Revert "integration"

This reverts commit 521a62973a.
This commit is contained in:
Crizomb 2025-01-29 00:02:11 +01:00
parent 521a62973a
commit 8e077e523c
278 changed files with 0 additions and 11344 deletions

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using UnityEngine;
public class BoomLazer : MonoBehaviour
{
private float i = 0.0f;
Rigidbody rib;
[SerializeField] float explosionRadius;
[SerializeField] float explosionForce;
private float upwardModifier = 0.0f;
// Start is called once before the first execution of Update after the MonoBehaviour is created
private void Start()
{
rib=GetComponent<Rigidbody>();
}
//Prend tout les rigidbody sauf le sien et leurs applique une force pour les expulser
private void OnTriggerEnter(Collider other)
{
//Uniformisation des codes de balles, pour la détruire au 2e impact avec un collider dû au fait qu'elle spawn DANS un collider
//Reste clairement Junky et est sujet à amélioration
i += 1;
if (i > 0)
{
Vector3 explosionPosition = transform.position;
Collider[] colliders = Physics.OverlapSphere(explosionPosition, explosionRadius);
foreach (Collider collider in colliders)
{
Rigidbody rb = collider.GetComponent<Rigidbody>();
if (rb != null & rb != rib)
{
rb.AddExplosionForce(explosionForce, explosionPosition, explosionRadius, upwardModifier, ForceMode.Impulse);
}
}
Destroy(gameObject);
}
}
}

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using UnityEngine;
public class CameraFly : MonoBehaviour
{
[SerializeField] float mainSpeed; //regular speed
[SerializeField] float shiftAdd; //multiplied by how long shift is held. Basically running
[SerializeField] float maxShift; //Maximum speed when holdin gshift
[SerializeField] float camVelocity; //How sensitive it with mouse
private Vector3 lastMouse = new Vector3(255, 255, 255); //kind of in the middle of the screen, rather than at the top (play)
private float totalRun = 1.0f;
void Update()
{
Vector3 r = GetRotInput();
lastMouse = new Vector3(transform.eulerAngles.x + r.x, transform.eulerAngles.y + r.y, 0);
//transform.eulerAngles = lastMouse;
transform.rotation = Quaternion.Euler(lastMouse);
//Mouse camera angle done.
//Keyboard commands
//float f = 0.0f;
Vector3 p = GetBaseInput();
if (p.sqrMagnitude > 0)
{ // only move while a direction key is pressed
if (Input.GetKey(KeyCode.LeftShift))
{
totalRun += Time.deltaTime;
p = p * totalRun * shiftAdd;
p.x = Mathf.Clamp(p.x, -maxShift, maxShift);
p.y = Mathf.Clamp(p.y, -maxShift, maxShift);
p.z = Mathf.Clamp(p.z, -maxShift, maxShift);
}
else
{
totalRun = Mathf.Clamp(totalRun * 0.5f, 1f, 1000f);
p = p * mainSpeed;
}
p = p * Time.deltaTime;
Vector3 newPosition = transform.position;
if (Input.GetKey(KeyCode.Space))
{ //If player wants to move on X and Z axis only
transform.Translate(p);
newPosition.x = transform.position.x;
newPosition.z = transform.position.z;
transform.position = newPosition;
}
else
{
transform.Translate(p);
}
}
Debug.Log(r);
Debug.Log(p);
}
private Vector3 GetBaseInput()
{ //returns the basic values, if it's 0 than it's not active.
Vector3 p_Velocity = new Vector3();
if (Input.GetKey(KeyCode.UpArrow))
{
p_Velocity += new Vector3(0, 0, 1);
}
if (Input.GetKey(KeyCode.DownArrow))
{
p_Velocity += new Vector3(0, 0, -1);
}
if (Input.GetKey(KeyCode.LeftArrow))
{
p_Velocity += new Vector3(-1, 0, 0);
}
if (Input.GetKey(KeyCode.RightArrow))
{
p_Velocity += new Vector3(1, 0, 0);
}
return p_Velocity;
}
private Vector3 GetRotInput()
{ //returns the basic values, if it's 0 than it's not active.
Vector3 r_Velocity = new Vector3();
if (Input.GetKey(KeyCode.Z))
{
r_Velocity += new Vector3(0, 1,0);
}
if (Input.GetKey(KeyCode.S))
{
r_Velocity += new Vector3(0, -1, 0);
}
if (Input.GetKey(KeyCode.Q))
{
r_Velocity += new Vector3(-1, 0, 0);
}
if (Input.GetKey(KeyCode.D))
{
r_Velocity += new Vector3(1, 0, 0);
}
return camVelocity*r_Velocity;
}
}

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fileFormatVersion: 2
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using UnityEngine;
public class CameraMovement : MonoBehaviour
{
[SerializeField] float cameraMovementSpeed;
[SerializeField] float cameraRotationSpeed;
// 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()
{
//avancer reculer
if (Input.GetKey(KeyCode.UpArrow))
{
Debug.Log("avancer");
transform.Translate(Vector3.forward * Time.deltaTime * cameraMovementSpeed);
}
if (Input.GetKey(KeyCode.DownArrow))
{
Debug.Log("reculer");
transform.Translate(-Vector3.forward * Time.deltaTime * cameraMovementSpeed);
}
if (Input.GetKey("w"))
{
Debug.Log("lever la tête");
transform.Rotate(-cameraRotationSpeed * Time.deltaTime, 0.0f, 0.0f, Space.Self);
}
else if (Input.GetKey("s"))
{
Debug.Log("baisser la tête");
transform.Rotate(cameraRotationSpeed * Time.deltaTime, 0.0f, 0.0f, Space.Self);
}
else if (Input.GetKey("a"))
{
Debug.Log("tourner la tête à gauche");
transform.Rotate(0.0f, -cameraRotationSpeed * Time.deltaTime, 0.0f, Space.Self);
}
else if (Input.GetKey("d"))
{
Debug.Log("tourner la tête à droite");
transform.Rotate(0.0f, cameraRotationSpeed * Time.deltaTime, 0.0f, Space.Self);
}
Debug.Log(transform.rotation);
/*
if (Input.GetKey("a") || Input.GetKey(KeyCode.LeftArrow))
{
Debug.Log("Moving Left");
transform.localPosition += new Vector3(-lateralSpeed, 0.0f, 0.0f);
}
if (Input.GetKey("d") || Input.GetKey(KeyCode.RightArrow))
{
Debug.Log("Moving Right");
transform.localPosition += new Vector3(lateralSpeed, 0.0f, 0.0f);
}
if (Input.GetKey("w") || Input.GetKey(KeyCode.LeftArrow))
{
Debug.Log("Moving Up");
transform.localPosition += new Vector3(-lateralSpeed, 0.0f, 0.0f);
}
if (Input.GetKey("s") || Input.GetKey(KeyCode.RightArrow))
{
Debug.Log("Moving Down");
transform.localPosition += new Vector3(lateralSpeed, 0.0f, 0.0f);
}
*/
}
}

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using UnityEngine;
public class CameraMovementFlat : MonoBehaviour
{
[SerializeField] float cameraMovementSpeed;
// 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()
{
//avancer reculer
if (Input.GetKey(KeyCode.UpArrow))
{
//Debug.Log("avancer");
transform.Translate(Vector3.forward * Time.deltaTime * cameraMovementSpeed, Space.World);
}
if (Input.GetKey(KeyCode.DownArrow))
{
//Debug.Log("reculer");
transform.Translate(-Vector3.forward * Time.deltaTime * cameraMovementSpeed, Space.World);
}
if (Input.GetKey(KeyCode.LeftArrow))
{
//Debug.Log("gauche");
transform.Translate(-Vector3.right * Time.deltaTime * cameraMovementSpeed, Space.World);
}
if (Input.GetKey(KeyCode.RightArrow))
{
//Debug.Log("droite");
transform.Translate(Vector3.right * Time.deltaTime * cameraMovementSpeed, Space.World);
}
}
}

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using UnityEngine;
public class Duck : MonoBehaviour
{
[SerializeField] protected float baseMovementSpeed;
[SerializeField] protected int baseHP;
[SerializeField] protected int baseArmor;
[SerializeField] protected float baseAttackSpeed;
[SerializeField] protected int manaToSpecialAttack;
[SerializeField] protected Weapon weapon;
protected float currentMovementSpeed;
protected int currentHP;
protected int currentArmor;
protected float currentAttackSpeed;
//TODO WEAPON
//TODO Special Ability
public virtual void activateSpecialAbility(){
}
public virtual void takeDamage(int damage){
currentHP -= (damage > currentArmor) ? (damage - currentArmor) : 0;
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
currentMovementSpeed = baseMovementSpeed;
currentHP = baseHP;
currentArmor = baseArmor;
currentAttackSpeed = baseAttackSpeed;
}
// Update is called once per frame
void Update()
{
}
}

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using UnityEngine;
using UnityEngine.AI;
public class NavMeshJunk : MonoBehaviour
{
private NavMeshAgent agent;
[SerializeField] Vector3 destination;
[SerializeField] GameObject Arriv;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
agent = GetComponent<NavMeshAgent>();
destination = agent.destination;
}
// Update is called once per frame
void Update()
{
destination=Arriv.transform.position;
agent.destination = destination;
}
}

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fileFormatVersion: 2
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using UnityEngine;
using UnityEngine.UI;
public class PVMETER : MonoBehaviour
{
[SerializeField] Image PVMeter;
private float PVm;
private float PVMax;
public Gradient colorGradient;
// 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()
{
Debug.Log("JE SUIS LA");
var gradient = new Gradient();
var colors = new GradientColorKey[2];
colors[0] = new GradientColorKey(Color.red, 0.0f);
colors[1] = new GradientColorKey(Color.green, 1.0f);
var alphas = new GradientAlphaKey[2];
alphas[0] = new GradientAlphaKey(1.0f, 0.0f);
alphas[1] = new GradientAlphaKey(1.0f, 0.0f);
gradient.SetKeys(colors, alphas);
PVm = GetComponent<BaseDuckScript>().getHealth() / GetComponent<BaseDuckScript>().getBaseHealth();
Debug.Log(PVm);
PVMeter.fillAmount = PVm;
PVMeter.color = colorGradient.Evaluate(PVm);
}
}

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using UnityEngine;
public class PlayerJunkMVT : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
var gradient = new Gradient();
// Blend color from red at 0% to blue at 100%
var colors = new GradientColorKey[2];
colors[0] = new GradientColorKey(Color.red, 0.0f);
colors[1] = new GradientColorKey(Color.green, 1.0f);
// Blend alpha from opaque at 0% to transparent at 100%
var alphas = new GradientAlphaKey[2];
alphas[0] = new GradientAlphaKey(1.0f, 0.0f);
alphas[1] = new GradientAlphaKey(1.0f, 0.0f);
gradient.SetKeys(colors, alphas);
// What's the color at the relative time 0.25 (25%) ?
Debug.Log(gradient.Evaluate(0.25f));
}
// Update is called once per frame
void Update()
{
float SPEED = 10.0f;
float ROT = 100.0f;
if (Input.GetKey(KeyCode.UpArrow))
{
Debug.Log("avancer");
transform.Translate(Vector3.forward * Time.deltaTime * SPEED);
}
if (Input.GetKey(KeyCode.DownArrow))
{
Debug.Log("reculer");
transform.Translate(-Vector3.forward * Time.deltaTime * SPEED);
}
if (Input.GetKey(KeyCode.LeftArrow))
{
Debug.Log("tourner la tête à gauche");
transform.Rotate(0.0f, -ROT * Time.deltaTime, 0.0f, Space.Self);
}
if (Input.GetKey(KeyCode.RightArrow))
{
Debug.Log("tourner la tête à droite");
transform.Rotate(0.0f, ROT * Time.deltaTime, 0.0f, Space.Self);
}
}
}

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//using UnityEngine;
public interface Weapon
{
void dealDamage();
}

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