BloodAndGore/Assets/Scripts/Environment/GunDropper.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using UnityEngine.Animations;
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using Saltosion.OneWeapon.Guns;
using Saltosion.OneWeapon.Utils;
using Saltosion.OneWeapon.Effects;
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namespace Saltosion.OneWeapon.Environment {
[RequireComponent(typeof(Explodable))]
public class GunDropper : MonoBehaviour {
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[Header("General")]
public float GunLaunchForceMultiplier = 1;
public Transform HoleTransform;
public Explodable Explodable;
public bool ExplodeOnEmpty = false;
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[Header("Gunstuff")]
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public int GunsLeft = 3;
public List<GameObject> PossibleGuns = new List<GameObject>();
[Header("Graphics (optional)")]
public SpriteChanger SpriteChanger;
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[Header("Debug")]
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public bool DebugExpelGun = false;
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void Start() {
if (SpriteChanger != null) {
GunsLeft = Mathf.Clamp(GunsLeft, 0, SpriteChanger.Sprites.Count - 1);
SpriteChanger.SetSprite(GunsLeft);
}
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}
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void Update() {
if (DebugExpelGun) {
ExpelGun();
DebugExpelGun = false;
}
}
public void ExpelGun() {
GameObject Gun = PossibleGuns[Util.RandomValueBetween(0, PossibleGuns.Count - 1)];
GameObject ShotGun = GameObject.Instantiate(Gun, HoleTransform.position, new Quaternion());
Rigidbody2D Body = ShotGun.GetComponent<Rigidbody2D>();
if (Body == null) {
Debug.LogError("Shotted Gun has no RigidBody2D!");
} else {
Vector2 DownwardForce = new Vector2(0, -1) * (Random.value + 0.2f) * GunLaunchForceMultiplier;
Vector2 SidewaysForce = new Vector2(1, 0) * (Random.value * 0.4f - 0.2f) * GunLaunchForceMultiplier;
Body.AddForce(DownwardForce + SidewaysForce, ForceMode2D.Impulse);
}
GunsLeft -= 1;
if (SpriteChanger != null) {
SpriteChanger.SetSprite(GunsLeft);
}
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if (GunsLeft == 0) {
if (ExplodeOnEmpty) {
Explodable.Explode(true);
} else {
Destroy(this);
}
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}
}
}
}