You've already forked zumbi-game
add basic UI to player
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@@ -0,0 +1,21 @@
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using TMPro;
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using UnityEngine;
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public class PlayerController : MonoBehaviour
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{
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[SerializeField] private TMP_Text statsDispaly;
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private float time;
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private int kills;
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public void IncrementKills()
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{
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kills++;
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}
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void FixedUpdate()
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{
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time += Time.fixedDeltaTime;
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statsDispaly.SetText($"Time: {time:F0}s | Kills: {kills}");
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}
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}
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fileFormatVersion: 2
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guid: 6f30135307ff0ec4cb878cac80d60090
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@@ -29,7 +29,7 @@ public class ZombieController : MonoBehaviour
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[SerializeField] private AudioClip[] sfx;
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[SerializeField] private int sfxDelay = 5; // seconds
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private Transform player;
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private PlayerController player;
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private Animator animator;
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private AudioSource audioSource;
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private float lastSfxPlay;
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@@ -40,7 +40,7 @@ public class ZombieController : MonoBehaviour
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{
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currentHealth = maxHealth;
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animator = GetComponent<Animator>();
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player = GameObject.FindGameObjectWithTag("Player").transform;
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player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
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audioSource = GetComponent<AudioSource>();
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}
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@@ -50,7 +50,7 @@ public class ZombieController : MonoBehaviour
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PlaySfx();
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float distance = Vector3.Distance(transform.position, player.position);
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float distance = Vector3.Distance(transform.position, player.transform.position);
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if (distance <= attackDistance)
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{
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@@ -92,9 +92,9 @@ public class ZombieController : MonoBehaviour
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private void MoveToPlayer(float speed)
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{
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Vector3 direction = (player.position - transform.position).normalized;
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Vector3 direction = (player.transform.position - transform.position).normalized;
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transform.position += speed * Time.deltaTime * direction;
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transform.LookAt(new Vector3(player.position.x, transform.position.y, player.position.z));
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transform.LookAt(new Vector3(player.transform.position.x, transform.position.y, player.transform.position.z));
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}
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private void StopMoving()
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@@ -129,7 +129,10 @@ public class ZombieController : MonoBehaviour
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private void Die()
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{
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Debug.Log($"{gameObject.name} is dead");
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animator.SetTrigger(DieHash);
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player.IncrementKills();
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Destroy(gameObject, 2f);
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}
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}
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