mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-28 20:32:14 +01:00
Fuck nothing works
This commit is contained in:
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8
Assets/Scripts/GunAnimation.cs
Normal file
8
Assets/Scripts/GunAnimation.cs
Normal file
@@ -0,0 +1,8 @@
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||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
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public class GunAnimation : MonoBehaviour
|
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{
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}
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11
Assets/Scripts/GunAnimation.cs.meta
Normal file
11
Assets/Scripts/GunAnimation.cs.meta
Normal file
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@@ -10,10 +10,9 @@ public class AimDownSights : MonoBehaviour
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[SerializeField] GameObject AimPoint;
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[SerializeField] GameObject HoldPoint;
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||||
public bool isAiming = false;
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||||
bool ADS()
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||||
private void Update()
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{
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||||
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||||
return true;
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}
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private void FixedUpdate()
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@@ -69,10 +69,10 @@ public class Headbob : NetworkBehaviour
|
||||
}
|
||||
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||||
}
|
||||
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||||
private float getSin(float multiplier, float devisor,float x)
|
||||
//check
|
||||
private float getSin(float amplitude, float frequency,float x)
|
||||
{
|
||||
return multiplier * Mathf.Sin((x/3.14f) * 10 * devisor);
|
||||
return amplitude * Mathf.Sin((x/3.14f) * 10 * frequency);
|
||||
}
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||||
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}
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||||
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@@ -8,7 +8,7 @@ using Mirror;
|
||||
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public class PlayerController : NetworkBehaviour
|
||||
{
|
||||
[SerializeField] private AimDownSights ADSContoller;
|
||||
[SerializeField] private ProcedualAnimationController procedualAnimationController;
|
||||
[Header("Movement")]
|
||||
[SerializeField] private float walkSpeed = 6.0f;
|
||||
[SerializeField] private float sprintSpeed = 10.0f;
|
||||
@@ -33,10 +33,11 @@ public class PlayerController : NetworkBehaviour
|
||||
private float movementSpeed;
|
||||
private float velocityY = 0.0f;
|
||||
private CharacterController controller;
|
||||
|
||||
Vector3 currentPos = Vector3.zero;
|
||||
private Vector3 currentDir = Vector3.zero;
|
||||
private Vector3 currentDirVelocity = Vector3.zero;
|
||||
private Vector3 velocity = Vector3.zero;
|
||||
public Vector3 velocity = Vector3.zero;
|
||||
Vector3 refVelocity = Vector3.zero;
|
||||
|
||||
|
||||
private void Start()
|
||||
@@ -53,7 +54,6 @@ public class PlayerController : NetworkBehaviour
|
||||
Grounded();
|
||||
CheckGoundAngle();
|
||||
UpdateMovement();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -65,8 +65,8 @@ public class PlayerController : NetworkBehaviour
|
||||
|
||||
public bool isMoving()
|
||||
{
|
||||
if (velocity.x == 0 && velocity.y == 0 && velocity.z == 0) return true;
|
||||
else return false;
|
||||
if (velocity.x == 0 && velocity.y == 0 && velocity.z == 0) return false;
|
||||
else return true;
|
||||
}
|
||||
|
||||
private void CheckGoundAngle()
|
||||
@@ -101,14 +101,14 @@ public class PlayerController : NetworkBehaviour
|
||||
{
|
||||
|
||||
|
||||
if (Input.GetAxisRaw("Sprint") > 0 && isGrounded && !ADSContoller.isAiming)
|
||||
if (Input.GetAxisRaw("Sprint") > 0 && isGrounded && !procedualAnimationController.isAiming)
|
||||
{
|
||||
movementSpeed = sprintSpeed;
|
||||
isSprinting = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(ADSContoller.isAiming) movementSpeed = aimWalkSpeed;
|
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if(procedualAnimationController.isAiming) movementSpeed = aimWalkSpeed;
|
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else movementSpeed = walkSpeed;
|
||||
isSprinting = false;
|
||||
}
|
||||
@@ -145,9 +145,7 @@ public class PlayerController : NetworkBehaviour
|
||||
currentDir = moveDirection;
|
||||
}
|
||||
|
||||
velocity = currentDir * movementSpeed + new Vector3(0, velocityY, 0);
|
||||
|
||||
|
||||
velocity = Vector3.SmoothDamp(velocity, currentDir * movementSpeed + new Vector3(0, velocityY, 0),ref refVelocity,0.1f);
|
||||
controller.Move(velocity * Time.deltaTime);
|
||||
|
||||
}
|
||||
|
||||
@@ -27,15 +27,13 @@ public class PlayerMouseLook : NetworkBehaviour
|
||||
private Vector2 currentMouseDelta = Vector2.zero;
|
||||
private Vector2 currentMouseDeltaVelocity = Vector2.zero;
|
||||
|
||||
|
||||
|
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private void Start()
|
||||
{
|
||||
if (isLocalPlayer)
|
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{
|
||||
controller = GetComponent<CharacterController>();
|
||||
playerCamera.gameObject.GetComponent<Camera>().enabled = true;
|
||||
|
||||
playerCamera.gameObject.SetActive(true);
|
||||
neckLength = Vector3.Distance(playerNeck.position,playerCamera.position);
|
||||
|
||||
if (lockCursor)
|
||||
@@ -74,6 +72,7 @@ public class PlayerMouseLook : NetworkBehaviour
|
||||
|
||||
|
||||
}
|
||||
|
||||
playerCamera.position = playerNeck.position;
|
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playerCamera.position += playerNeck.up * neckLength;
|
||||
|
||||
|
||||
252
Assets/Scripts/ProcedualAnimationController.cs
Normal file
252
Assets/Scripts/ProcedualAnimationController.cs
Normal file
@@ -0,0 +1,252 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ProcedualAnimationController : MonoBehaviour
|
||||
{
|
||||
|
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[Header("Step Settings")]
|
||||
[SerializeField] private float stepAmplitudeWalking;
|
||||
[SerializeField] private float stepAmplitudeSprinting;
|
||||
[SerializeField] private float stepFrequency;
|
||||
private float checkDist = 0f;
|
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private float stepDistance = 1;
|
||||
private float stepSin;
|
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float moveSoftStart = 0;
|
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Vector3 lastPos = Vector3.zero;
|
||||
float posCheckDistance = 0.01f;
|
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float currentDist = 0;
|
||||
|
||||
[SerializeField] private PlayerController playerController;
|
||||
[Header("GameObjects")]
|
||||
[SerializeField] private GameObject gun; // The gun object with the animator on it.
|
||||
[SerializeField] private GameObject gunHolder;
|
||||
|
||||
|
||||
[Header("General Settings")]
|
||||
[SerializeField] bool positionRecoil = true;
|
||||
[SerializeField] bool rotationRecoil = true;
|
||||
|
||||
[Header("Position Settings")]
|
||||
[SerializeField] float positionMultX = 25f;
|
||||
[SerializeField] float positionMultY = 25f;
|
||||
[SerializeField] float positionMultZ = 25f;
|
||||
|
||||
[Header("Rotation Settings")]
|
||||
[SerializeField] PlayerMouseLook playerMouseLook;
|
||||
[SerializeField] float cameraRecoilX = 0.1f;
|
||||
[SerializeField] float cameraRecoilY = 0.1f;
|
||||
|
||||
|
||||
[SerializeField] bool rotX = true;
|
||||
[SerializeField] float rotationMultX = 25f;
|
||||
[SerializeField] float rotationOffsetX = 0.1f;
|
||||
[SerializeField] bool rotY = true;
|
||||
[SerializeField] float rotationMultY = 25f;
|
||||
[SerializeField] bool rotZ = true;
|
||||
[SerializeField] float rotationMultZ = 15f;
|
||||
|
||||
[Header("Swey Settings")]
|
||||
[SerializeField] bool sideSwey = true;
|
||||
[SerializeField] float sweyMultX = 15f;
|
||||
[SerializeField] float sweyMultY = 15f;
|
||||
[SerializeField] float sweyMultZ = 15f;
|
||||
[SerializeField] float sweyWhileAim = 0.1f;
|
||||
float swey = 0f;
|
||||
|
||||
[Header("External Settings")]
|
||||
[SerializeField] const int externalPositionVectorsNum = 1;
|
||||
private Vector3[] externalPositionVectors = new Vector3[externalPositionVectorsNum];
|
||||
|
||||
|
||||
[SerializeField] float returnForce = 0.006f;
|
||||
[SerializeField] float impulsForce = 0.025f;
|
||||
[SerializeField] float maxRecoil = 0.1f;
|
||||
|
||||
private Animator gunAnimator;
|
||||
|
||||
Vector3 startPos, startRot;
|
||||
float recoilOffset = 0f;
|
||||
float zOffset = 0f;
|
||||
float zVelocity = 0f;
|
||||
|
||||
int recoilCounter = 0;
|
||||
|
||||
[Header("Aiming Settings")]
|
||||
[SerializeField] float aimSpeed = 0.01f;
|
||||
[Range(0, 1)] public float aimVal = 0;
|
||||
[SerializeField] GameObject AimPoint;
|
||||
[SerializeField] GameObject HoldPoint;
|
||||
public bool isAiming = false;
|
||||
|
||||
|
||||
public void OnSwitchWeapon(float fireRate)
|
||||
{
|
||||
//gun = newGun;
|
||||
gunAnimator = gun.GetComponent<Animator>();
|
||||
gunAnimator.SetFloat("ShootSpeed", 1f / (60f / fireRate));
|
||||
//startPos = gunPositionObj.transform.localPosition;
|
||||
//startRot = gunRotationObj.transform.localRotation.eulerAngles;
|
||||
}
|
||||
|
||||
public void Recoil(float force)
|
||||
{
|
||||
//Play the animation
|
||||
gunAnimator.Play("Shoot");
|
||||
//Add force for the recoil
|
||||
recoilCounter++;
|
||||
Debug.Log("shoots");
|
||||
//playerMouseLook.fullPitch -= cameraRecoilX * Mathf.PerlinNoise(Time.time * 3f + 10f, 1f); //WORK IN PROGRESS
|
||||
//transform.Rotate(Vector3.up * ((Mathf.PerlinNoise(Time.time * 1f + 10f, 1f) - 0.5f) * 2f) * cameraRecoilY); //WORK IN PROGRESS
|
||||
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
/*-----Aiming-----*/
|
||||
if (Input.GetButton("Aim")) isAiming = true;
|
||||
else isAiming = false;
|
||||
}
|
||||
private void FixedUpdate()
|
||||
{
|
||||
/*-----Recoil-----*/
|
||||
for (int i = 0; i < recoilCounter; i++)
|
||||
{
|
||||
zVelocity -= weightedPerlinNoise(impulsForce,0.1f,i,1f);
|
||||
}
|
||||
recoilCounter = 0;
|
||||
|
||||
recoilOffset += zVelocity;
|
||||
|
||||
zVelocity = 0;
|
||||
|
||||
if (recoilOffset > 0)
|
||||
recoilOffset = 0f;
|
||||
else if (recoilOffset < 0)
|
||||
zVelocity += weightedPerlinNoise(returnForce, 0.1f, Time.time,1f);
|
||||
|
||||
recoilOffset = Mathf.Clamp(recoilOffset, -weightedPerlinNoise(maxRecoil, 0.5f, Time.time * 1000,1f), 0);
|
||||
Vector3[] positionMod = new Vector3[3];
|
||||
Quaternion[] rotationMod = new Quaternion[3];
|
||||
|
||||
|
||||
/*-----Position Recoil-----*/
|
||||
if (positionRecoil)
|
||||
{
|
||||
float deltaX = positionMultX * weightedPerlinNoise(recoilOffset, 1f, Time.time, 1f, 0.5f);
|
||||
float deltaY = positionMultY * weightedPerlinNoise(recoilOffset, 1f, Time.time, 2f, 0.5f);
|
||||
float deltaZ = positionMultZ * weightedPerlinNoise(recoilOffset, 1f, Time.time, 3f, 0.5f);
|
||||
//Debug.Log(" X: " + deltaX + " Y: " + deltaY + " Z: " + deltaZ);
|
||||
positionMod[0] = new Vector3(deltaX, deltaY, deltaZ);
|
||||
}
|
||||
|
||||
/*-----Rotation Recoil-----*/
|
||||
if (rotationRecoil)
|
||||
{
|
||||
float deltaX = rotationMultX * weightedPerlinNoise(recoilOffset, 1f, Time.time, 1f, 0.5f);
|
||||
float deltaY = rotationMultY * weightedPerlinNoise(recoilOffset, 1f, Time.time, 1f, 0.5f);
|
||||
float deltaZ = rotationMultZ * weightedPerlinNoise(recoilOffset, 1f, Time.time, 1f, 0.5f);
|
||||
|
||||
rotationMod[0] = Quaternion.Euler(deltaX, deltaY, deltaZ);
|
||||
}
|
||||
|
||||
/*-----Step Swey-----*/
|
||||
float amplitude;
|
||||
|
||||
float dist = Vector3.Distance(lastPos, this.transform.position);
|
||||
if (playerController.isSprinting)
|
||||
amplitude = stepAmplitudeSprinting;
|
||||
else
|
||||
amplitude = stepAmplitudeWalking;
|
||||
|
||||
if (dist > posCheckDistance)
|
||||
{
|
||||
currentDist += dist;
|
||||
lastPos = this.transform.position;
|
||||
}
|
||||
else
|
||||
{
|
||||
checkDist = currentDist + dist;
|
||||
}
|
||||
/*-----Steps-----*/
|
||||
stepDistance += Vector3.Magnitude(playerController.velocity);
|
||||
stepSin = ezSin(stepAmplitudeWalking, stepFrequency, currentDist);
|
||||
|
||||
if (stepDistance > 10f) stepDistance = 0f;
|
||||
|
||||
if (sideSwey)
|
||||
{
|
||||
//To start and end the sweying motion softly
|
||||
|
||||
moveSoftStart = gravityValue(moveSoftStart, 0.1f, 0.03f, 1f, 0f, playerController.isMoving() && playerController.isGrounded);
|
||||
|
||||
if (playerController.isMoving())
|
||||
{
|
||||
float deltaX = sweyMultX * moveSoftStart * Mathf.Clamp(Vector3.Magnitude(playerController.velocity),0,1) * weightedPerlinNoise(stepSin, 0.3f, Time.time, 10f, 0.5f) * Mathf.Clamp((1 - aimVal) * (1 - aimVal), sweyWhileAim, 1f);
|
||||
float deltaY = sweyMultY * moveSoftStart * Mathf.Clamp(Vector3.Magnitude(playerController.velocity), 0, 1) * weightedPerlinNoise(stepSin, 0.7f, Time.time, 20f, 0.5f) * Mathf.Clamp((1 - aimVal) * (1 - aimVal), sweyWhileAim, 1f);
|
||||
float deltaZ = sweyMultZ * moveSoftStart * Mathf.Clamp(Vector3.Magnitude(playerController.velocity), 0, 1) * weightedPerlinNoise(stepSin, 0.3f, Time.time, 30f, 0.5f) * Mathf.Clamp((1 - aimVal) * (1 - aimVal), sweyWhileAim, 1f);
|
||||
|
||||
positionMod[1] = new Vector3(deltaX, deltaY, deltaZ);
|
||||
}
|
||||
}
|
||||
|
||||
/*-----Aiming-----*/
|
||||
aimVal = gravityValue(aimVal, aimSpeed,1,0,isAiming);
|
||||
positionMod[2] = Vector3.Lerp(HoldPoint.transform.localPosition, AimPoint.transform.localPosition, Mathf.Pow(aimVal, 1.3f));
|
||||
|
||||
|
||||
|
||||
/*-----Apply Gun Position-----*/
|
||||
Vector3 totalPosition = Vector3.zero;
|
||||
for (int i = 0; i < positionMod.Length; i++)
|
||||
{
|
||||
if (positionMod[i] != null)
|
||||
totalPosition += positionMod[i];
|
||||
}
|
||||
|
||||
/*-----Apply Gun Rotation-----*/
|
||||
Quaternion totalRotation = Quaternion.identity;
|
||||
for (int i = 0; i < rotationMod.Length; i++)
|
||||
{
|
||||
totalRotation *= rotationMod[i];
|
||||
}
|
||||
//gunHolder.transform.localPosition = positionMod[2];
|
||||
gunHolder.transform.localPosition = totalPosition;
|
||||
//gunHolder.transform.localRotation = totalRotation;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*-----Helper Methods-----*/
|
||||
float gravityValue(float curretnValue, float rateOfChange, float maxValue, float minValue, bool add)
|
||||
{
|
||||
// The currentValue will be advanced or reduced by the rateOfChange depending on the add boolean. But only in the specified range.
|
||||
// Usage: val = gravityValue(val, 0.01f, 1, 0, true);
|
||||
float value = curretnValue;
|
||||
if (add) value += rateOfChange;
|
||||
else value -= rateOfChange;
|
||||
|
||||
return Mathf.Clamp(value, minValue, maxValue);
|
||||
}
|
||||
float weightedPerlinNoise(float value, float weight, float pX, float pY, float offset = 0f)
|
||||
{
|
||||
return value * (1f - weight) + value * weight * (Mathf.PerlinNoise(pX, pY) - offset);
|
||||
}
|
||||
|
||||
float gravityValue(float curretnValue, float rateOfChangePos, float rateOfChangeNeg, float maxValue, float minValue, bool add)
|
||||
{
|
||||
// The currentValue will be advanced by the rateOfChangePos and reduced by the rateOfChangeNeg depending on the add boolean. But only in the specified range.
|
||||
// Usage: val = gravityValue(val, 0.01f, 0.05f, 1, 0, true);
|
||||
float value = curretnValue;
|
||||
if (add) value += rateOfChangePos;
|
||||
else value -= rateOfChangeNeg;
|
||||
|
||||
return Mathf.Clamp(value, minValue, maxValue);
|
||||
}
|
||||
|
||||
private float ezSin(float amplitude, float frequency, float x)
|
||||
{
|
||||
// Simplification of the sin function.
|
||||
return amplitude * Mathf.Sin((x / 3.1831f) * 10 * frequency);
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/ProcedualAnimationController.cs.meta
Normal file
11
Assets/Scripts/ProcedualAnimationController.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9bd09d0992070b049b461b56fd022956
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -6,7 +6,7 @@ using Mirror;
|
||||
public class Shoot : NetworkBehaviour
|
||||
{
|
||||
[SerializeField] GameObject muzzle;
|
||||
[SerializeField] ShootAnimation shootAnim;
|
||||
[SerializeField] ProcedualAnimationController procedualAnimationController;
|
||||
[SerializeField] float fireRate;
|
||||
[SerializeField] GameObject gunHoldPos;
|
||||
|
||||
@@ -14,7 +14,7 @@ public class Shoot : NetworkBehaviour
|
||||
{
|
||||
if (isLocalPlayer)
|
||||
{
|
||||
shootAnim.OnSwitchWeapon(fireRate);
|
||||
procedualAnimationController.OnSwitchWeapon(fireRate);
|
||||
}
|
||||
}
|
||||
private void Update()
|
||||
@@ -53,6 +53,7 @@ public class Shoot : NetworkBehaviour
|
||||
// This code will be executed on the Client.
|
||||
void shootAnimation()
|
||||
{
|
||||
shootAnim.recoil(gunHoldPos,0.1f);
|
||||
Debug.Log("Shooot animation in shoot script");
|
||||
procedualAnimationController.Recoil(0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,6 +4,10 @@ using UnityEngine;
|
||||
|
||||
public class ShootAnimation : MonoBehaviour
|
||||
{
|
||||
[Header("Step Settings")]
|
||||
[SerializeField] private float stepAmplitude;
|
||||
[SerializeField] private float stepFrequency;
|
||||
private float stepSin;
|
||||
|
||||
[Header("GameObjects")]
|
||||
[SerializeField] private GameObject gun;
|
||||
@@ -68,7 +72,7 @@ public class ShootAnimation : MonoBehaviour
|
||||
}
|
||||
|
||||
|
||||
public void recoil(GameObject gun, float force)
|
||||
public void recoil(float force)
|
||||
{
|
||||
//Play the animation
|
||||
anim.Play("Shoot");
|
||||
|
||||
41
Assets/Scripts/oneVsOneStateMashine.cs
Normal file
41
Assets/Scripts/oneVsOneStateMashine.cs
Normal file
@@ -0,0 +1,41 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class oneVsOneStateMashine : MonoBehaviour
|
||||
{
|
||||
public int state = 0;
|
||||
public const int TOTALSTATES = 4;
|
||||
void StateMashineRound()
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case 0:
|
||||
//respawn players
|
||||
break;
|
||||
case 1:
|
||||
//Let the players walk and kill each other
|
||||
//if one team gets killed go to next state
|
||||
break;
|
||||
case 2:
|
||||
//stop player movement
|
||||
break;
|
||||
case 3:
|
||||
//show score board
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void switchState()
|
||||
{
|
||||
state++;
|
||||
if (state >= TOTALSTATES)
|
||||
{
|
||||
state = 0;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/oneVsOneStateMashine.cs.meta
Normal file
11
Assets/Scripts/oneVsOneStateMashine.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 158123b91f5327f48b23b9d537a644e7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
17
ProjectSettings/BurstAotSettings_StandaloneWindows.json
Normal file
17
ProjectSettings/BurstAotSettings_StandaloneWindows.json
Normal file
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"MonoBehaviour": {
|
||||
"Version": 4,
|
||||
"EnableBurstCompilation": true,
|
||||
"EnableOptimisations": true,
|
||||
"EnableSafetyChecks": false,
|
||||
"EnableDebugInAllBuilds": false,
|
||||
"UsePlatformSDKLinker": false,
|
||||
"CpuMinTargetX32": 0,
|
||||
"CpuMaxTargetX32": 0,
|
||||
"CpuMinTargetX64": 0,
|
||||
"CpuMaxTargetX64": 0,
|
||||
"CpuTargetsX32": 6,
|
||||
"CpuTargetsX64": 72,
|
||||
"OptimizeFor": 0
|
||||
}
|
||||
}
|
||||
6
ProjectSettings/CommonBurstAotSettings.json
Normal file
6
ProjectSettings/CommonBurstAotSettings.json
Normal file
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"MonoBehaviour": {
|
||||
"Version": 4,
|
||||
"DisabledWarnings": ""
|
||||
}
|
||||
}
|
||||
@@ -5,10 +5,13 @@ EditorBuildSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 2
|
||||
m_Scenes:
|
||||
- enabled: 1
|
||||
- enabled: 0
|
||||
path: Assets/Scenes/TestOfflineScene.unity
|
||||
guid: 20dba395f2cd9824288c340124ce9d6f
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/TestScene.unity
|
||||
guid: 9fc0d4010bbf28b4594072e72b8655ab
|
||||
- enabled: 0
|
||||
path: Assets/Scenes/Animation Test.unity
|
||||
guid: 02c13534ac288954c9a8339782de67f0
|
||||
m_configObjects: {}
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
--- !u!30 &1
|
||||
GraphicsSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 13
|
||||
serializedVersion: 14
|
||||
m_Deferred:
|
||||
m_Mode: 1
|
||||
m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0}
|
||||
@@ -28,6 +28,7 @@ GraphicsSettings:
|
||||
m_LensFlare:
|
||||
m_Mode: 1
|
||||
m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_VideoShadersIncludeMode: 2
|
||||
m_AlwaysIncludedShaders:
|
||||
- {fileID: 7, guid: 0000000000000000f000000000000000, type: 0}
|
||||
- {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0}
|
||||
@@ -36,14 +37,31 @@ GraphicsSettings:
|
||||
- {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
|
||||
- {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_PreloadedShaders: []
|
||||
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
|
||||
type: 0}
|
||||
m_PreloadShadersBatchTimeLimit: -1
|
||||
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_CustomRenderPipeline: {fileID: 0}
|
||||
m_TransparencySortMode: 0
|
||||
m_TransparencySortAxis: {x: 0, y: 0, z: 1}
|
||||
m_DefaultRenderingPath: 1
|
||||
m_DefaultMobileRenderingPath: 1
|
||||
m_TierSettings: []
|
||||
m_TierSettings:
|
||||
- serializedVersion: 5
|
||||
m_BuildTarget: 1
|
||||
m_Tier: 0
|
||||
m_Settings:
|
||||
standardShaderQuality: 1
|
||||
renderingPath: 1
|
||||
hdrMode: 1
|
||||
realtimeGICPUUsage: 25
|
||||
useReflectionProbeBoxProjection: 1
|
||||
useReflectionProbeBlending: 1
|
||||
useHDR: 1
|
||||
useDetailNormalMap: 1
|
||||
useCascadedShadowMaps: 1
|
||||
prefer32BitShadowMaps: 0
|
||||
enableLPPV: 1
|
||||
useDitherMaskForAlphaBlendedShadows: 1
|
||||
m_Automatic: 0
|
||||
m_LightmapStripping: 0
|
||||
m_FogStripping: 0
|
||||
m_InstancingStripping: 0
|
||||
@@ -59,5 +77,6 @@ GraphicsSettings:
|
||||
m_AlbedoSwatchInfos: []
|
||||
m_LightsUseLinearIntensity: 0
|
||||
m_LightsUseColorTemperature: 0
|
||||
m_DefaultRenderingLayerMask: 1
|
||||
m_LogWhenShaderIsCompiled: 0
|
||||
m_AllowEnlightenSupportForUpgradedProject: 0
|
||||
m_SRPDefaultSettings: {}
|
||||
|
||||
@@ -9,10 +9,10 @@ EditorUserSettings:
|
||||
value: 510150040406500e0b5c0f26497b0d44444f40297f7c76617f7d1e36bbe4623e
|
||||
flags: 0
|
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RecentlyUsedSceneGuid-1:
|
||||
value: 5a5757560101590a5d0c0e24427b5d44434e4c7a7b7a23677f2b4565b7b5353a
|
||||
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Reference in New Issue
Block a user