Add RRR Gun
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Assets/Graphics/Entities/RRRR.png
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Assets/Graphics/Entities/RRRR.png
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7
Assets/Prefabs/Guns/RRR Gun.prefab.meta
Normal file
7
Assets/Prefabs/Guns/RRR Gun.prefab.meta
Normal file
@ -0,0 +1,7 @@
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@ -12,6 +12,7 @@ namespace Saltosion.OneWeapon.Guns {
|
|||||||
public SpriteRenderer Sprite;
|
public SpriteRenderer Sprite;
|
||||||
public float MaxCooldown = 0.5f;
|
public float MaxCooldown = 0.5f;
|
||||||
public float MinCooldown = 0.2f;
|
public float MinCooldown = 0.2f;
|
||||||
|
public bool IsAutomatic = false;
|
||||||
|
|
||||||
[Header("Effects")]
|
[Header("Effects")]
|
||||||
public Transform BulletHole;
|
public Transform BulletHole;
|
||||||
@ -68,7 +69,10 @@ namespace Saltosion.OneWeapon.Guns {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool Shoot(Vector2 direction, float rotation) {
|
public bool Shoot(Vector2 direction, float rotation, bool automatic) {
|
||||||
|
if (automatic && !IsAutomatic) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
if (Bullet == null) {
|
if (Bullet == null) {
|
||||||
Debug.LogError("THERE IS NO BULLET");
|
Debug.LogError("THERE IS NO BULLET");
|
||||||
} else {
|
} else {
|
||||||
|
@ -17,6 +17,7 @@ namespace Saltosion.OneWeapon.Guns {
|
|||||||
public ParticleSystem Explosion;
|
public ParticleSystem Explosion;
|
||||||
|
|
||||||
public float Damage = 12;
|
public float Damage = 12;
|
||||||
|
public float Speed = 15;
|
||||||
|
|
||||||
private float DeathTimer = 0;
|
private float DeathTimer = 0;
|
||||||
|
|
||||||
@ -31,7 +32,7 @@ namespace Saltosion.OneWeapon.Guns {
|
|||||||
|
|
||||||
Light.LightIntensity = 1.1f;
|
Light.LightIntensity = 1.1f;
|
||||||
|
|
||||||
Body.velocity = Direction * 15;
|
Body.velocity = Direction * Speed;
|
||||||
Body.rotation = Rot - 90;
|
Body.rotation = Rot - 90;
|
||||||
|
|
||||||
Explosion.Stop();
|
Explosion.Stop();
|
||||||
|
@ -31,9 +31,9 @@ namespace Saltosion.OneWeapon.Player {
|
|||||||
public PlayerFun PlayerFun;
|
public PlayerFun PlayerFun;
|
||||||
|
|
||||||
private Gun Gun;
|
private Gun Gun;
|
||||||
|
|
||||||
private Vector2 GunLocation = new Vector2(0, -0.6f);
|
private Vector2 GunLocation = new Vector2(0, -0.6f);
|
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private Vector3 GunRotation = new Vector3(0, 0, -90);
|
private Vector3 GunRotation = new Vector3(0, 0, -90);
|
||||||
|
private bool IsHoldingShoot = false;
|
||||||
|
|
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public float HandRetractSpeed = 10;
|
public float HandRetractSpeed = 10;
|
||||||
public float HandRotationRetractSpeed = 300;
|
public float HandRotationRetractSpeed = 300;
|
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@ -103,20 +103,24 @@ namespace Saltosion.OneWeapon.Player {
|
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BodyAnim.SetFloat("Speed", Movement.SpeedPercentage);
|
BodyAnim.SetFloat("Speed", Movement.SpeedPercentage);
|
||||||
HeadAnim.SetFloat("Speed", Movement.SpeedPercentage);
|
HeadAnim.SetFloat("Speed", Movement.SpeedPercentage);
|
||||||
|
|
||||||
bool Shoot = Input.GetButtonDown("Shoot");
|
bool Shoot = Input.GetButton("Shoot");
|
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if (Shoot) {
|
if (Shoot) {
|
||||||
if (Gun != null) {
|
if (Gun != null) {
|
||||||
if (Gun.Shoot(LookDirection, Rotation)) {
|
if (Gun.Shoot(LookDirection, Rotation, IsHoldingShoot)) {
|
||||||
CameraFX.StopFor(0.03f);
|
CameraFX.StopFor(0.03f);
|
||||||
CameraFX.ScreenShake(4f);
|
CameraFX.ScreenShake(4f);
|
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PlayerFun.ShootingFun();
|
PlayerFun.ShootingFun();
|
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}
|
}
|
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} else if (CurrentHandDistance <= 0) {
|
} else if (CurrentHandDistance <= 0 && !IsHoldingShoot) {
|
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CurrentHandDistance = 1.5f;
|
CurrentHandDistance = 1.5f;
|
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CurrentHandRotation = 55;
|
CurrentHandRotation = 55;
|
||||||
PunchingHand.Punching = true;
|
PunchingHand.Punching = true;
|
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PlayerFun.ShootingFun();
|
PlayerFun.ShootingFun();
|
||||||
}
|
}
|
||||||
|
IsHoldingShoot = true;
|
||||||
|
}
|
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|
if (Input.GetButtonUp("Shoot")) {
|
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|
IsHoldingShoot = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (CurrentHandDistance > 0) {
|
if (CurrentHandDistance > 0) {
|
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|
BIN
Raw Assets/RRRBullet.xcf
Normal file
BIN
Raw Assets/RRRBullet.xcf
Normal file
Binary file not shown.
BIN
Raw Assets/RRRR.xcf
Normal file
BIN
Raw Assets/RRRR.xcf
Normal file
Binary file not shown.
Binary file not shown.
Loading…
Reference in New Issue
Block a user