Add a bunch of animations and make bullet better
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|
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alignment: 0
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alignment: 9
|
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spritePivot: {x: 0.5, y: 0.5}
|
spritePivot: {x: 0.37072495, y: 0.40018007}
|
||||||
spritePixelsToUnits: 32
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spritePixelsToUnits: 32
|
||||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||||
spriteGenerateFallbackPhysicsShape: 1
|
spriteGenerateFallbackPhysicsShape: 1
|
||||||
|
9692
Assets/Prefabs/FunBullet.prefab
Normal file
9692
Assets/Prefabs/FunBullet.prefab
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Prefabs/FunBullet.prefab.meta
Normal file
7
Assets/Prefabs/FunBullet.prefab.meta
Normal file
@ -0,0 +1,7 @@
|
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|
fileFormatVersion: 2
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|
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|
PrefabImporter:
|
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|
externalObjects: {}
|
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|
userData:
|
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|
assetBundleName:
|
||||||
|
assetBundleVariant:
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m_Component:
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m_TagString: Untagged
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_PrefabAsset: {fileID: 0}
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m_LocalPosition: {x: 0, y: 0.4, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 8489029732530782807}
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m_Father: {fileID: 8489029732530782807}
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@ -181,7 +182,7 @@ SpriteRenderer:
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m_SortingLayerID: -947994997
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m_SortingLayerID: -947994997
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m_SortingLayer: 3
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m_SortingOrder: 0
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m_SortingOrder: 0
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m_Sprite: {fileID: -6198316879909490977, guid: 0aff57dccbcba5d4db39143523f7b1eb,
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m_Sprite: {fileID: 1687475652488265116, guid: 0aff57dccbcba5d4db39143523f7b1eb,
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type: 3}
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type: 3}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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m_FlipX: 0
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@ -193,6 +194,25 @@ SpriteRenderer:
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m_WasSpriteAssigned: 1
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m_WasSpriteAssigned: 1
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m_MaskInteraction: 0
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m_MaskInteraction: 0
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m_SpriteSortPoint: 0
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m_SpriteSortPoint: 0
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--- !u!95 &7470056256336689202
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|
Animator:
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serializedVersion: 3
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8489029732241002798}
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m_Enabled: 1
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m_Avatar: {fileID: 0}
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m_Controller: {fileID: 9100000, guid: a0d615054869f7c479dcfe3c00b8288a, type: 2}
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m_UpdateMode: 0
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m_ApplyRootMotion: 0
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m_LinearVelocityBlending: 0
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m_WarningMessage:
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m_HasTransformHierarchy: 1
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|
m_AllowConstantClipSamplingOptimization: 1
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|
m_KeepAnimatorControllerStateOnDisable: 0
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--- !u!1 &8489029732530782804
|
--- !u!1 &8489029732530782804
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GameObject:
|
GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -291,6 +311,10 @@ MonoBehaviour:
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Body: {fileID: 8489029732530782792}
|
Body: {fileID: 8489029732530782792}
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Hand: {fileID: 8334477035414792174}
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Hand: {fileID: 8334477035414792174}
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MoveSpeed: 50
|
MoveSpeed: 50
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|
BodySprite: {fileID: 8489029732241002784}
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|
BodyAnim: {fileID: 7470056256336689202}
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|
HeadSprite: {fileID: 8489029732599905344}
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|
HeadAnim: {fileID: 4393298056784288995}
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--- !u!1 &8489029732599905358
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--- !u!1 &8489029732599905358
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GameObject:
|
GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -301,8 +325,9 @@ GameObject:
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m_Component:
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m_Component:
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- component: {fileID: 8489029732599905345}
|
- component: {fileID: 8489029732599905345}
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- component: {fileID: 8489029732599905344}
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- component: {fileID: 8489029732599905344}
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|
- component: {fileID: 4393298056784288995}
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m_Layer: 0
|
m_Layer: 0
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m_Name: PlayerAtlas_6
|
m_Name: Head
|
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m_TagString: Untagged
|
m_TagString: Untagged
|
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m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
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m_NavMeshLayer: 0
|
m_NavMeshLayer: 0
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@ -316,7 +341,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8489029732599905358}
|
m_GameObject: {fileID: 8489029732599905358}
|
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
|
m_LocalPosition: {x: 0, y: 0.4, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
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m_Children: []
|
m_Children: []
|
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m_Father: {fileID: 8489029732530782807}
|
m_Father: {fileID: 8489029732530782807}
|
||||||
@ -359,8 +384,8 @@ SpriteRenderer:
|
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m_LightmapParameters: {fileID: 0}
|
m_LightmapParameters: {fileID: 0}
|
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m_SortingLayerID: -947994997
|
m_SortingLayerID: -947994997
|
||||||
m_SortingLayer: 3
|
m_SortingLayer: 3
|
||||||
m_SortingOrder: 0
|
m_SortingOrder: 10
|
||||||
m_Sprite: {fileID: 1687475652488265116, guid: 0aff57dccbcba5d4db39143523f7b1eb,
|
m_Sprite: {fileID: -6198316879909490977, guid: 0aff57dccbcba5d4db39143523f7b1eb,
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||||||
type: 3}
|
type: 3}
|
||||||
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||||
m_FlipX: 0
|
m_FlipX: 0
|
||||||
@ -372,3 +397,22 @@ SpriteRenderer:
|
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m_WasSpriteAssigned: 1
|
m_WasSpriteAssigned: 1
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m_MaskInteraction: 0
|
m_MaskInteraction: 0
|
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m_SpriteSortPoint: 0
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m_SpriteSortPoint: 0
|
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|
--- !u!95 &4393298056784288995
|
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|
Animator:
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|
serializedVersion: 3
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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|
m_PrefabAsset: {fileID: 0}
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|
m_GameObject: {fileID: 8489029732599905358}
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|
m_Enabled: 1
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|
m_Avatar: {fileID: 0}
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|
m_Controller: {fileID: 9100000, guid: 50c6615d9d9f88540a814106a496d504, type: 2}
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|
m_CullingMode: 0
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|
m_UpdateMode: 0
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|
m_ApplyRootMotion: 0
|
||||||
|
m_LinearVelocityBlending: 0
|
||||||
|
m_WarningMessage:
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||||||
|
m_HasTransformHierarchy: 1
|
||||||
|
m_AllowConstantClipSamplingOptimization: 1
|
||||||
|
m_KeepAnimatorControllerStateOnDisable: 0
|
||||||
|
@ -30,6 +30,7 @@ Transform:
|
|||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
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m_Children:
|
m_Children:
|
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- {fileID: 4462327695001662283}
|
- {fileID: 4462327695001662283}
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||||||
|
- {fileID: 427857587156450783}
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m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
|
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m_RootOrder: 0
|
m_RootOrder: 0
|
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
@ -72,6 +73,8 @@ MonoBehaviour:
|
|||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
Bullet: {fileID: 4482402865533696887, guid: a3bd810156720f24a9fe5e1ba27d7da8, type: 3}
|
Bullet: {fileID: 4482402865533696887, guid: a3bd810156720f24a9fe5e1ba27d7da8, type: 3}
|
||||||
|
Sprite: {fileID: 4462327695001662280}
|
||||||
|
BulletHole: {fileID: 427857587156450783}
|
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--- !u!1 &4462327695001662282
|
--- !u!1 &4462327695001662282
|
||||||
GameObject:
|
GameObject:
|
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m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
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@ -152,3 +155,33 @@ SpriteRenderer:
|
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m_WasSpriteAssigned: 1
|
m_WasSpriteAssigned: 1
|
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m_MaskInteraction: 0
|
m_MaskInteraction: 0
|
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m_SpriteSortPoint: 0
|
m_SpriteSortPoint: 0
|
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|
--- !u!1 &5364776498526555370
|
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|
GameObject:
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|
m_ObjectHideFlags: 0
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|
m_CorrespondingSourceObject: {fileID: 0}
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|
m_PrefabInstance: {fileID: 0}
|
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|
m_PrefabAsset: {fileID: 0}
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|
serializedVersion: 6
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|
m_Component:
|
||||||
|
- component: {fileID: 427857587156450783}
|
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|
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:
|
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|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
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|
m_PrefabInstance: {fileID: 0}
|
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|
m_PrefabAsset: {fileID: 0}
|
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|
m_GameObject: {fileID: 5364776498526555370}
|
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|
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
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|
m_LocalPosition: {x: 0.811, y: 0.129, z: 0}
|
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|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
|
m_Children: []
|
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|
m_Father: {fileID: 4462327694118370271}
|
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|
m_RootOrder: 1
|
||||||
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
|
@ -4868,7 +4868,7 @@ ParticleSystem:
|
|||||||
startLifetime:
|
startLifetime:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
minMaxState: 0
|
minMaxState: 0
|
||||||
scalar: 0.3
|
scalar: 0.15
|
||||||
minScalar: 5
|
minScalar: 5
|
||||||
maxCurve:
|
maxCurve:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
@ -4975,7 +4975,7 @@ ParticleSystem:
|
|||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
minMaxState: 0
|
minMaxState: 0
|
||||||
minColor: {r: 1, g: 1, b: 1, a: 1}
|
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:
|
maxGradient:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
key0: {r: 1, g: 1, b: 1, a: 1}
|
key0: {r: 1, g: 1, b: 1, a: 1}
|
||||||
@ -5037,7 +5037,7 @@ ParticleSystem:
|
|||||||
startSize:
|
startSize:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
minMaxState: 0
|
minMaxState: 0
|
||||||
scalar: 0.4
|
scalar: 0.3
|
||||||
minScalar: 1
|
minScalar: 1
|
||||||
maxCurve:
|
maxCurve:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
@ -5736,20 +5736,20 @@ ParticleSystem:
|
|||||||
- serializedVersion: 3
|
- serializedVersion: 3
|
||||||
time: 0
|
time: 0
|
||||||
value: 1
|
value: 1
|
||||||
inSlope: 0
|
inSlope: -2.180328
|
||||||
outSlope: 0
|
outSlope: -2.180328
|
||||||
tangentMode: 0
|
tangentMode: 0
|
||||||
weightedMode: 0
|
weightedMode: 0
|
||||||
inWeight: 0.33333334
|
inWeight: 0.33333334
|
||||||
outWeight: 0.33333334
|
outWeight: 0.14285713
|
||||||
- serializedVersion: 3
|
- serializedVersion: 3
|
||||||
time: 1
|
time: 1
|
||||||
value: 0
|
value: 0
|
||||||
inSlope: -1.9923258
|
inSlope: 0.06844979
|
||||||
outSlope: -1.9923258
|
outSlope: 0.06844979
|
||||||
tangentMode: 0
|
tangentMode: 0
|
||||||
weightedMode: 0
|
weightedMode: 0
|
||||||
inWeight: 0.19747907
|
inWeight: 0.23949587
|
||||||
outWeight: 0.33333334
|
outWeight: 0.33333334
|
||||||
m_PreInfinity: 2
|
m_PreInfinity: 2
|
||||||
m_PostInfinity: 2
|
m_PostInfinity: 2
|
||||||
@ -6048,7 +6048,7 @@ ParticleSystem:
|
|||||||
m_RotationOrder: 4
|
m_RotationOrder: 4
|
||||||
separateAxes: 0
|
separateAxes: 0
|
||||||
ColorModule:
|
ColorModule:
|
||||||
enabled: 1
|
enabled: 0
|
||||||
gradient:
|
gradient:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
minMaxState: 1
|
minMaxState: 1
|
||||||
|
@ -7,6 +7,8 @@ namespace Saltosion.OneWeapon {
|
|||||||
public class Gun : MonoBehaviour {
|
public class Gun : MonoBehaviour {
|
||||||
|
|
||||||
public Bullet Bullet;
|
public Bullet Bullet;
|
||||||
|
public SpriteRenderer Sprite;
|
||||||
|
public Transform BulletHole;
|
||||||
|
|
||||||
private bool IsHeld = false;
|
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) {
|
if (Bullet == null) {
|
||||||
Debug.LogError("THERE IS NO BULLET");
|
Debug.LogError("THERE IS NO BULLET");
|
||||||
} else {
|
} else {
|
||||||
Bullet ShotBullet = Instantiate(Bullet, position, new Quaternion());
|
Bullet ShotBullet = Instantiate(Bullet, BulletHole.position, new Quaternion());
|
||||||
ShotBullet.Direction = direction.normalized;
|
ShotBullet.Direction = direction.normalized;
|
||||||
ShotBullet.InitialRotation = rotation;
|
ShotBullet.InitialRotation = rotation;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void FlipGun(bool flipped) {
|
||||||
|
Sprite.flipY = flipped;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,7 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.Animations;
|
||||||
|
|
||||||
namespace Saltosion.OneWeapon {
|
namespace Saltosion.OneWeapon {
|
||||||
public class Player : MonoBehaviour {
|
public class Player : MonoBehaviour {
|
||||||
@ -9,9 +10,14 @@ namespace Saltosion.OneWeapon {
|
|||||||
public Transform Hand;
|
public Transform Hand;
|
||||||
public float MoveSpeed = 50f;
|
public float MoveSpeed = 50f;
|
||||||
|
|
||||||
|
public SpriteRenderer BodySprite;
|
||||||
|
public Animator BodyAnim;
|
||||||
|
public SpriteRenderer HeadSprite;
|
||||||
|
public Animator HeadAnim;
|
||||||
|
|
||||||
private Gun Gun;
|
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);
|
private Vector3 GunRotation = new Vector3(0, 0, -90);
|
||||||
|
|
||||||
void Start() {
|
void Start() {
|
||||||
@ -31,13 +37,53 @@ namespace Saltosion.OneWeapon {
|
|||||||
|
|
||||||
Vector2 LookDirection = (PointedPos - Hand.position).normalized;
|
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;
|
Rot.z = Mathf.Atan2(LookDirection.y, LookDirection.x) * Mathf.Rad2Deg + 90;
|
||||||
Hand.localEulerAngles = Rot;
|
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");
|
bool Shoot = Input.GetButtonDown("Shoot");
|
||||||
if (Shoot && Gun != null) {
|
if (Shoot && Gun != null) {
|
||||||
Gun.Shoot(Gun.transform.position, LookDirection, Rot.z);
|
Gun.Shoot(LookDirection, Rotation);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user