Squashed commit of the following:

commit 428243f4a6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:43:13 2026 +0300

    Squashed commit of the following:

    commit 68e78fa464
    Author: AsanoRema <asanorema2036@gmail.com>
    Date:   Sat Aug 29 13:41:49 2026 +0300

        Updated .gitignore

commit 9f87122a34
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:34:57 2026 +0300

    Added Dohya

commit f6a7547e84
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Fri Aug 21 17:59:13 2026 +0300

    Fixed

commit b98901c366
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:37:22 2026 +0300

    Added new particle Package

commit bb2f4a3b16
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:17:48 2026 +0300

    Map mehanic ready to multiplayer

commit c01ff800f6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 16:16:19 2026 +0300

    Squashed commit of the following:

    commit 173bbb165c
    Author: henjkey <henjkey@gmail.com>
    Date:   Fri Aug 14 18:51:23 2026 +0500

        Mappp

    commit d559ab338a
    Author: henjkey <henjkey@gmail.com>
    Date:   Thu Aug 13 18:42:41 2026 +0500

        Map

        Controller
        Coordinates
        Target System
        Crosshair System
        Radar System
This commit is contained in:
2026-08-29 13:45:55 +03:00
parent 68e78fa464
commit ffa1064063
3344 changed files with 4722286 additions and 105458 deletions
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using UnityEngine;
using System.Collections;
public class LightFlicker : MonoBehaviour
{
public float maximumDim;
public float maximumBoost;
public float speed;
public float strength;
private bool noFlicker;
private Light source;
private float initialIntensity;
public void Reset()
{
maximumDim = 0.2f;
maximumBoost = 0.2f;
speed = 0.1f;
strength = 250;
}
public void Start()
{
source = GetComponent<Light>();
initialIntensity = source.intensity;
StartCoroutine(Flicker());
}
private IEnumerator Flicker()
{
while (!noFlicker)
{
source.intensity = Mathf.Lerp(source.intensity, Random.Range(initialIntensity - maximumDim, initialIntensity + maximumBoost), strength * Time.deltaTime);
yield return new WaitForSeconds(speed);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MouseComponent : MonoBehaviour
{
public float mouseSensitivity = 100f;
public Transform playerBody;
float xRotation = 0f;
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90, 90f);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
}
}
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using UnityEngine;
using System.Collections;
public class PlayRandomSound : MonoBehaviour {
public AudioSource randomSound;
public AudioClip[] audioSources;
public int clipDelay = 5;
// Use this for initialization
void Start () {
StartAudio ();
}
void StartAudio()
{
Invoke ("RandomSoundness", clipDelay);
}
void RandomSoundness()
{
randomSound.clip = audioSources[Random.Range(0, audioSources.Length)];
randomSound.Play ();
StartAudio ();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public CharacterController controller;
public float speed = 8f;
public float gravity = -9.81f;
public float jumpHeight = 3f;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
Vector3 velocity;
bool isGrounded;
public AudioClip footStepSound;
public float footStepDelay;
private float nextFootstep = 0;
// Update is called once per frame
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if (isGrounded && velocity.y <0)
{
velocity.y = -2f;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 motion = transform.right * x + transform.forward * z;
controller.Move(motion * speed * Time.deltaTime);
if(Input.GetButtonDown("Jump") && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.W) && isGrounded)
{
nextFootstep -= Time.deltaTime;
if (nextFootstep <= 0)
{
GetComponent<AudioSource>().PlayOneShot(footStepSound, 0.7f);
nextFootstep += footStepDelay;
}
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PushPhysics : MonoBehaviour
{
// this script pushes all rigidbodies that the character touches
float pushPower = 2.0f;
void OnControllerColliderHit(ControllerColliderHit hit)
{
Rigidbody body = hit.collider.attachedRigidbody;
// no rigidbody
if (body == null || body.isKinematic)
{
return;
}
// We dont want to push objects below us
if (hit.moveDirection.y < -0.3)
{
return;
}
// Calculate push direction from move direction,
// we only push objects to the sides never up and down
Vector3 pushDir = new Vector3(hit.moveDirection.x, 0, hit.moveDirection.z);
// If you know how fast your character is trying to move,
// then you can also multiply the push velocity by that.
// Apply the push
body.linearVelocity = pushDir * pushPower;
}
}
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