Add fun when shooting
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c18d1177e2
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@ -157,7 +157,7 @@ SpriteRenderer:
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m_AutoUVMaxAngle: 89
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m_Sprite: {fileID: -3565353366220660933, guid: 0aff57dccbcba5d4db39143523f7b1eb,
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type: 3}
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@ -342,7 +342,7 @@ SpriteRenderer:
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m_AutoUVMaxAngle: 89
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m_Sprite: {fileID: 1687475652488265116, guid: 0aff57dccbcba5d4db39143523f7b1eb,
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type: 3}
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@ -497,8 +497,9 @@ MonoBehaviour:
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FunDegradeSpeed: 5
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StandingStillMultiplier: 1.5
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WeaponFun: 20
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EnemyExplosionFun: 2
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FurnitureExplosionFun: 1
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EnemyExplosionFun: 6
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FurnitureExplosionFun: 4
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ShootingFunAmount: 0.5
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DebugAdd10Fun: 0
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--- !u!1 &8489029732599905358
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GameObject:
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@ -568,7 +569,7 @@ SpriteRenderer:
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m_AutoUVMaxAngle: 89
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: -947994997
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type: 3}
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@ -9,8 +9,16 @@ namespace Saltosion.OneWeapon {
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public Bullet Bullet;
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public SpriteRenderer Sprite;
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public Transform BulletHole;
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public float Cooldown = 0.5f;
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private bool IsHeld = false;
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private float CurrCooldown = 0;
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void Update() {
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if (CurrCooldown > 0) {
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CurrCooldown -= Time.deltaTime;
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}
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}
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void OnTriggerEnter2D(Collider2D collider) {
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if (IsHeld) {
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@ -24,15 +32,20 @@ namespace Saltosion.OneWeapon {
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}
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}
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public void Shoot(Vector2 direction, float rotation) {
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public bool Shoot(Vector2 direction, float rotation) {
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if (Bullet == null) {
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Debug.LogError("THERE IS NO BULLET");
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} else {
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if (CurrCooldown <= 0) {
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CurrCooldown = Cooldown;
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Bullet ShotBullet = Instantiate(Bullet, BulletHole.position, new Quaternion());
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ShotBullet.Direction = direction.normalized;
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ShotBullet.InitialRotation = rotation;
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return true;
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}
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}
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return false;
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}
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public void FlipGun(bool flipped) {
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Sprite.flipY = flipped;
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@ -105,13 +105,16 @@ namespace Saltosion.OneWeapon {
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bool Shoot = Input.GetButtonDown("Shoot");
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if (Shoot) {
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if (Gun != null) {
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Gun.Shoot(LookDirection, Rotation);
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if (Gun.Shoot(LookDirection, Rotation)) {
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CameraFX.StopFor(0.03f);
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CameraFX.ScreenShake(4f);
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PlayerFun.ShootingFun();
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}
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} else if (CurrentHandDistance <= 0) {
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CurrentHandDistance = 1.5f;
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CurrentHandRotation = 55;
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PunchingHand.Punching = true;
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PlayerFun.ShootingFun();
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}
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}
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@ -12,8 +12,9 @@ namespace Saltosion.OneWeapon {
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public float StandingStillMultiplier = 1.5f;
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public float WeaponFun = 20;
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public float EnemyExplosionFun = 2f;
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public float FurnitureExplosionFun = 1f;
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public float EnemyExplosionFun = 6f;
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public float FurnitureExplosionFun = 3f;
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public float ShootingFunAmount = 0.5f;
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public float CurrentFun { private set; get; }
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@ -42,19 +43,27 @@ namespace Saltosion.OneWeapon {
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CurrentDamageBoost = Mathf.Floor((CurrentFun / 100) * 12) / 12;
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}
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public void ReceiveNewWeapon() {
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float NewFun = CurrentFun + WeaponFun;
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private void AddFun(float fun) {
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float NewFun = CurrentFun + fun;
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CurrentFun = Mathf.Min(MaxFun, NewFun);
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Debug.Log("Added " + fun + " fun, " + CurrentFun);
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}
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public void ReceiveNewWeapon() {
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AddFun(WeaponFun);
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}
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public void ShootingFun() {
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AddFun(ShootingFunAmount);
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}
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public void Explosion(bool isFurniture) {
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float NewFun = CurrentFun;
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if (isFurniture) {
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NewFun += FurnitureExplosionFun;
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AddFun(FurnitureExplosionFun);
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} else {
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NewFun += EnemyExplosionFun;
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}
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CurrentFun = Mathf.Min(MaxFun, NewFun);
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AddFun(EnemyExplosionFun);
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}
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}
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}
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}
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