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using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float moveSpeed = 5f; // Movement speed
public float jumpHeight = 5f; // Jump height
public Camera playerCamera;
public GameObject bulletPrefab;
public Transform bulletSpawnPoint;
private CharacterController characterController;
void Start()
{
characterController = GetComponent<CharacterController>();
}
void Update()
{
MovePlayer();
Shoot();
}
void MovePlayer()
{
float horizontal = Input.GetAxis("Horizontal");
float vertical = Input.GetAxis("Vertical");
Vector3 moveDirection = new Vector3(horizontal, 0, vertical).normalized;
if (moveDirection.magnitude >= 0.1f)
{
characterController.Move(moveDirection * moveSpeed * Time.deltaTime);
}
}
void Shoot()
{
if (Input.GetButtonDown("Fire1")) // Left mouse button
{
FireBullet();
}
}
void FireBullet()
{
Instantiate(bulletPrefab, bulletSpawnPoint.position, bulletSpawnPoint.rotation);
}
}
public class CharacterAbilities : MonoBehaviour
{
public string characterName;
public int level;
public float speedBoost = 1.0f;
void Start()
{
// Check for specific character and assign abilities
if (characterName == "Ronaldo")
{
speedBoost = 1.5f; // Ronaldo has a speed boost
}
else if (characterName == "Dhoni")
{
speedBoost = 1.2f; // Dhoni has agility
}
// Adjust the character's speed
GetComponent<PlayerController>().moveSpeed *= speedBoost;
}
}
public class LevelingSystem : MonoBehaviour
{
public int currentXP = 0;
public int currentLevel = 1;
public int xpToNextLevel = 100;
public GameObject[] availableGuns; // Different guns available at each level
public GameObject[] availableClothes; // Different clothes/skins available at each level
void Update()
{
if (currentXP >= xpToNextLevel)
{
LevelUp();
}
}
void LevelUp()
{
currentLevel++;
currentXP = 0; // Reset XP
xpToNextLevel *= 2; // Increase XP needed for next level
// Give rewards based on the level
EquipRewards();
}
void EquipRewards()
{
// Equip a new gun or clothes based on the player's level
if (currentLevel == 5)
{
// Give a new gun at level 5
EquipGun(availableGuns[1]);
}
else if (currentLevel == 10)
{
// Give new clothes at level 10
EquipClothes(availableClothes[1]);
}
}
void EquipGun(GameObject gun)
{
// Equip the new gun to the player
Instantiate(gun, transform.position, Quaternion.identity);
}
void EquipClothes(GameObject clothes)
{
// Equip the new clothes to the player
Instantiate(clothes, transform.position, Quaternion.identity);
}
}
using Photon.Pun;
using UnityEngine;
public class MultiplayerController : MonoBehaviourPunCallbacks
{
public GameObject playerPrefab;
void Start()
{
if (PhotonNetwork.IsConnected)
{
PhotonNetwork.Instantiate(playerPrefab.name, Vector3.zero, Quaternion.identity);
}
else
{
PhotonNetwork.ConnectUsingSettings();
}
}
public override void OnConnectedToMaster()
{
Debug.Log("Connected to master");
PhotonNetwork.JoinRandomRoom();
}
public override void OnJoinRandomFailed(short returnCode, string message)
{
PhotonNetwork.CreateRoom(null, new Photon.Realtime.RoomOptions { MaxPlayers = 10 });
}
}
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