Add a bunch of animations and make bullet better

This commit is contained in:
Sofia 2019-08-04 16:43:22 +03:00
parent 82b1105654
commit 834d2fe6d2
23 changed files with 10544 additions and 24 deletions

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@ -122,8 +122,9 @@ GameObject:
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m_Name: Body
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@ -137,7 +138,7 @@ Transform:
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@ -181,7 +182,7 @@ SpriteRenderer:
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type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
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@ -193,6 +194,25 @@ SpriteRenderer:
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Animator:
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@ -291,6 +311,10 @@ MonoBehaviour:
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Hand: {fileID: 8334477035414792174}
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BodySprite: {fileID: 8489029732241002784}
BodyAnim: {fileID: 7470056256336689202}
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HeadAnim: {fileID: 4393298056784288995}
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@ -301,8 +325,9 @@ GameObject:
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m_Name: PlayerAtlas_6
m_Name: Head
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@ -316,7 +341,7 @@ Transform:
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@ -359,8 +384,8 @@ SpriteRenderer:
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@ -372,3 +397,22 @@ SpriteRenderer:
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@ -72,6 +73,8 @@ MonoBehaviour:
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@ -4975,7 +4975,7 @@ ParticleSystem:
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@ -5037,7 +5037,7 @@ ParticleSystem:
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scalar: 0.3
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maxCurve:
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@ -5736,20 +5736,20 @@ ParticleSystem:
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@ -7,6 +7,8 @@ namespace Saltosion.OneWeapon {
public class Gun : MonoBehaviour {
public Bullet Bullet;
public SpriteRenderer Sprite;
public Transform BulletHole;
private bool IsHeld = false;
@ -22,14 +24,18 @@ namespace Saltosion.OneWeapon {
}
}
public void Shoot(Vector2 position, Vector2 direction, float rotation) {
public void Shoot(Vector2 direction, float rotation) {
if (Bullet == null) {
Debug.LogError("THERE IS NO BULLET");
} else {
Bullet ShotBullet = Instantiate(Bullet, position, new Quaternion());
Bullet ShotBullet = Instantiate(Bullet, BulletHole.position, new Quaternion());
ShotBullet.Direction = direction.normalized;
ShotBullet.InitialRotation = rotation;
}
}
public void FlipGun(bool flipped) {
Sprite.flipY = flipped;
}
}
}

View File

@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Animations;
namespace Saltosion.OneWeapon {
public class Player : MonoBehaviour {
@ -9,9 +10,14 @@ namespace Saltosion.OneWeapon {
public Transform Hand;
public float MoveSpeed = 50f;
public SpriteRenderer BodySprite;
public Animator BodyAnim;
public SpriteRenderer HeadSprite;
public Animator HeadAnim;
private Gun Gun;
private Vector2 GunLocation = new Vector2(0.1f, -0.7f);
private Vector2 GunLocation = new Vector2(0, -0.6f);
private Vector3 GunRotation = new Vector3(0, 0, -90);
void Start() {
@ -31,13 +37,53 @@ namespace Saltosion.OneWeapon {
Vector2 LookDirection = (PointedPos - Hand.position).normalized;
var Rot = Hand.localEulerAngles;
Vector3 Rot = Hand.localEulerAngles;
Rot.z = Mathf.Atan2(LookDirection.y, LookDirection.x) * Mathf.Rad2Deg + 90;
Hand.localEulerAngles = Rot;
float Rotation = Rot.z;
if (Rotation >= 45 && Rotation < 135) {
BodyAnim.Play("HorizontalBody");
BodySprite.flipX = false;
HeadAnim.Play("HeadRight");
HeadSprite.flipX = false;
} else if (Rotation >= 225 || Rotation < -45) {
BodyAnim.Play("HorizontalBody");
BodySprite.flipX = true;
HeadAnim.Play("HeadRight");
HeadSprite.flipX = true;
} else {
if (Rotation >= 135 && Rotation < 225) {
HeadAnim.Play("HeadUp");
} else {
HeadAnim.Play("HeadDown");
}
BodyAnim.Play("VerticalBody");
BodySprite.flipX = false;
HeadSprite.flipX = false;
}
if (Gun != null) {
if (Rotation >= 180 || Rotation <= -45) {
Gun.FlipGun(true);
} else if (Rotation < 180 || Rotation > 45) {
Gun.FlipGun(false);
}
}
if (Direction.magnitude > 0.05) {
BodyAnim.SetFloat("Speed", 1);
HeadAnim.SetFloat("Speed", 1);
} else {
BodyAnim.SetFloat("Speed", 0);
HeadAnim.SetFloat("Speed", 0);
}
bool Shoot = Input.GetButtonDown("Shoot");
if (Shoot && Gun != null) {
Gun.Shoot(Gun.transform.position, LookDirection, Rot.z);
Gun.Shoot(LookDirection, Rotation);
}
}