Welcome to GEMENTAR TOUR PUO V2 Development Documentation. Enjoy your stay!

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Coin

CoinPickup Script

using Micosmo.SensorToolkit;
using MoreMountains.Feedbacks;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
 
public class ZombieCoinController : MonoBehaviour
{
    public static int totalPoint = 0;
 
    public GameObject coinObject;
 
    public RangeSensor rangeSensor;
 
    private AudioSource audSource;
    public AudioClip audClip;
 
    private void Awake()
    {
        audSource = this.GetComponent<AudioSource>();
        rangeSensor.OnDetected.AddListener(AddPoint);
    }
 
    public void AddPoint(GameObject arg0, Sensor arg1)
    {
        Action<int> firstAction = FindObjectOfType<ZombieUIManager>().UpdateCoinCount;
 
        audSource.PlayOneShot(audClip);
 
 
        totalPoint += 1;
        rangeSensor.enabled = false;
        firstAction(totalPoint);
        coinObject.SetActive(false);
    }
}

Ammo

AmmoPickup Script

using Micosmo.SensorToolkit;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class ZombieAmmoPickup : MonoBehaviour
{
    public int respawnTime = 60;
    public int bulletCount = 15;
 
    private RangeSensor _rangeSensor;
    private ZombieGunController _gunController;
    private MeshRenderer _meshRenderer;
    private AudioSource _audioSource;
 
    private void Start()
    {
 
        _rangeSensor = this.GetComponent<RangeSensor>();
        _rangeSensor.OnDetected.AddListener(ReceivedEventOnDetected);
 
        _gunController = FindObjectOfType<ZombieGunController>();
 
        _meshRenderer = this.GetComponent<MeshRenderer>();
 
        _audioSource = this.GetComponent<AudioSource>();
 
    }
 
    private bool _canBePickedUp = true;
    private void ReceivedEventOnDetected(GameObject arg0, Sensor arg1)
    {
        if (!_canBePickedUp) return;
 
        _gunController.addBullet(bulletCount);
 
        _meshRenderer.enabled = false;
 
        _canBePickedUp = false;
 
        _audioSource.Play();
 
        StartCoroutine(enableIt());
    }
 
    private IEnumerator enableIt()
    {
        yield return new WaitForSeconds(respawnTime);
        _meshRenderer.enabled = true;
        _canBePickedUp = true;
    }
 
 
}


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