Started project

This commit is contained in:
Caleb Sandford deQuincey
2025-11-14 17:30:41 +00:00
parent 00b55a5b1e
commit 334021d04e
36526 changed files with 4940113 additions and 0 deletions

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using UnityEngine;
public class Enemy : MonoBehaviour
{
public int health;
public int damageToPlayer;
public int moneyOnDeath;
public float moveSpeed;
//Path
private Transform[] path;
private int curPathWaypoint;
private Animator anim;
void Start()
{
path = GameManager.instance.enemyPath.waypoints;
// Get the Animator component
anim = GetComponentInChildren<Animator>();
anim.SetInteger("WeaponType_int", 0); // Default as no weapon for movement, to change when attacking
anim.SetBool("Static_b", false);
}
void Update()
{
MoveAlongPath();
}
void MoveAlongPath()
{
if(curPathWaypoint < path.Length)
{
transform.position = Vector3.MoveTowards(transform.position, path[curPathWaypoint].position, moveSpeed * Time.deltaTime);
transform.LookAt(path[curPathWaypoint].position);
anim.SetFloat("Speed_f", moveSpeed);
anim.SetFloat("Body_Horizontal_f", 0.3f);
anim.SetFloat("Body_Vertical_f", 0.6f);
if(transform.position == path[curPathWaypoint].position)
{
curPathWaypoint++;
}
}
else
{
SetIdleState();
GameManager.instance.TakeDamage(damageToPlayer);
GameManager.instance.onEnemyDestroyed.Invoke();
Destroy(gameObject);
}
}
void SetIdleState()
{
anim.SetFloat("Speed_f", 0.0f);
// Idle body offsets for pistol (no attack)
anim.SetFloat("Body_Horizontal_f", 0f);
anim.SetFloat("Body_Vertical_f", 0.6f); // Idle = 0, 0 for Pistol
// Optional: set a default idle pose if you want a specific idle animation
anim.SetInteger("Animation_int", 2); // 0 = normal idle
}
public void TakeDamage(int damage)
{
health -= damage;
if(health <= 0)
{
GameManager.instance.AddMoney(moneyOnDeath);
GameManager.instance.onEnemyDestroyed.Invoke();
StopMovement();
anim.SetInteger("DeathType_int", 1);
anim.SetTrigger("Death_b");
Destroy(gameObject, 2f); // Delay to allow death animation to play
}
}
void StopMovement()
{
moveSpeed = 0;
anim.SetFloat("Speed_f", 0f);
curPathWaypoint = path.Length; // Prevent further movement
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using UnityEngine;
public class EnemyPath : MonoBehaviour
{
public Transform[] waypoints;
private void OnDrawGizmos()
{
if (waypoints == null || waypoints.Length == 0)
return;
Gizmos.color = Color.red;
for (int x = 0; x < waypoints.Length; x++)
{
//if (waypoints[x] != null && waypoints[x] != null)
{
Gizmos.DrawWireSphere(waypoints[x].position, 0.5f);
if(x < waypoints.Length - 1)
{
Gizmos.DrawLine(waypoints[x].position, waypoints[x + 1].position);
}
}
}
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using UnityEngine;
using TMPro;
using UnityEngine.Events;
public class GameManager : MonoBehaviour
{
public static GameManager instance { get; private set; }
private void Awake()
{
if (instance == null)
{
instance = this;
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject);
}
}
[Header("Player Stats")]
public int health;
public int money;
[Header("Components")]
public TextMeshProUGUI healthAndMoneyText;
public EnemyPath enemyPath;
[Header("Events")]
public UnityEvent onEnemyDestroyed;
public UnityEvent onMoneyChanged;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
void UpdateHealthAndMoneyText()
{
//healthAndMoneyText.text = $"Health: {health}\nMoney: {money}G";
}
public void AddMoney(int amount)
{
money += amount;
UpdateHealthAndMoneyText();
onMoneyChanged.Invoke();
}
public void TakeMoney (int amount)
{
money -= amount;
UpdateHealthAndMoneyText();
onMoneyChanged.Invoke();
}
public void TakeDamage (int damage)
{
health -= damage;
UpdateHealthAndMoneyText();
if (health <= 0)
{
// Handle game over logic here
GameOver();
}
}
void GameOver()
{
Debug.Log("Game Over!");
// Additional game over handling can be added here
}
void WinGame()
{
Debug.Log("You Win!");
// Additional win handling can be added here
}
public void OnEnemyDestroyed()
{
}
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using UnityEngine;
public class Projectile : MonoBehaviour
{
private Enemy target;
private int damage;
private float moveSpeed;
public GameObject hitSpawnPrefab;
public void Initialize(Enemy target, int damage, float moveSpeed)
{
this.target = target;
this.damage = damage;
this.moveSpeed = moveSpeed;
}
void Update()
{
if(target != null)
{
transform.position = Vector3.MoveTowards(transform.position, target.transform.position, moveSpeed * Time.deltaTime);
transform.LookAt(target.transform);
if(Vector3.Distance(transform.position, target.transform.position) < 0.2f)
{
target.TakeDamage(damage);
if(hitSpawnPrefab != null)
{
Instantiate(hitSpawnPrefab, transform.position, Quaternion.identity);
}
Destroy(gameObject);
}
}
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Destroy(gameObject);
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using UnityEngine;
using System.Collections.Generic;
public class Tower : MonoBehaviour
{
public enum TowerTargetPriority {First, Close, Strong}
[Header("Info")]
public float range;
private List<Enemy> curEnemiesInRange = new List<Enemy>();
private Enemy curEnemy;
public TowerTargetPriority targetPriority;
public bool rotateTowardsTarget;
[Header("Attacking")]
public float attackRate;
private float lastAttackTime;
public GameObject projectilePrefab;
public Transform projectileSpawnPoint;
public int projectileDamage;
public float projectileSpeed;
void Update()
{
if(Time.time - lastAttackTime > attackRate)
{
lastAttackTime = Time.time;
curEnemy = GetEnemy();
if(curEnemy != null)
{
Attack();
}
}
}
Enemy GetEnemy()
{
curEnemiesInRange.RemoveAll(x => x == null);
if(curEnemiesInRange.Count == 0)
{
return null;
}
if(curEnemiesInRange.Count == 1)
{
return curEnemiesInRange[0];
}
switch (targetPriority)
{
case TowerTargetPriority.First:
{
return curEnemiesInRange[0];
}
case TowerTargetPriority.Close:
{
Enemy closet = null;
float dist = 99;
for (int x = 0; x < curEnemiesInRange.Count; x++)
{
float d = (transform.position - curEnemiesInRange[x].transform.position).sqrMagnitude;
if(d < dist)
{
closet = curEnemiesInRange[x];
dist = d;
}
}
return closet;
}
case TowerTargetPriority.Strong:
{
Enemy strongest = null;
int strongestHealth = 0;
foreach (Enemy enemy in curEnemiesInRange)
{
if(enemy.health > strongestHealth)
{
strongest = enemy;
strongestHealth = enemy.health;
}
}
return strongest;
}
}
return null;
}
void Attack()
{
if(rotateTowardsTarget)
{
transform.LookAt(curEnemy.transform);
transform.eulerAngles = new Vector3(0, transform.eulerAngles.y, 0);
}
GameObject proj = Instantiate(projectilePrefab, projectileSpawnPoint.position, Quaternion.identity);
proj.GetComponent<Projectile>().Initialize(curEnemy, projectileDamage, projectileSpeed);
}
private void OnTriggerEnter(Collider other)
{
if(other.CompareTag("Enemy"))
{
curEnemiesInRange.Add(other.GetComponent<Enemy>());
}
}
private void OnTriggerExit(Collider other)
{
if(other.CompareTag("Enemy"))
{
curEnemiesInRange.Remove(other.GetComponent<Enemy>());
}
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