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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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