Add Revolver and bullet and make shooty

This commit is contained in:
Sofia 2019-08-04 01:59:18 +03:00
parent 559e8e82fc
commit 17a86b5bc2
17 changed files with 5536 additions and 237 deletions

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Assets/Scripts/Bullet.cs Normal file
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@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Saltosion.OneWeapon {
public class Bullet : MonoBehaviour {
public Vector2 Direction;
public float InitialRotation;
}
}

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@ -0,0 +1,19 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Saltosion.OneWeapon.Bullets {
[RequireComponent(typeof(Bullet))]
public class RevolverBullet : MonoBehaviour {
public Rigidbody2D Body;
void Start() {
Vector2 Direction = GetComponent<Bullet>().Direction;
float Rot = GetComponent<Bullet>().InitialRotation;
Body.velocity = Direction * 15;
Body.rotation = Rot - 90;
}
}
}

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43
Assets/Scripts/Gun.cs Normal file
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@ -0,0 +1,43 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Saltosion.OneWeapon {
public class Gun : MonoBehaviour {
public Bullet Bullet;
private bool IsHeld = false;
void Start() {
}
void Update() {
}
void OnTriggerEnter2D(Collider2D collider) {
if (IsHeld) {
return;
}
Player Player = collider.GetComponent<Player>();
if (Player != null) {
IsHeld = true;
Player.SetGun(this);
Destroy(GetComponent<BoxCollider2D>());
}
}
public void Shoot(Vector2 position, Vector2 direction, float rotation) {
if (Bullet == null) {
Debug.LogError("THERE IS NO BULLET");
} else {
Bullet ShotBullet = Instantiate(Bullet, position, new Quaternion());
ShotBullet.Direction = direction.normalized;
ShotBullet.InitialRotation = rotation;
}
}
}
}

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@ -9,6 +9,11 @@ namespace Saltosion.OneWeapon {
public Transform Hand;
public float MoveSpeed = 50f;
private Gun Gun;
private Vector2 GunLocation = new Vector2(0.1f, -0.7f);
private Vector3 GunRotation = new Vector3(0, 0, -90);
void Start() {
}
@ -19,21 +24,31 @@ namespace Saltosion.OneWeapon {
Vector2 Direction = new Vector2(X, Y).normalized;
Body.velocity = Direction * MoveSpeed * Time.deltaTime;
Body.velocity = Direction * MoveSpeed;
Vector3 MousePos = Input.mousePosition;
Vector3 PointedPos = Camera.main.ScreenToWorldPoint(MousePos);
Vector2 LookDirection = PointedPos - Hand.position;
Vector2 LookDirection = (PointedPos - Hand.position).normalized;
var Rot = Hand.localEulerAngles;
Rot.z = Mathf.Atan2(LookDirection.y, LookDirection.x) * Mathf.Rad2Deg + 90;
Hand.localEulerAngles = Rot;
bool Shoot = Input.GetButtonDown("Shoot");
if (Shoot) {
Debug.Log(LookDirection.normalized);
}
if (Shoot && Gun != null) {
Gun.Shoot(Gun.transform.position, LookDirection, Rot.z);
}
}
public void SetGun(Gun gun) {
if (Gun != null) {
Destroy(Gun.gameObject);
}
Gun = gun;
Gun.transform.parent = Hand;
Gun.transform.localPosition = GunLocation;
Gun.transform.localEulerAngles = GunRotation;
}
}
}

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