Add shotgun
This commit is contained in:
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65
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7
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@ -123,6 +123,7 @@ MonoBehaviour:
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@ -158,6 +158,7 @@ MonoBehaviour:
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type: 3}
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@ -8,7 +8,7 @@ using Saltosion.OneWeapon.Environment;
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namespace Saltosion.OneWeapon.Guns {
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namespace Saltosion.OneWeapon.Guns {
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[RequireComponent(typeof(Bullet))]
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[RequireComponent(typeof(Bullet))]
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public class RevolverBullet : MonoBehaviour {
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public class RegularBullet : MonoBehaviour {
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public Rigidbody2D Body;
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public Rigidbody2D Body;
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public GameObject Sprite;
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public GameObject Sprite;
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public ParticleSystem Trail;
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public ParticleSystem Trail;
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public ParticleSystem Explosion;
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public ParticleSystem Explosion;
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public float Damage = 12;
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private float DeathTimer = 0;
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private float DeathTimer = 0;
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private Bullet Bullet;
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private Bullet Bullet;
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DeathTimer = 19;
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DeathTimer = 19;
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// Do damage here, kill everyone
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// Do damage here, kill everyone
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Bullet.DoDamage(12, 1, collider, Bullet.Direction);
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Bullet.DoDamage(Damage, 1, collider, Bullet.Direction);
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}
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}
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}
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}
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}
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}
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34
Assets/Scripts/Guns/ShotgunBullet.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Saltosion.OneWeapon.Guns {
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public class ShotgunBullet : MonoBehaviour {
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public Bullet SubBullet;
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public int BulletsShot;
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public float TotalArc;
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private Bullet Bullet;
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void Start() {
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Bullet = GetComponent<Bullet>();
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Vector2 Direction = Bullet.Direction;
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float Rot = Bullet.InitialRotation;
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Vector2 BaseDirection = Quaternion.AngleAxis(TotalArc / 2, Vector3.forward) * Direction;
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float Rotation = Mathf.Atan2(BaseDirection.y, BaseDirection.x) * Mathf.Rad2Deg + 90;
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for (int i = 0; i < BulletsShot; i++) {
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float CurrentAngle = -i * (TotalArc / (BulletsShot - 1));
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Vector2 CurrentDirection = Quaternion.AngleAxis(CurrentAngle, Vector3.forward) * BaseDirection;
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Bullet ShotBullet = GameObject.Instantiate(SubBullet, transform.position, new Quaternion());
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ShotBullet.Direction = CurrentDirection;
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ShotBullet.InitialRotation = Rotation + CurrentAngle;
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}
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Destroy(gameObject);
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}
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}
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}
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11
Assets/Scripts/Guns/ShotgunBullet.cs.meta
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@ -53,4 +53,4 @@ Physics2DSettings:
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m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
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||||||
m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
|
m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
|
||||||
m_LayerCollisionMatrix: fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffdfffffff6fffffff7fffffff9ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
m_LayerCollisionMatrix: fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffdfffffff4fffffff7fffffff9ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||||
|
Loading…
Reference in New Issue
Block a user