full playable game

This commit is contained in:
MrTorex committed 2026-02-24 09:18:49 +03:00
1 parent afcd8761e6
commit 1869fa7584
56 files changed
+7579 -35

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@@ -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<HealthSystem>();
health?.Heal(healthBuff);
Destroy(gameObject);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
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timeCreated: 1771912003
+21 -5
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@@ -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<WeaponBase>();
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;
}
@@ -132,7 +145,10 @@ namespace Code.Gameplay.Enemy
{
enabled = false;
Destroy(gameObject, 2f);
var healthGo = Instantiate(Resources.Load<GameObject>("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)
+12 -4
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@@ -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()
{
if (!_firePoint)
_firePoint = FindFirstObjectByType<CameraController>().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);
}
+87
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@@ -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<CharacterProvider>();
if (_player != null)
{
_playerHealth = _player.GetComponent<HealthSystem>();
_weaponInventory = _player.GetComponent<WeaponInventory>();
}
if (_playerHealth != null)
{
_playerHealth.OnHealthChanged += UpdateHealth;
}
}
private void Update()
{
UpdateWeaponName();
UpdateHealth();
UpdateAmmo();
}
private void UpdateWeaponName()
{
if (weaponNameText == null || _weaponInventory?.CurrentWeapon == null) return;
var weaponName = _weaponInventory.CurrentWeapon.WeaponName;
weaponNameText.text = string.Format(weaponNameFormat, weaponName.ToUpper());
}
private void UpdateHealth()
{
if (healthText == null || _playerHealth == null) return;
healthText.text = string.Format(healthFormat,
_playerHealth.CurrentHealth,
_playerHealth.MaxHealth);
}
private void UpdateHealth(float current, float max)
{
if (healthText == null) return;
healthText.text = string.Format(healthFormat, current, max);
}
private void UpdateAmmo()
{
if (ammoText == null || _weaponInventory?.CurrentWeapon == null) return;
var weapon = _weaponInventory.CurrentWeapon;
ammoText.text = string.Format(ammoFormat,
weapon.CurrentAmmo,
weapon.ReserveAmmo);
}
private void OnDestroy()
{
if (_playerHealth != null)
{
_playerHealth.OnHealthChanged -= UpdateHealth;
}
}
}
}
+3
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