diff --git a/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/AdrenalineTrigger-checkpoint.cs b/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/AdrenalineTrigger-checkpoint.cs index 7d7c119..79f4380 100644 --- a/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/AdrenalineTrigger-checkpoint.cs +++ b/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/AdrenalineTrigger-checkpoint.cs @@ -6,7 +6,7 @@ public class AdrenalineTrigger : MonoBehaviour private float adrenalineLevel = 0f; public float adrenalineTriggerThreshold = 20f; // Threshold for adrenaline boost public Image adrenalineBar; - HealthRegeneration healthScript; + private HealthRegeneration healthScript; private void Start() { @@ -15,7 +15,7 @@ private void Start() private void Update() { - if (healthScript.currentHealth <= adrenalineTriggerThreshold && adrenalineLevel < 100f) + if (healthScript.GetCurrentHealth() <= adrenalineTriggerThreshold && adrenalineLevel < 100f) { adrenalineLevel += Time.deltaTime * 50f; // Increase adrenaline UpdateAdrenalineBar(); @@ -29,9 +29,9 @@ private void Update() private void UpdateAdrenalineBar() { - if(adrenalineBar != null) + if (adrenalineBar != null) { adrenalineBar.fillAmount = adrenalineLevel / 100f; } } -} \ No newline at end of file +} diff --git a/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/AdrenalineTrigger.cs-checkpoint.meta b/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/AdrenalineTrigger.cs-checkpoint.meta deleted file mode 100644 index f4306c5..0000000 --- a/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/AdrenalineTrigger.cs-checkpoint.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ab3a5fe39be90ed1fa575d9c9e9046ad -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/CharacterMain-checkpoint.cs b/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/CharacterMain-checkpoint.cs new file mode 100644 index 0000000..4d9aa64 --- /dev/null +++ b/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/CharacterMain-checkpoint.cs @@ -0,0 +1,68 @@ +using UnityEngine; +using UnityEngine.InputSystem; + + + +public class CharacterMain : MonoBehaviour +{ + private bool isJumping; + private bool isWalking; + public float movementSpeed = 5f; + private Vector2 moveInput; + + + + + [SerializeField] private string charName; // GameObject will NOT be player's name - this will. + [SerializeField] private Health health; // Useless for now. + + private void Start() + { + + } + + private void Update() + { + //OnMove; + transform.Translate(new Vector3(moveInput.x, 0, moveInput.y) * movementSpeed * Time.deltaTime); + + } + + private void OnMove(InputValue value) + { + + moveInput = value.Get(); + /* + + + private void Update() + { + HandleMovement(); + Move(); + } + + private void Move(InputAction context) + { + if(context != null) + { + moveInput = context.ReadValue(); + } + + } + + private void HandleMovement() + { + // Calculate movement direction based on input + Vector3 moveDirection = new Vector3(moveInput.x, 0f, moveInput.y).normalized; + + // Check if the player is walking + isWalking = moveDirection.magnitude > 0; + + // Move the character using the CharacterController + characterController.Move(moveDirection * movementSpeed * Time.deltaTime); + + } + + */ + } +} diff --git a/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/Health-checkpoint.cs b/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/Health-checkpoint.cs new file mode 100644 index 0000000..5219998 --- /dev/null +++ b/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/Health-checkpoint.cs @@ -0,0 +1,126 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using Unity.Netcode; + +public class Health: NetworkBehaviour +{ + // ***Network Checks*** All network calls and references are made in the Limb script and anything calling to this Class. This prevents unneccessary checks on our part. + + // ***At this spot*** I need to make a reference to any other Transforms we may need to call upon for references. Ex: Animators, Armors, Augmentations, UI, etc. + + private float healthMain; // Our primary Health, enough hits to everything else and we bleed out. + private float healthMax; // The maximum Health allowed. This value allows it to be upgraded. + private float staminaMain; // See above, but with Stamina. + private float staminaMax; // Self explanatory. + private float adrenaline; // Adrenaline drive, given during moments of low health for those "Oh shit" moments. + private float cyberHealth; // Seperate from healthMain, this variable controls overall mental health - Get low enough, physical damage may occur! Warranty not included. + private float armorHealth; // Probably just gonna Transform.GetComponent this from the actual armor item. Might make this to each limb as well. For now, mundane stuff! + + public enum BodyPart + { + Head, + Chest, + LeftArm, + RightArm, + LeftLeg, + RightLeg + } + + public enum Toxicity // I'm running this as an enum for now, it may be split in to seperate variables - Just did this so I can possibly have other factors later. + { + Bio, + Psych, + Radiation + } + + + private Dictionary bodyPartHealth = new Dictionary(); + private Dictionary toxicBar = new Dictionary(); // This will be our dictionary for the toxicity meters. + + // Augmentations will be in another MonoBehavior, I don't feel like including them in this one, mainly for sake of compile and run time. - Sona + + private void Start() + { + InitializeHealth(); + Debug.Log("Health behavior on " + this.gameObject + " has been activated."); // I just like knowing the script is functioning. + } + + public void InitializeHealth() // Bodypart floats are counted as a 1-100 float value. They can be increased, but it will need to be handled outside the script for cleanliness. + { +// if (!isLocalPlayer) return; + + bodyPartHealth[BodyPart.Head] = 100f; + bodyPartHealth[BodyPart.Chest] = 100f; + bodyPartHealth[BodyPart.LeftArm] = 100f; + bodyPartHealth[BodyPart.RightArm] = 100f; + bodyPartHealth[BodyPart.LeftLeg] = 100f; + bodyPartHealth[BodyPart.RightLeg] = 100f; + } + + public void InitializeToxicBar() // Load the meters up and zero them out, we'll get the values later from the server. + { + // if (!isLocalPlayer) return; + + toxicBar[Toxicity.Bio] = 0f; + toxicBar[Toxicity.Psych] = 0f; + toxicBar[Toxicity.Radiation] = 0f; + } + + public void DamageArmor(float D) // Private so that this function must be special called by a referencing script. I'll network this soon to test for lag. + { + if (D <= 0) return; + else + { + armorHealth -= D; + if(armorHealth <= 0) + { + armorHealth = 0; + Debug.Log("Armor on " + this.gameObject + " has been destroyed beyond repair!"); + } + } + } + + public void DamagePlayer(float D, BodyPart bodyPart) // D to call for the damage float, X will probably reference a body part in the future. + { + if(bodyPartHealth.ContainsKey(bodyPart)) + { + if(D > 0) + { + bodyPartHealth[bodyPart] -= D; + healthMain -= D / bodyPartHealth[bodyPart] * 2; + } + } + PlayerStatus(); + } + + private void PlayerStatus() // Let's check on player's status, their limbs, etc. + { + // To further elaborate, healing and whatnot can be handled by an item's script - and it can reference this one. + // Right now, none of these check for the armor status - Which, I'll probably give them a bonus to health from the armor anyway. Maybe. + + if (bodyPartHealth.ContainsKey(BodyPart.Head) && bodyPartHealth[BodyPart.Head] <= 0) // Let's be honest. Head Health being 0 means they are dead. + { + Debug.Log("Should get your head looked at, it's missing!"); + } + if (bodyPartHealth.ContainsKey(BodyPart.LeftLeg) && bodyPartHealth[BodyPart.LeftLeg] <= 0) + { + Debug.Log("My leg!"); + } + if (bodyPartHealth.ContainsKey(BodyPart.LeftArm) && bodyPartHealth[BodyPart.LeftArm] <= 0) + { + Debug.Log("Look! No hands!"); + } + if (bodyPartHealth.ContainsKey(BodyPart.RightArm) && bodyPartHealth[BodyPart.RightArm] <= 0) + { + Debug.Log("Look! No hands!"); + } + if (bodyPartHealth.ContainsKey(BodyPart.RightLeg) && bodyPartHealth[BodyPart.RightLeg] <= 0) + { + Debug.Log("My leg!"); + } + InitializeHealth(); + + } +} diff --git a/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/HealthRegeneration-checkpoint.cs b/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/HealthRegeneration-checkpoint.cs deleted file mode 100644 index 842a93a..0000000 --- a/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/HealthRegeneration-checkpoint.cs +++ /dev/null @@ -1,33 +0,0 @@ -using UnityEngine; -using UnityEngine.UI; - -public class HealthRegeneration : MonoBehaviour -{ - public float maxHealth = 100f; - private float currentHealth; - public Image healthBar; - - private void Start() - { - currentHealth = maxHealth; - } - - private void Update() - { - // Regenerate health logic - if (currentHealth < maxHealth) - { - currentHealth += Time.deltaTime * 5f; // Regeneration rate - currentHealth = Mathf.Min(currentHealth, maxHealth); - UpdateHealthBar(); - } - } - - private void UpdateHealthBar() - { - if(healthBar != null) - { - healthBar.fillAmount = currentHealth / maxHealth; - } - } -} diff --git a/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/Settings-checkpoint.cs b/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/Settings-checkpoint.cs new file mode 100644 index 0000000..96a2212 --- /dev/null +++ b/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/Settings-checkpoint.cs @@ -0,0 +1,72 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.InputSystem; + +public class Settings : MonoBehaviour +{ + + // Dirty settings. Clean up later. + [Header("Menu State")] // What is going on with our menu, is it visible? Invisible? Do I need to BLOW IT UP? Shown here. + [SerializeField] private bool _menuActive; + + [Space] + [Header("Game State")] + [SerializeField] private bool gamePaused; // Probably has no use. I don't know if this is an MMO or Single-Player anymore. + + [Space] + [Space] + [Header("UI Theme")] // No, I'm not making specialized themes right now - This is just to hold the settings for appearance so I don't have to do it again later. Add onto as needed. + [Space] + [SerializeField] private GameObject _menuBackground; + [Space] + [Space] + [Header("Settings")] + [Space] + + [SerializeField] private Slider _MusicVol; + [SerializeField] private Slider _MasterVol; + [SerializeField] private Slider _AtmosVol; + [SerializeField] private Button _btnApply; + [SerializeField] private Button _btnCancel; + + private void Start() + { + if (!_menuBackground) this.enabled = false; // Prevent bugs if we don't have the UI active or set. + } + + private void Update() + { + if (Keyboard.current.escapeKey.wasPressedThisFrame) + { + EscapeKeyPressed(); + } + } + + private void EscapeKeyPressed() + { + _menuActive = !_menuActive; + PauseMenu(); // References because script time. + } + + private void PauseMenu() + { + if(_menuActive) _menuBackground.SetActive(true); + if(!_menuActive) _menuBackground.SetActive(false); + } + + private void CancelButton() + { + _menuActive = false; + PauseMenu(); + } + + private void ApplyButton() + { + // I do nothing right now :D!!! + } + + // Music/Master will come after have some atmospheric sounnds / music to work with - as it involves me working with an audio mixer. + +} diff --git a/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/ThirstMeter-checkpoint.cs b/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/ThirstMeter-checkpoint.cs new file mode 100644 index 0000000..898a27e --- /dev/null +++ b/DarkFlow/Assets/Scripts/CharacterSystems/.ipynb_checkpoints/ThirstMeter-checkpoint.cs @@ -0,0 +1,38 @@ +using UnityEngine; +using UnityEngine.UI; + +public class ThirstMeter : MonoBehaviour +{ + public float maxThirst = 100f; + private float currentThirst; + public Image thirstBar; + + void Start() + { + currentThirst = maxThirst; + UpdateThirstBar(); + } + + void Update() + { + // Decrease thirst over time or based on player actions + currentThirst = Mathf.Clamp(currentThirst, 0, maxThirst); + UpdateThirstBar(); + } + + public void ConsumeWater(float amount) + { + currentThirst += amount; + currentThirst = Mathf.Clamp(currentThirst, 0, maxThirst); + UpdateThirstBar(); + } + + private void UpdateThirstBar() + { + if (thirstBar != null) + { + thirstBar.fillAmount = currentThirst / maxThirst; + } + } +} + diff --git a/DarkFlow/Assets/Scripts/CharacterSystems/BodyPartDamage.cs b/DarkFlow/Assets/Scripts/CharacterSystems/BodyPartDamage.cs index 5caee5b..72570b8 100644 --- a/DarkFlow/Assets/Scripts/CharacterSystems/BodyPartDamage.cs +++ b/DarkFlow/Assets/Scripts/CharacterSystems/BodyPartDamage.cs @@ -8,7 +8,7 @@ public class BodyPart { public string name; public float health; - public Image silhouetteImage; // Assign UI Image for each body part + public Image bodyPartImage; // Assign UI Image for each body part } public BodyPart[] bodyParts; @@ -40,29 +40,31 @@ public void TakeDamage(string bodyPartName, float damage) private void UpdateBodyPartUI(BodyPart part) { - Color color = Color.green; - if (part.health < maxHealth * 0.3f) + if (part.health <= 0) { - color = Color.red; // Severe damage + part.bodyPartImage.color = Color.black; // Complete damage + } + else if (part.health < maxHealth * 0.3f) + { + part.bodyPartImage.color = Color.red; // Critical damage } else if (part.health < maxHealth * 0.6f) { - color = new Color(1, 0.5f, 0); // Orange for moderate damage + part.bodyPartImage.color = new Color(1, 0.5f, 0); // Worse damage (orange) } - - part.silhouetteImage.color = color; - } - - private void ApplyEffectBasedOnDamage(BodyPart part) - { - if (part.name == "Leg" && part.health < maxHealth * 0.5f) + else if (part.health < maxHealth) { - // Implement logic for limping + part.bodyPartImage.color = Color.yellow; // Moderate damage } - else if (part.name == "Arm" && part.health < maxHealth * 0.5f) + else { - // Implement logic for reduced accuracy + part.bodyPartImage.color = Color.green; // No damage } - // Add more conditions for other body parts and their specific effects + } + + private void ApplyEffectBasedOnDamage(BodyPart part) + { + // Here you can implement the effect each type of damage has on the player + // For example, if a leg is damaged, you might reduce the player's speed } } diff --git a/DarkFlow/Assets/Scripts/UI/HUD.meta b/DarkFlow/Assets/Scripts/UI/HUD.meta new file mode 100644 index 0000000..1f7cbdf --- /dev/null +++ b/DarkFlow/Assets/Scripts/UI/HUD.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8d504881eb2b47ae09f02dba4881b72d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/DarkFlow/Assets/Scripts/UI/HUD/BodyPartDamage_head.png b/DarkFlow/Assets/Scripts/UI/HUD/BodyPartDamage_head.png new file mode 100644 index 0000000..6819794 Binary files /dev/null and b/DarkFlow/Assets/Scripts/UI/HUD/BodyPartDamage_head.png differ diff --git a/DarkFlow/Assets/Scripts/UI/HUD/BodyPartDamage_head.png.meta b/DarkFlow/Assets/Scripts/UI/HUD/BodyPartDamage_head.png.meta new file mode 100644 index 0000000..b41d108 --- /dev/null +++ b/DarkFlow/Assets/Scripts/UI/HUD/BodyPartDamage_head.png.meta @@ -0,0 +1,140 @@ +fileFormatVersion: 2 +guid: 011199c6410a210d2a44cae7cf088db5 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 12 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + flipGreenChannel: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMipmapLimit: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 1 + wrapV: 1 + wrapW: 0 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + swizzle: 50462976 + cookieLightType: 0 + platformSettings: + - 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