Add vending machines
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Assets/Prefabs/Vending Machine.prefab
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228
Assets/Prefabs/Vending Machine.prefab
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Assets/Prefabs/Vending Machine.prefab.meta
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Assets/Scripts/Environment/VendingMachine.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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using Saltosion.OneWeapon.Guns;
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using Saltosion.OneWeapon.Utils;
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namespace Saltosion.OneWeapon.Environment {
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public class VendingMachine : MonoBehaviour {
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public int GunsLeft = 3;
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public List<GameObject> PossibleGuns = new List<GameObject>();
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public float GunLaunchForceMultiplier = 1;
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public Transform HoleTransform;
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public bool DebugExpelGun = false;
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void Update() {
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if (DebugExpelGun) {
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ExpelGun();
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DebugExpelGun = false;
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}
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}
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|
|
||||||
|
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 (GunsLeft == 0) {
|
||||||
|
Destroy(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Environment/VendingMachine.cs.meta
Normal file
11
Assets/Scripts/Environment/VendingMachine.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7a80c0c53597a834e9decbeebcb08434
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -4,6 +4,7 @@ using UnityEngine;
|
|||||||
using Saltosion.OneWeapon.Player;
|
using Saltosion.OneWeapon.Player;
|
||||||
using Saltosion.OneWeapon.Enemies;
|
using Saltosion.OneWeapon.Enemies;
|
||||||
using Saltosion.OneWeapon.Effects;
|
using Saltosion.OneWeapon.Effects;
|
||||||
|
using Saltosion.OneWeapon.Environment;
|
||||||
|
|
||||||
namespace Saltosion.OneWeapon.Guns {
|
namespace Saltosion.OneWeapon.Guns {
|
||||||
[RequireComponent(typeof(Bullet))]
|
[RequireComponent(typeof(Bullet))]
|
||||||
@ -49,9 +50,12 @@ namespace Saltosion.OneWeapon.Guns {
|
|||||||
// Do damage here, kill everyone
|
// Do damage here, kill everyone
|
||||||
Explodable Explodable = collider.GetComponent<Explodable>();
|
Explodable Explodable = collider.GetComponent<Explodable>();
|
||||||
Health Health = collider.GetComponent<Health>();
|
Health Health = collider.GetComponent<Health>();
|
||||||
|
VendingMachine VendingMachine = collider.GetComponent<VendingMachine>();
|
||||||
Vector2 Direction = (collider.transform.position - transform.position).normalized;
|
Vector2 Direction = (collider.transform.position - transform.position).normalized;
|
||||||
if (Health != null) {
|
if (Health != null) {
|
||||||
Health.Damage(12f, -Direction);
|
Health.Damage(12f, -Direction);
|
||||||
|
} else if (VendingMachine != null) {
|
||||||
|
VendingMachine.ExpelGun();
|
||||||
} else if (Explodable != null) {
|
} else if (Explodable != null) {
|
||||||
Explodable.Explode(true);
|
Explodable.Explode(true);
|
||||||
} else if (collider.tag == "Environment") {
|
} else if (collider.tag == "Environment") {
|
||||||
|
@ -3,6 +3,7 @@ using System.Collections.Generic;
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Saltosion.OneWeapon.Enemies;
|
using Saltosion.OneWeapon.Enemies;
|
||||||
using Saltosion.OneWeapon.Effects;
|
using Saltosion.OneWeapon.Effects;
|
||||||
|
using Saltosion.OneWeapon.Environment;
|
||||||
|
|
||||||
namespace Saltosion.OneWeapon.Player {
|
namespace Saltosion.OneWeapon.Player {
|
||||||
public class PunchingHand : MonoBehaviour {
|
public class PunchingHand : MonoBehaviour {
|
||||||
@ -19,9 +20,12 @@ namespace Saltosion.OneWeapon.Player {
|
|||||||
|
|
||||||
Explodable Explodable = collider.GetComponent<Explodable>();
|
Explodable Explodable = collider.GetComponent<Explodable>();
|
||||||
Health Health = collider.GetComponent<Health>();
|
Health Health = collider.GetComponent<Health>();
|
||||||
|
VendingMachine VendingMachine = collider.GetComponent<VendingMachine>();
|
||||||
Vector2 Direction = (collider.transform.position - transform.position).normalized;
|
Vector2 Direction = (collider.transform.position - transform.position).normalized;
|
||||||
if (Health != null) {
|
if (Health != null) {
|
||||||
Health.Damage(8f, -Direction);
|
Health.Damage(8f, -Direction);
|
||||||
|
} else if (VendingMachine != null) {
|
||||||
|
VendingMachine.ExpelGun();
|
||||||
} else if (Explodable != null) {
|
} else if (Explodable != null) {
|
||||||
Explodable.Explode(true);
|
Explodable.Explode(true);
|
||||||
}
|
}
|
||||||
|
@ -38,5 +38,10 @@ namespace Saltosion.OneWeapon.Utils {
|
|||||||
}
|
}
|
||||||
return FoundTarget;
|
return FoundTarget;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public static int RandomValueBetween(int min, int max) {
|
||||||
|
int RollMax = max - min;
|
||||||
|
return (int)(min + Mathf.Min(Mathf.Floor(Random.value * (RollMax + 1)), RollMax));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user