diff --git a/Assets/Code/Gameplay/Character/Stats/HealthBuff.cs b/Assets/Code/Gameplay/Character/Stats/HealthBuff.cs new file mode 100644 index 0000000..0223534 --- /dev/null +++ b/Assets/Code/Gameplay/Character/Stats/HealthBuff.cs @@ -0,0 +1,16 @@ +using UnityEngine; + +namespace Code.Gameplay.Character.Stats +{ + public class HealthBuff : MonoBehaviour + { + [SerializeField] private int healthBuff = 50; + private void OnTriggerEnter(Collider other) + { + if (!other.CompareTag("Player")) return; + var health = other.GetComponent(); + health?.Heal(healthBuff); + Destroy(gameObject); + } + } +} \ No newline at end of file diff --git a/Assets/Code/Gameplay/Character/Stats/HealthBuff.cs.meta b/Assets/Code/Gameplay/Character/Stats/HealthBuff.cs.meta new file mode 100644 index 0000000..b5c3cbb --- /dev/null +++ b/Assets/Code/Gameplay/Character/Stats/HealthBuff.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: d0c628fd85b24cb1ad9748bba030feaa +timeCreated: 1771912003 \ No newline at end of file diff --git a/Assets/Code/Gameplay/Enemy/SimpleEnemy.cs b/Assets/Code/Gameplay/Enemy/SimpleEnemy.cs index a5e77a0..7fc3302 100644 --- a/Assets/Code/Gameplay/Enemy/SimpleEnemy.cs +++ b/Assets/Code/Gameplay/Enemy/SimpleEnemy.cs @@ -10,6 +10,7 @@ namespace Code.Gameplay.Enemy { [SerializeField] private HealthSystem healthSystem; [SerializeField] private WeaponBase weapon; + [SerializeField] private Transform weaponPoint; [SerializeField] private Transform firePoint; [SerializeField] private Transform target; @@ -40,6 +41,15 @@ namespace Code.Gameplay.Enemy private void Start() { + if (weapon) + { + var weaponGo = Instantiate(weapon.gameObject, weaponPoint); + weapon = weaponGo.GetComponent(); + weapon._firePoint = firePoint.transform; + weapon.Reload(); + attackCooldown = weapon.FireRate + 0.01f; + } + if (healthSystem != null) { healthSystem.OnDied += HandleDeath; @@ -110,17 +120,20 @@ namespace Code.Gameplay.Enemy if (!HasLineOfSight()) return; lastAttackTime = Time.time; - weapon.Shoot(); + if (weapon.CurrentAmmo <= 0) + weapon.Reload(); + else + weapon.StartShooting(); } private bool HasLineOfSight() { if (target == null) return false; - var direction = (target.position - firePoint.position).normalized; - var distance = Vector3.Distance(firePoint.position, target.position); + var direction = (target.position - weaponPoint.position).normalized; + var distance = Vector3.Distance(weaponPoint.position, target.position); - if (Physics.Raycast(firePoint.position, direction, out var hit, distance, obstacleMask)) + if (Physics.Raycast(weaponPoint.position, direction, out var hit, distance, obstacleMask)) { return hit.collider.transform == target; } @@ -131,8 +144,11 @@ namespace Code.Gameplay.Enemy private void HandleDeath() { enabled = false; - - Destroy(gameObject, 2f); + + var healthGo = Instantiate(Resources.Load("Prefabs/HealthBuff").gameObject); + healthGo.transform.position = new Vector3(transform.position.x, transform.position.y - 1, transform.position.z); + + Destroy(gameObject, 1); } public void TakeDamage(float damage) diff --git a/Assets/Code/Gameplay/Weapons/WeaponBase.cs b/Assets/Code/Gameplay/Weapons/WeaponBase.cs index 172a825..2c0ae0f 100644 --- a/Assets/Code/Gameplay/Weapons/WeaponBase.cs +++ b/Assets/Code/Gameplay/Weapons/WeaponBase.cs @@ -21,7 +21,7 @@ namespace Code.Gameplay.Weapons [SerializeField] protected float reloadTime = 1.5f; [SerializeField] protected float spreadAngle = 1f; - private Transform _firePoint; + public Transform _firePoint; [SerializeField] protected GameObject bulletPrefab; [SerializeField] protected ParticleSystem muzzleFlash; [SerializeField] protected AudioClip shootSound; @@ -32,12 +32,15 @@ namespace Code.Gameplay.Weapons protected bool isShooting; protected bool isReloading; protected float lastShotTime; + protected float lastShotTryTime; public WeaponType Type => weaponType; public int CurrentAmmo => currentAmmo; public int ReserveAmmo => reserveAmmo; public int MagazineSize => magazineSize; public bool IsReloading => isReloading; + public float FireRate => fireRate; + public string WeaponName => weaponName; protected virtual void Awake() { @@ -50,21 +53,23 @@ namespace Code.Gameplay.Weapons protected virtual void Start() { - _firePoint = FindFirstObjectByType().transform; + if (!_firePoint) + _firePoint = FindFirstObjectByType().transform; } public virtual void Shoot() { if (isReloading) return; + + if (Time.time - lastShotTime < fireRate) + return; + if (currentAmmo <= 0) { PlayEmptySound(); return; } - if (Time.time - lastShotTime < fireRate) - return; - switch (fireMode) { case FireMode.SemiAutomatic: @@ -160,6 +165,9 @@ namespace Code.Gameplay.Weapons protected virtual void PlayEmptySound() { + if (Time.time - lastShotTryTime < fireRate) + return; + lastShotTryTime = Time.time; if (emptySound != null) audioSource.PlayOneShot(emptySound); } diff --git a/Assets/Code/UI/GameUI.cs b/Assets/Code/UI/GameUI.cs new file mode 100644 index 0000000..85a6bd2 --- /dev/null +++ b/Assets/Code/UI/GameUI.cs @@ -0,0 +1,87 @@ +using TMPro; +using UnityEngine; +using Code.Gameplay.Character.Core; +using Code.Gameplay.Character.Inventory; +using Code.Gameplay.Character.Stats; + +namespace Code.UI +{ + public class GameUI : MonoBehaviour + { + [SerializeField] private TMP_Text weaponNameText; + [SerializeField] private TMP_Text healthText; + [SerializeField] private TMP_Text ammoText; + + [SerializeField] private string weaponNameFormat = "CURRENT WEAPON: {0}"; + [SerializeField] private string healthFormat = "HP: {0}/{1}"; + [SerializeField] private string ammoFormat = "AMMO: {0}/{1}"; + + private CharacterProvider _player; + private HealthSystem _playerHealth; + private WeaponInventory _weaponInventory; + + private void Start() + { + _player = FindFirstObjectByType(); + + if (_player != null) + { + _playerHealth = _player.GetComponent(); + _weaponInventory = _player.GetComponent(); + } + + if (_playerHealth != null) + { + 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