From 834d2fe6d2db4badab3ef7a93deee1bae500a3d3 Mon Sep 17 00:00:00 2001 From: Teascade Date: Sun, 4 Aug 2019 16:43:22 +0300 Subject: [PATCH] Add a bunch of animations and make bullet better --- Assets/Graphics/Animations.meta | 8 + .../Graphics/Animations/BodyAnim.controller | 107 + .../Animations/BodyAnim.controller.meta | 8 + .../Graphics/Animations/HeadAnim.controller | 136 + .../Animations/HeadAnim.controller.meta | 8 + Assets/Graphics/Animations/HeadDown.anim | 77 + Assets/Graphics/Animations/HeadDown.anim.meta | 8 + Assets/Graphics/Animations/HeadRight.anim | 77 + .../Graphics/Animations/HeadRight.anim.meta | 8 + Assets/Graphics/Animations/HeadUp.anim | 77 + Assets/Graphics/Animations/HeadUp.anim.meta | 8 + .../Graphics/Animations/HorizontalBody.anim | 77 + .../Animations/HorizontalBody.anim.meta | 8 + Assets/Graphics/Animations/VerticalBody.anim | 77 + .../Animations/VerticalBody.anim.meta | 8 + Assets/Graphics/revolver.png.meta | 4 +- Assets/Prefabs/FunBullet.prefab | 9692 +++++++++++++++++ Assets/Prefabs/FunBullet.prefab.meta | 7 + Assets/Prefabs/Player.prefab | 58 +- Assets/Prefabs/Revolver.prefab | 33 + Assets/Prefabs/RevolverBullet.prefab | 20 +- Assets/Scripts/Gun.cs | 10 +- Assets/Scripts/Player.cs | 52 +- 23 files changed, 10544 insertions(+), 24 deletions(-) create mode 100644 Assets/Graphics/Animations.meta create mode 100644 Assets/Graphics/Animations/BodyAnim.controller create mode 100644 Assets/Graphics/Animations/BodyAnim.controller.meta create mode 100644 Assets/Graphics/Animations/HeadAnim.controller create mode 100644 Assets/Graphics/Animations/HeadAnim.controller.meta create mode 100644 Assets/Graphics/Animations/HeadDown.anim create mode 100644 Assets/Graphics/Animations/HeadDown.anim.meta create mode 100644 Assets/Graphics/Animations/HeadRight.anim create mode 100644 Assets/Graphics/Animations/HeadRight.anim.meta create mode 100644 Assets/Graphics/Animations/HeadUp.anim create mode 100644 Assets/Graphics/Animations/HeadUp.anim.meta create mode 100644 Assets/Graphics/Animations/HorizontalBody.anim create mode 100644 Assets/Graphics/Animations/HorizontalBody.anim.meta create mode 100644 Assets/Graphics/Animations/VerticalBody.anim create mode 100644 Assets/Graphics/Animations/VerticalBody.anim.meta create mode 100644 Assets/Prefabs/FunBullet.prefab create mode 100644 Assets/Prefabs/FunBullet.prefab.meta diff --git a/Assets/Graphics/Animations.meta b/Assets/Graphics/Animations.meta new file mode 100644 index 0000000..6a22efe --- /dev/null +++ b/Assets/Graphics/Animations.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8b415b206dde739468f453c29e57847b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Graphics/Animations/BodyAnim.controller b/Assets/Graphics/Animations/BodyAnim.controller new file mode 100644 index 0000000..33c9646 --- /dev/null +++ b/Assets/Graphics/Animations/BodyAnim.controller @@ -0,0 +1,107 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1102 &-3707230729431605428 +AnimatorState: + serializedVersion: 5 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: VerticalBody + m_Speed: 1 + m_CycleOffset: 0 + m_Transitions: [] + m_StateMachineBehaviours: [] + m_Position: {x: 50, y: 50, z: 0} + m_IKOnFeet: 0 + m_WriteDefaultValues: 1 + m_Mirror: 0 + m_SpeedParameterActive: 1 + m_MirrorParameterActive: 0 + m_CycleOffsetParameterActive: 0 + m_TimeParameterActive: 0 + m_Motion: {fileID: 7400000, guid: 7ef19a0adcf66eb4a88dac33eaadf1d7, type: 2} + m_Tag: + m_SpeedParameter: Speed + m_MirrorParameter: + m_CycleOffsetParameter: + m_TimeParameter: +--- !u!1107 &-3700635770632097640 +AnimatorStateMachine: + serializedVersion: 5 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Base Layer + m_ChildStates: + - 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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 diff --git a/Assets/Scripts/Gun.cs b/Assets/Scripts/Gun.cs index c4562a0..c1d0bcf 100644 --- a/Assets/Scripts/Gun.cs +++ b/Assets/Scripts/Gun.cs @@ -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; + } } } diff --git a/Assets/Scripts/Player.cs b/Assets/Scripts/Player.cs index ddc42df..1f2d62a 100644 --- a/Assets/Scripts/Player.cs +++ b/Assets/Scripts/Player.cs @@ -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); } }