Rename VendingMachine to GunDropper and add Barrel

This commit is contained in:
Sofia 2019-08-16 21:46:34 +03:00
parent 07045e5aff
commit 772d517aa1
9 changed files with 299 additions and 19 deletions

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@ -4,28 +4,33 @@ using UnityEngine;
using UnityEngine.Animations; using UnityEngine.Animations;
using Saltosion.OneWeapon.Guns; using Saltosion.OneWeapon.Guns;
using Saltosion.OneWeapon.Utils; using Saltosion.OneWeapon.Utils;
using Saltosion.OneWeapon.Effects;
namespace Saltosion.OneWeapon.Environment { namespace Saltosion.OneWeapon.Environment {
public class VendingMachine : MonoBehaviour { [RequireComponent(typeof(Explodable))]
public class GunDropper : MonoBehaviour {
[Header("General")] [Header("General")]
public float GunLaunchForceMultiplier = 1; public float GunLaunchForceMultiplier = 1;
public Transform HoleTransform; public Transform HoleTransform;
public Explodable Explodable;
public bool ExplodeOnEmpty = false;
[Header("Gunstuff")] [Header("Gunstuff")]
public int GunsLeft = 3; public int GunsLeft = 3;
public List<GameObject> PossibleGuns = new List<GameObject>(); public List<GameObject> PossibleGuns = new List<GameObject>();
[Header("Graphics")] [Header("Graphics (optional)")]
public SpriteRenderer Sprite; public SpriteChanger SpriteChanger;
public List<Sprite> Sprites = new List<Sprite>();
[Header("Debug")] [Header("Debug")]
public bool DebugExpelGun = false; public bool DebugExpelGun = false;
void Start() { void Start() {
GunsLeft = Mathf.Clamp(GunsLeft, 0, 5); if (SpriteChanger != null) {
Sprite.sprite = Sprites[GunsLeft]; 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);
} }
} }
} }
} }
}

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@ -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;
}
}
}

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@ -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) {

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@ -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);