Add a bunch of animations and make bullet better
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8
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m_ApplyRootMotion: 0
|
||||
m_LinearVelocityBlending: 0
|
||||
m_WarningMessage:
|
||||
m_HasTransformHierarchy: 1
|
||||
m_AllowConstantClipSamplingOptimization: 1
|
||||
m_KeepAnimatorControllerStateOnDisable: 0
|
||||
|
@ -30,6 +30,7 @@ Transform:
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_Children:
|
||||
- {fileID: 4462327695001662283}
|
||||
- {fileID: 427857587156450783}
|
||||
m_Father: {fileID: 0}
|
||||
m_RootOrder: 0
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
@ -72,6 +73,8 @@ MonoBehaviour:
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
Bullet: {fileID: 4482402865533696887, guid: a3bd810156720f24a9fe5e1ba27d7da8, type: 3}
|
||||
Sprite: {fileID: 4462327695001662280}
|
||||
BulletHole: {fileID: 427857587156450783}
|
||||
--- !u!1 &4462327695001662282
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
@ -152,3 +155,33 @@ SpriteRenderer:
|
||||
m_WasSpriteAssigned: 1
|
||||
m_MaskInteraction: 0
|
||||
m_SpriteSortPoint: 0
|
||||
--- !u!1 &5364776498526555370
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
serializedVersion: 6
|
||||
m_Component:
|
||||
- component: {fileID: 427857587156450783}
|
||||
m_Layer: 0
|
||||
m_Name: BulletHole
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
m_StaticEditorFlags: 0
|
||||
m_IsActive: 1
|
||||
--- !u!4 &427857587156450783
|
||||
Transform:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 5364776498526555370}
|
||||
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
||||
m_LocalPosition: {x: 0.811, y: 0.129, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_Children: []
|
||||
m_Father: {fileID: 4462327694118370271}
|
||||
m_RootOrder: 1
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
|
@ -4868,7 +4868,7 @@ ParticleSystem:
|
||||
startLifetime:
|
||||
serializedVersion: 2
|
||||
minMaxState: 0
|
||||
scalar: 0.3
|
||||
scalar: 0.15
|
||||
minScalar: 5
|
||||
maxCurve:
|
||||
serializedVersion: 2
|
||||
@ -4975,7 +4975,7 @@ ParticleSystem:
|
||||
serializedVersion: 2
|
||||
minMaxState: 0
|
||||
minColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
maxColor: {r: 1, g: 0, b: 0, a: 1}
|
||||
maxColor: {r: 0.6226415, g: 0.6226415, b: 0.6226415, a: 0.23137255}
|
||||
maxGradient:
|
||||
serializedVersion: 2
|
||||
key0: {r: 1, g: 1, b: 1, a: 1}
|
||||
@ -5037,7 +5037,7 @@ ParticleSystem:
|
||||
startSize:
|
||||
serializedVersion: 2
|
||||
minMaxState: 0
|
||||
scalar: 0.4
|
||||
scalar: 0.3
|
||||
minScalar: 1
|
||||
maxCurve:
|
||||
serializedVersion: 2
|
||||
@ -5736,20 +5736,20 @@ ParticleSystem:
|
||||
- serializedVersion: 3
|
||||
time: 0
|
||||
value: 1
|
||||
inSlope: 0
|
||||
outSlope: 0
|
||||
inSlope: -2.180328
|
||||
outSlope: -2.180328
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: 0.33333334
|
||||
outWeight: 0.33333334
|
||||
outWeight: 0.14285713
|
||||
- serializedVersion: 3
|
||||
time: 1
|
||||
value: 0
|
||||
inSlope: -1.9923258
|
||||
outSlope: -1.9923258
|
||||
inSlope: 0.06844979
|
||||
outSlope: 0.06844979
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: 0.19747907
|
||||
inWeight: 0.23949587
|
||||
outWeight: 0.33333334
|
||||
m_PreInfinity: 2
|
||||
m_PostInfinity: 2
|
||||
@ -6048,7 +6048,7 @@ ParticleSystem:
|
||||
m_RotationOrder: 4
|
||||
separateAxes: 0
|
||||
ColorModule:
|
||||
enabled: 1
|
||||
enabled: 0
|
||||
gradient:
|
||||
serializedVersion: 2
|
||||
minMaxState: 1
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user