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Ghost.Best fit for fun and Creepy games.You can use this pack commercially. + +Note : This is a Lite version of our asset "Dark Big Ghosts" + +Technical Details:- + - Character : Big Ghost + - Props (Toggleable) : Hat, Axe and Devil head horns + - Prefabs : 10 + - Poly count (in Tris) : 3340 (Big ghost with Props) + - Animations : 2 (Idle, Look) + - Used Material(s) : Unity standard material + - Texture maps : Albedo/Base Color, Emission + - Texture Size : 2048 x2048 (Png Fromat) + +Features:- + - Lowpoly model (Best for PC and Mobiles) + - Props can be toggled On/Off + - Mobile/AR Ready asset + - UV Unwrapped + - You can add Custom PBR textures + - Smooth animations (Seamless loop) + - High quality textures + - Textures can be Easy to edit/modify + - Demo scene, Colliders included + +Folder details:- + + Materials : Where the materials for the model located. + Meshes : Contain FBX format of the 3d model. + Textures : Contains Textures, that are in (.PNG) file format + (Other folders - Prefabs, Scenes) + +How to use:- + Simply drag and drop the prefab from Prefab folder to your scene and use it. + +About Us : "SR Studios Kerala", Game developing company located in Alappuzha, Kerala, India + +Contact : srstudioskerala@gmail.com + +................Thanks for downloading this package................................ \ No newline at end of file diff --git a/Assets/Dark Big Ghosts LITE/Documentation(Dark Ghosts LITE).txt.meta b/Assets/Dark Big Ghosts LITE/Documentation(Dark Ghosts LITE).txt.meta new file mode 100644 index 0000000..c063201 --- /dev/null +++ b/Assets/Dark Big Ghosts LITE/Documentation(Dark Ghosts LITE).txt.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: c64703a43f88e8d47bb6b0493bcc3dd8 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 362212 + packageName: Dark Big Ghosts LITE + packageVersion: 1.0 + assetPath: Assets/Dark Big Ghosts LITE/Documentation(Dark 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agent; + public Transform player; + public LayerMask whatIsGround, whatIsPlayer; + + // Патрулирование + public Vector3 walkPoint; + bool walkPointSet; + public float walkPointRange; + + // Атака + public float timeBetweenAttacks; + bool alreadyAttacked; + public GameObject projectile; // Враг будет стрелять объектами, а не рэйкастом для наглядности + + // Состояния + public float sightRange, attackRange; + public bool playerInSightRange, playerInAttackRange; + + private void Awake() + { + player = GameObject.Find("Player").transform; // Находим игрока по имени + agent = GetComponent(); + } + + private void Update() + { + // Проверяем, находится ли игрок в зоне видимости и в зоне атаки + playerInSightRange = Physics.CheckSphere(transform.position, sightRange, whatIsPlayer); + playerInAttackRange = Physics.CheckSphere(transform.position, attackRange, whatIsPlayer); + + if (!playerInSightRange && !playerInAttackRange) Patroling(); + if (playerInSightRange && !playerInAttackRange) ChasePlayer(); + if (playerInAttackRange && playerInSightRange) AttackPlayer(); + } + + private void Patroling() + { + if (!walkPointSet) SearchWalkPoint(); + + if (walkPointSet) + agent.SetDestination(walkPoint); + + Vector3 distanceToWalkPoint = transform.position - walkPoint; + + // Точка достигнута + if (distanceToWalkPoint.magnitude < 1f) + walkPointSet = false; + } + + private void SearchWalkPoint() + { + // Ищем случайную точку в заданном диапазоне + float randomZ = Random.Range(-walkPointRange, walkPointRange); + float randomX = Random.Range(-walkPointRange, walkPointRange); + + walkPoint = new Vector3(transform.position.x + randomX, transform.position.y, transform.position.z + randomZ); + + // Проверяем, находится ли точка на NavMesh + if (Physics.Raycast(walkPoint, -transform.up, 2f, whatIsGround)) + walkPointSet = true; + } + + private void ChasePlayer() + { + agent.SetDestination(player.position); + } + + private void AttackPlayer() + { + // Враг останавливается и смотрит на игрока + agent.SetDestination(transform.position); + transform.LookAt(player); + + if (!alreadyAttacked) + { + // --- Логика выстрела --- + // Создаем снаряд в точке выстрела (например, перед врагом) + //Rigidbody rb = Instantiate(projectile, transform.position + transform.forward, Quaternion.identity).GetComponent(); + //rb.AddForce(transform.forward * 32f, ForceMode.Impulse); + //rb.AddForce(transform.up * 4f, ForceMode.Impulse); // Небольшой подброс для параболы + + // Вместо стрельбы объектами, для простоты используем рэйкаст, как у игрока + RaycastHit hit; + if (Physics.Raycast(transform.position, transform.forward, out hit, attackRange)) + { + if (hit.transform.CompareTag("Player")) + { + Debug.Log("Враг попал в игрока!"); + // Наносим урон игроку + hit.transform.GetComponent().TakeDamage(10); + } + } + // --- Конец логики выстрела --- + + alreadyAttacked = true; + Invoke(nameof(ResetAttack), timeBetweenAttacks); + } + } + + private void ResetAttack() + { + alreadyAttacked = false; + } +} diff --git a/Assets/Scripts/EnemyAI.cs.meta b/Assets/Scripts/EnemyAI.cs.meta new file mode 100644 index 0000000..b041b25 --- /dev/null +++ b/Assets/Scripts/EnemyAI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3ead3c9f5e538b0479ce3eac4863415a \ No newline at end of file diff --git a/Assets/Scripts/PlayerHealth.cs b/Assets/Scripts/PlayerHealth.cs new file mode 100644 index 0000000..343008a --- /dev/null +++ b/Assets/Scripts/PlayerHealth.cs @@ -0,0 +1,48 @@ +using UnityEngine; +using UnityEngine.UI; // Для работы с UI +using TMPro; // Для работы с TextMeshPro + +public class PlayerHealth : MonoBehaviour +{ + public int maxHealth = 100; + public int currentHealth; + + public TextMeshProUGUI healthText; // Ссылка на текст для отображения здоровья + + void Start() + { + currentHealth = maxHealth; + UpdateHealthText(); + } + + public void TakeDamage(int damage) + { + currentHealth -= damage; + UpdateHealthText(); + + if (currentHealth <= 0) + { + Die(); + } + } + + void UpdateHealthText() + { + if (healthText != null) + { + healthText.text = "Здоровье: " + currentHealth; + } + } + + void Die() + { + // Пока просто выводим сообщение в консоль и перезапускаем сцену + Debug.Log("Игрок погиб!"); + // Для перезапуска сцены нужно добавить: using UnityEngine.SceneManagement; + // SceneManager.LoadScene(SceneManager.GetActiveScene().name); + + // Деактивируем управление игрока + GetComponent().enabled = false; + // Можно также показать экран "Game Over" + } +} diff --git a/Assets/Scripts/PlayerHealth.cs.meta b/Assets/Scripts/PlayerHealth.cs.meta new file mode 100644 index 0000000..71f00cb --- /dev/null +++ b/Assets/Scripts/PlayerHealth.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 97b4f7e948100e4498b4bb5b1a30e198 \ No newline at end of file diff --git a/Assets/Scripts/PlayerShooting.cs b/Assets/Scripts/PlayerShooting.cs index 9331434..63b4c81 100644 --- a/Assets/Scripts/PlayerShooting.cs +++ b/Assets/Scripts/PlayerShooting.cs @@ -30,12 +30,9 @@ public class PlayerShooting : MonoBehaviour private AudioSource gunAudio; private Light gunLight; - // НОВЫЙ МЕТОД: Вызывается каждый раз, когда оружие становится активным void OnEnable() { - // Прерываем перезарядку, если игрок переключился на это оружие isReloading = false; - // Немедленно обновляем текст с количеством патронов UpdateAmmoText(); } @@ -50,9 +47,7 @@ public class PlayerShooting : MonoBehaviour void Start() { - // Инициализируем патроны только один раз при первом запуске currentAmmo = maxAmmo; - if (gunLight != null) gunLight.enabled = false; if (muzzleFlashSprite != null) muzzleFlashSprite.SetActive(false); } @@ -101,7 +96,9 @@ public class PlayerShooting : MonoBehaviour if (Physics.Raycast(shootRay, out shootHit, range, shootableMask)) { - Target target = shootHit.collider.GetComponent(); + // ИЗМЕНЕНО: Ищем компонент Target не только на самом объекте, но и на его родителях. + // Это решает проблему со сложными моделями, у которых есть коллайдеры на дочерних частях. + Target target = shootHit.collider.GetComponentInParent(); if (target != null) { target.TakeDamage(damagePerShot); diff --git a/Assets/Scripts/Target.cs b/Assets/Scripts/Target.cs index a3bc0f5..a86d937 100644 --- a/Assets/Scripts/Target.cs +++ b/Assets/Scripts/Target.cs @@ -6,6 +6,9 @@ public class Target : MonoBehaviour public void TakeDamage(float amount) { + // ДИАГНОСТИКА: Выводим в консоль, сколько урона мы получили + Debug.Log(gameObject.name + " получил " + amount + " урона. Осталось здоровья: " + (health - amount)); + health -= amount; if (health <= 0f) { @@ -15,6 +18,9 @@ public class Target : MonoBehaviour void Die() { + // ДИАГНОСТИКА: Сообщаем, что объект уничтожен + Debug.Log(gameObject.name + " уничтожен!"); + // For now, we'll just destroy the target object Destroy(gameObject); }