Rename VendingMachine to GunDropper and add Barrel
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Assets/Prefabs/Barrel.prefab
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207
Assets/Prefabs/Barrel.prefab
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7
Assets/Prefabs/Barrel.prefab.meta
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7
Assets/Prefabs/Barrel.prefab.meta
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m_Name: Vending Machine
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@ -4,28 +4,33 @@ using UnityEngine;
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using UnityEngine.Animations;
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using UnityEngine.Animations;
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using Saltosion.OneWeapon.Guns;
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using Saltosion.OneWeapon.Guns;
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using Saltosion.OneWeapon.Utils;
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using Saltosion.OneWeapon.Utils;
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using Saltosion.OneWeapon.Effects;
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namespace Saltosion.OneWeapon.Environment {
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namespace Saltosion.OneWeapon.Environment {
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public class VendingMachine : MonoBehaviour {
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[RequireComponent(typeof(Explodable))]
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public class GunDropper : MonoBehaviour {
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[Header("General")]
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[Header("General")]
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public float GunLaunchForceMultiplier = 1;
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public float GunLaunchForceMultiplier = 1;
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public Transform HoleTransform;
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public Transform HoleTransform;
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public Explodable Explodable;
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public bool ExplodeOnEmpty = false;
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[Header("Gunstuff")]
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[Header("Gunstuff")]
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public int GunsLeft = 3;
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public int GunsLeft = 3;
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public List<GameObject> PossibleGuns = new List<GameObject>();
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public List<GameObject> PossibleGuns = new List<GameObject>();
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[Header("Graphics")]
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[Header("Graphics (optional)")]
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public SpriteRenderer Sprite;
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public SpriteChanger SpriteChanger;
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public List<Sprite> Sprites = new List<Sprite>();
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[Header("Debug")]
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[Header("Debug")]
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public bool DebugExpelGun = false;
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public bool DebugExpelGun = false;
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void Start() {
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void Start() {
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GunsLeft = Mathf.Clamp(GunsLeft, 0, 5);
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if (SpriteChanger != null) {
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Sprite.sprite = Sprites[GunsLeft];
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GunsLeft = Mathf.Clamp(GunsLeft, 0, SpriteChanger.Sprites.Count - 1);
|
||||||
|
SpriteChanger.SetSprite(GunsLeft);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update() {
|
void Update() {
|
||||||
@ -47,10 +52,16 @@ namespace Saltosion.OneWeapon.Environment {
|
|||||||
Body.AddForce(DownwardForce + SidewaysForce, ForceMode2D.Impulse);
|
Body.AddForce(DownwardForce + SidewaysForce, ForceMode2D.Impulse);
|
||||||
}
|
}
|
||||||
GunsLeft -= 1;
|
GunsLeft -= 1;
|
||||||
Sprite.sprite = Sprites[GunsLeft];
|
if (SpriteChanger != null) {
|
||||||
|
SpriteChanger.SetSprite(GunsLeft);
|
||||||
|
}
|
||||||
if (GunsLeft == 0) {
|
if (GunsLeft == 0) {
|
||||||
|
if (ExplodeOnEmpty) {
|
||||||
|
Explodable.Explode(true);
|
||||||
|
} else {
|
||||||
Destroy(this);
|
Destroy(this);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
27
Assets/Scripts/Environment/SpriteChanger.cs
Normal file
27
Assets/Scripts/Environment/SpriteChanger.cs
Normal file
@ -0,0 +1,27 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Saltosion.OneWeapon.Environment {
|
||||||
|
public class SpriteChanger : MonoBehaviour {
|
||||||
|
|
||||||
|
public SpriteRenderer Sprite;
|
||||||
|
public List<Sprite> Sprites = new List<Sprite>();
|
||||||
|
public int InitialIdx = 0;
|
||||||
|
|
||||||
|
private int CurrentIdx = 0;
|
||||||
|
|
||||||
|
void Start() {
|
||||||
|
CurrentIdx = Mathf.Clamp(InitialIdx, 0, Sprites.Count - 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool SetSprite(int Index) {
|
||||||
|
if (Index < 0 || Index >= Sprites.Count) {
|
||||||
|
Debug.LogError("Cannot change sprite to an index that does not exist!");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
Sprite.sprite = Sprites[Index];
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Environment/SpriteChanger.cs.meta
Normal file
11
Assets/Scripts/Environment/SpriteChanger.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 963ee06ef5f5e0d4a841d0d4a16f0edc
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -15,7 +15,7 @@ namespace Saltosion.OneWeapon.Guns {
|
|||||||
public void DoDamage(float Damage, float Intensity, Collider2D Collider, Vector2 Direction) {
|
public void DoDamage(float Damage, float Intensity, Collider2D Collider, Vector2 Direction) {
|
||||||
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>();
|
GunDropper VendingMachine = Collider.GetComponent<GunDropper>();
|
||||||
if (Health != null) {
|
if (Health != null) {
|
||||||
Health.Damage(Damage, -Direction, true);
|
Health.Damage(Damage, -Direction, true);
|
||||||
} else if (VendingMachine != null) {
|
} else if (VendingMachine != null) {
|
||||||
|
@ -20,7 +20,7 @@ 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>();
|
GunDropper VendingMachine = collider.GetComponent<GunDropper>();
|
||||||
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, true);
|
Health.Damage(8f, -Direction, true);
|
||||||
|
Loading…
Reference in New Issue
Block a user