPoolRoot = existing.transform;
|
||||
DontDestroyOnLoad(existing);
|
||||
return;
|
||||
}
|
||||
|
||||
GameObject poolObject = new GameObject("Hovl_GlobalProjectilePool");
|
||||
DontDestroyOnLoad(poolObject);
|
||||
globalPoolRoot = poolObject.transform;
|
||||
}
|
||||
|
||||
void Counter(int count)
|
||||
{
|
||||
if (prefabs == null || prefabs.Length == 0)
|
||||
return;
|
||||
|
||||
currentPrefabIndex += count;
|
||||
|
||||
if (currentPrefabIndex >= prefabs.Length)
|
||||
currentPrefabIndex = 0;
|
||||
else if (currentPrefabIndex < 0)
|
||||
currentPrefabIndex = prefabs.Length - 1;
|
||||
}
|
||||
|
||||
void RotateToMouseDirection(Vector3 destination)
|
||||
{
|
||||
Vector3 direction = destination - transform.position;
|
||||
|
||||
if (direction.sqrMagnitude <= 0.0001f)
|
||||
return;
|
||||
|
||||
transform.rotation = Quaternion.LookRotation(direction);
|
||||
}
|
||||
|
||||
bool IsFirePressedThisFrame()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
if (Mouse.current != null && Mouse.current.leftButton.wasPressedThisFrame)
|
||||
return true;
|
||||
#endif
|
||||
|
||||
#if ENABLE_LEGACY_INPUT_MANAGER
|
||||
if (Input.GetButtonDown("Fire1"))
|
||||
return true;
|
||||
#endif
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IsFastFireHeld()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
if (Mouse.current != null && Mouse.current.rightButton.isPressed)
|
||||
return true;
|
||||
#endif
|
||||
|
||||
#if ENABLE_LEGACY_INPUT_MANAGER
|
||||
if (Input.GetMouseButton(1))
|
||||
return true;
|
||||
#endif
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
float GetHorizontalInput()
|
||||
{
|
||||
float horizontal = 0f;
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
if (Keyboard.current != null)
|
||||
{
|
||||
if (Keyboard.current.aKey.isPressed)
|
||||
horizontal -= 1f;
|
||||
|
||||
if (Keyboard.current.dKey.isPressed)
|
||||
horizontal += 1f;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if ENABLE_LEGACY_INPUT_MANAGER
|
||||
if (Mathf.Approximately(horizontal, 0f))
|
||||
{
|
||||
if (Input.GetKey(KeyCode.A))
|
||||
horizontal -= 1f;
|
||||
|
||||
if (Input.GetKey(KeyCode.D))
|
||||
horizontal += 1f;
|
||||
|
||||
if (Mathf.Approximately(horizontal, 0f))
|
||||
horizontal = Input.GetAxisRaw("Horizontal");
|
||||
}
|
||||
#endif
|
||||
|
||||
return Mathf.Clamp(horizontal, -1f, 1f);
|
||||
}
|
||||
|
||||
Vector2 GetPointerScreenPosition()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
if (Mouse.current != null)
|
||||
return Mouse.current.position.ReadValue();
|
||||
#endif
|
||||
|
||||
#if ENABLE_LEGACY_INPUT_MANAGER
|
||||
return Input.mousePosition;
|
||||
#else
|
||||
return Vector2.zero;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
public interface IPooledProjectile
|
||||
{
|
||||
void OnSpawnedFromPool();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0015164b45b01e24499396ed322983f5
|
||||
timeCreated: 1536001444
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 315729
|
||||
packageName: BIG Projectiles bundle
|
||||
packageVersion: 3.1
|
||||
assetPath: Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_DemoShooting.cs
|
||||
uploadId: 883376
|
||||
@@ -0,0 +1,101 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.Serialization.Formatters;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class HS_DemoShooting2D : MonoBehaviour
|
||||
{
|
||||
public GameObject FirePoint;
|
||||
public Camera Cam;
|
||||
public float MaxLength;
|
||||
public GameObject[] Prefabs;
|
||||
|
||||
private Ray RayMouse;
|
||||
private Vector3 direction;
|
||||
private Quaternion rotation;
|
||||
|
||||
[Header("GUI")]
|
||||
private float windowDpi;
|
||||
private int Prefab;
|
||||
private GameObject Instance;
|
||||
private float hSliderValue = 0.1f;
|
||||
private float fireCountdown = 0f;
|
||||
|
||||
//Double-click protection
|
||||
private float buttonSaver = 0f;
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (Screen.dpi < 1) windowDpi = 1;
|
||||
if (Screen.dpi < 200) windowDpi = 1;
|
||||
else windowDpi = Screen.dpi / 200f;
|
||||
Counter(0);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
//Single shoot
|
||||
if (Input.GetButtonDown("Fire1"))
|
||||
{
|
||||
Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
|
||||
}
|
||||
|
||||
//Fast shooting
|
||||
if (Input.GetMouseButton(1) && fireCountdown <= 0f)
|
||||
{
|
||||
Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
|
||||
fireCountdown = 0;
|
||||
fireCountdown += hSliderValue;
|
||||
}
|
||||
fireCountdown -= Time.deltaTime;
|
||||
|
||||
//To change projectiles
|
||||
if ((Input.GetKey(KeyCode.A) || Input.GetAxis("Horizontal") < 0) && buttonSaver >= 0.4f)// left button
|
||||
{
|
||||
buttonSaver = 0f;
|
||||
Counter(-1);
|
||||
}
|
||||
if ((Input.GetKey(KeyCode.D) || Input.GetAxis("Horizontal") > 0) && buttonSaver >= 0.4f)// right button
|
||||
{
|
||||
buttonSaver = 0f;
|
||||
Counter(+1);
|
||||
}
|
||||
buttonSaver += Time.deltaTime;
|
||||
|
||||
//To rotate fire point
|
||||
if (Cam != null)
|
||||
{
|
||||
var mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
||||
transform.rotation = Quaternion.LookRotation(Vector3.forward, mousePos - transform.position);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("No camera");
|
||||
}
|
||||
}
|
||||
|
||||
//GUI Text
|
||||
void OnGUI()
|
||||
{
|
||||
GUI.Label(new Rect(10 * windowDpi, 5 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use left mouse button to single shoot!");
|
||||
GUI.Label(new Rect(10 * windowDpi, 25 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use and hold the right mouse button for quick shooting!");
|
||||
GUI.Label(new Rect(10 * windowDpi, 45 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Fire rate:");
|
||||
hSliderValue = GUI.HorizontalSlider(new Rect(70 * windowDpi, 50 * windowDpi, 100 * windowDpi, 20 * windowDpi), hSliderValue, 0.0f, 1.0f);
|
||||
GUI.Label(new Rect(10 * windowDpi, 65 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use the keyboard buttons A/<- and D/-> to change projectiles!");
|
||||
}
|
||||
|
||||
// To change prefabs (count - prefab number)
|
||||
void Counter(int count)
|
||||
{
|
||||
Prefab += count;
|
||||
if (Prefab > Prefabs.Length - 1)
|
||||
{
|
||||
Prefab = 0;
|
||||
}
|
||||
else if (Prefab < 0)
|
||||
{
|
||||
Prefab = Prefabs.Length - 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6cedae4990f69554199024f64462bd8a
|
||||
timeCreated: 1536001444
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 315729
|
||||
packageName: BIG Projectiles bundle
|
||||
packageVersion: 3.1
|
||||
assetPath: Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_DemoShooting2D.cs
|
||||
uploadId: 883376
|
||||
@@ -0,0 +1,292 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
//This script requires you to have setup your animator with 3 parameters, "InputMagnitude", "InputX", "InputZ"
|
||||
//With a blend tree to control the inputmagnitude and allow blending between animations.
|
||||
//Also you need to shoose Firepoint, targets > 1, Aim image from canvas and 2 target markers and camera.
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
public class HS_TargetProjectiles : MonoBehaviour
|
||||
{
|
||||
public float velocity = 9;
|
||||
[Space]
|
||||
|
||||
public float InputX;
|
||||
public float InputZ;
|
||||
public Vector3 desiredMoveDirection;
|
||||
public bool blockRotationPlayer;
|
||||
public float desiredRotationSpeed = 0.1f;
|
||||
public Animator anim;
|
||||
public float Speed;
|
||||
public float allowPlayerRotation = 0.1f;
|
||||
public Camera cam;
|
||||
public CharacterController controller;
|
||||
public bool isGrounded;
|
||||
private float secondLayerWeight = 0;
|
||||
|
||||
[Space]
|
||||
[Header("Animation Smoothing")]
|
||||
[Range(0, 1f)]
|
||||
public float HorizontalAnimSmoothTime = 0.2f;
|
||||
[Range(0, 1f)]
|
||||
public float VerticalAnimTime = 0.2f;
|
||||
[Range(0, 1f)]
|
||||
public float StartAnimTime = 0.3f;
|
||||
[Range(0, 1f)]
|
||||
public float StopAnimTime = 0.15f;
|
||||
|
||||
private float verticalVel;
|
||||
private Vector3 moveVector;
|
||||
|
||||
[Space]
|
||||
[Header("Effects")]
|
||||
public GameObject[] Prefabs;
|
||||
public GameObject[] PrefabsCast;
|
||||
private ParticleSystem Effect;
|
||||
private int prefabNumber;
|
||||
private Transform parentObject;
|
||||
public LayerMask collidingLayer = ~0; //Target marker can only collide with scene layer
|
||||
|
||||
|
||||
[Space]
|
||||
[Header("Canvas")]
|
||||
public Image aim;
|
||||
public Vector2 uiOffset;
|
||||
public List<Transform> screenTargets = new List<Transform>();
|
||||
private Transform target;
|
||||
private bool activeTarger = false;
|
||||
public Transform FirePoint;
|
||||
public float fireRate = 0.1f;
|
||||
private float fireCountdown = 0f;
|
||||
private bool rotateState = false;
|
||||
|
||||
[Space]
|
||||
[Header("Sound effects")]
|
||||
private AudioSource soundComponent; //Play audio from Prefabs
|
||||
private AudioClip clip;
|
||||
|
||||
[Space]
|
||||
[Header("Camera Shaker script")]
|
||||
public HS_CameraShaker cameraShaker;
|
||||
|
||||
void Start()
|
||||
{
|
||||
anim = this.GetComponent<Animator>();
|
||||
cam = Camera.main;
|
||||
controller = this.GetComponent<CharacterController>();
|
||||
|
||||
//Get clip from Audiosource from projectile if exist for playing when shooting
|
||||
if (PrefabsCast[0].GetComponent<AudioSource>())
|
||||
{
|
||||
soundComponent = PrefabsCast[0].GetComponent<AudioSource>();
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
target = screenTargets[TargetIndex()];
|
||||
|
||||
if (Input.GetMouseButtonDown(2))
|
||||
{
|
||||
Counter(-1);
|
||||
}
|
||||
if (Input.GetMouseButtonDown(1))
|
||||
{
|
||||
Counter(+1);
|
||||
}
|
||||
|
||||
|
||||
UserInterface();
|
||||
|
||||
if (Input.GetMouseButton(0) && activeTarger)
|
||||
{
|
||||
if (rotateState == false)
|
||||
{
|
||||
StartCoroutine(RotateToTarget(fireRate, target.position));
|
||||
}
|
||||
secondLayerWeight = Mathf.Lerp(secondLayerWeight, 1, Time.deltaTime * 10);
|
||||
if (fireCountdown <= 0f)
|
||||
{
|
||||
GameObject projectile = Instantiate(Prefabs[prefabNumber], FirePoint.position, FirePoint.rotation);
|
||||
projectile.GetComponent<HS_TargetProjectile>().UpdateTarget(target, (Vector3)uiOffset);
|
||||
Effect = PrefabsCast[prefabNumber].GetComponent<ParticleSystem>();
|
||||
Effect.Play();
|
||||
//Get Audiosource from Prefabs if exist
|
||||
if (PrefabsCast[prefabNumber].GetComponent<AudioSource>())
|
||||
{
|
||||
soundComponent = PrefabsCast[prefabNumber].GetComponent<AudioSource>();
|
||||
clip = soundComponent.clip;
|
||||
soundComponent.PlayOneShot(clip);
|
||||
}
|
||||
StartCoroutine(cameraShaker.Shake(0.1f, 2, 0.2f, 0));
|
||||
fireCountdown = 0;
|
||||
fireCountdown += fireRate;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
secondLayerWeight = Mathf.Lerp(secondLayerWeight, 0, Time.deltaTime * 10);
|
||||
}
|
||||
fireCountdown -= Time.deltaTime;
|
||||
|
||||
//Need second layer in the Animator
|
||||
if (anim.layerCount > 1) { anim.SetLayerWeight(1, secondLayerWeight); }
|
||||
|
||||
InputMagnitude();
|
||||
|
||||
//If you don't need the character grounded then get rid of this part.
|
||||
isGrounded = controller.isGrounded;
|
||||
if (isGrounded)
|
||||
{
|
||||
verticalVel = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
verticalVel -= 1f * Time.deltaTime;
|
||||
}
|
||||
moveVector = new Vector3(0, verticalVel, 0);
|
||||
controller.Move(moveVector);
|
||||
}
|
||||
|
||||
void Counter(int count)
|
||||
{
|
||||
prefabNumber += count;
|
||||
if (prefabNumber > Prefabs.Length - 1)
|
||||
{
|
||||
prefabNumber = 0;
|
||||
}
|
||||
else if (prefabNumber < 0)
|
||||
{
|
||||
prefabNumber = Prefabs.Length - 1;
|
||||
}
|
||||
}
|
||||
|
||||
private void UserInterface()
|
||||
{
|
||||
Vector3 screenCenter = new Vector3(Screen.width / 1.4f, Screen.height / 2, 0);
|
||||
Vector3 screenPos = Camera.main.WorldToScreenPoint(target.position + (Vector3)uiOffset);
|
||||
Vector3 CornerDistance = screenPos - screenCenter;
|
||||
Vector3 absCornerDistance = new Vector3(Mathf.Abs(CornerDistance.x), Mathf.Abs(CornerDistance.y), Mathf.Abs(CornerDistance.z));
|
||||
|
||||
//This way you can find target on the full screen
|
||||
//if (screenPos.z > 0 && screenPos.x > 0 && screenPos.x < Screen.width && screenPos.y > 0 && screenPos.y < Screen.height)
|
||||
// {screenPos.x > 0 && screenPos.y > 0 && screenPos.z > 0} - disable target if enemy backside
|
||||
//Find target near center of the screen
|
||||
if (absCornerDistance.x < screenCenter.x / 3 && absCornerDistance.y < screenCenter.y / 3 && screenPos.x > 0 && screenPos.y > 0 && screenPos.z > 0 //If target is in the middle-right of the screen
|
||||
&& !Physics.Linecast(transform.position + (Vector3)uiOffset, target.position + (Vector3)uiOffset * 2, collidingLayer)) //If player can see the target
|
||||
{
|
||||
aim.transform.position = Vector3.MoveTowards(aim.transform.position, screenPos, Time.deltaTime * 3000);
|
||||
if (!activeTarger)
|
||||
activeTarger = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Another way
|
||||
//aim.GetComponent<RectTransform>().localPosition = new Vector3(0, 0, 0);
|
||||
aim.transform.position = Vector3.MoveTowards(aim.transform.position, screenCenter, Time.deltaTime * 3000);
|
||||
if (activeTarger)
|
||||
activeTarger = false;
|
||||
}
|
||||
}
|
||||
|
||||
//Rotate player to target when attack
|
||||
public IEnumerator RotateToTarget(float rotatingTime, Vector3 targetPoint)
|
||||
{
|
||||
rotateState = true;
|
||||
float delay = rotatingTime;
|
||||
var lookPos = targetPoint - transform.position;
|
||||
lookPos.y = 0;
|
||||
var rotation = Quaternion.LookRotation(lookPos);
|
||||
while (true)
|
||||
{
|
||||
if (Speed == 0) { transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * 20); }
|
||||
delay -= Time.deltaTime;
|
||||
if (delay <= 0 || transform.rotation == rotation)
|
||||
{
|
||||
rotateState = false;
|
||||
yield break;
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerMoveAndRotation()
|
||||
{
|
||||
InputX = Input.GetAxis("Horizontal");
|
||||
InputZ = Input.GetAxis("Vertical");
|
||||
|
||||
var camera = Camera.main;
|
||||
var forward = cam.transform.forward;
|
||||
var right = cam.transform.right;
|
||||
|
||||
forward.y = 0f;
|
||||
right.y = 0f;
|
||||
|
||||
forward.Normalize();
|
||||
right.Normalize();
|
||||
|
||||
//Movement vector
|
||||
desiredMoveDirection = forward * InputZ + right * InputX;
|
||||
|
||||
//Character diagonal movement faster fix
|
||||
desiredMoveDirection.Normalize();
|
||||
|
||||
if (blockRotationPlayer == false)
|
||||
{
|
||||
//You can use desiredMoveDirection if using InputMagnitude instead of Horizontal&Vertical axis
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(forward), desiredRotationSpeed);
|
||||
//Limit back speed
|
||||
if (InputZ < -0.5)
|
||||
controller.Move(desiredMoveDirection * Time.deltaTime * (velocity / 1.5f));
|
||||
//else if (InputX < -0.1 || InputX > 0.1)
|
||||
// controller.Move(desiredMoveDirection * Time.deltaTime * (velocity / 1.2f));
|
||||
else
|
||||
controller.Move(desiredMoveDirection * Time.deltaTime * velocity);
|
||||
}
|
||||
}
|
||||
|
||||
void InputMagnitude()
|
||||
{
|
||||
//Calculate Input Vectors
|
||||
InputX = Input.GetAxis("Horizontal");
|
||||
InputZ = Input.GetAxis("Vertical");
|
||||
|
||||
anim.SetFloat("InputZ", InputZ, VerticalAnimTime, Time.deltaTime * 2f);
|
||||
anim.SetFloat("InputX", InputX, HorizontalAnimSmoothTime, Time.deltaTime * 2f);
|
||||
|
||||
//Calculate the Input Magnitude
|
||||
Speed = new Vector2(InputX, InputZ).sqrMagnitude;
|
||||
|
||||
//Physically move player
|
||||
if (Speed > allowPlayerRotation)
|
||||
{
|
||||
anim.SetFloat("InputMagnitude", Speed, StartAnimTime, Time.deltaTime);
|
||||
PlayerMoveAndRotation();
|
||||
}
|
||||
else if (Speed < allowPlayerRotation)
|
||||
{
|
||||
anim.SetFloat("InputMagnitude", Speed, StopAnimTime, Time.deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
public int TargetIndex()
|
||||
{
|
||||
float[] distances = new float[screenTargets.Count];
|
||||
|
||||
for (int i = 0; i < screenTargets.Count; i++)
|
||||
{
|
||||
distances[i] = Vector2.Distance(Camera.main.WorldToScreenPoint(screenTargets[i].position), new Vector2(Screen.width / 1.4f, Screen.height / 2));
|
||||
}
|
||||
|
||||
float minDistance = Mathf.Min(distances);
|
||||
int index = 0;
|
||||
|
||||
for (int i = 0; i < distances.Length; i++)
|
||||
{
|
||||
if (minDistance == distances[i])
|
||||
index = i;
|
||||
}
|
||||
return index;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b829ec532fb45434db685458e161d024
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 315729
|
||||
packageName: BIG Projectiles bundle
|
||||
packageVersion: 3.1
|
||||
assetPath: Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_TargetProjectiles.cs
|
||||
uploadId: 883376
|
||||
Reference in New Issue
Block a user