Add RRR Gun
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7
Assets/Prefabs/Guns/RRR Gun.prefab.meta
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7
Assets/Prefabs/Guns/RRR Gun.prefab.meta
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@ -0,0 +1,7 @@
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@ -12,6 +12,7 @@ namespace Saltosion.OneWeapon.Guns {
|
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public SpriteRenderer Sprite;
|
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public float MaxCooldown = 0.5f;
|
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public float MinCooldown = 0.2f;
|
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public bool IsAutomatic = false;
|
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|
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[Header("Effects")]
|
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public Transform BulletHole;
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@ -68,7 +69,10 @@ namespace Saltosion.OneWeapon.Guns {
|
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}
|
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}
|
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|
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public bool Shoot(Vector2 direction, float rotation) {
|
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public bool Shoot(Vector2 direction, float rotation, bool automatic) {
|
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if (automatic && !IsAutomatic) {
|
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return false;
|
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}
|
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if (Bullet == null) {
|
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Debug.LogError("THERE IS NO BULLET");
|
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} else {
|
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|
@ -17,6 +17,7 @@ namespace Saltosion.OneWeapon.Guns {
|
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public ParticleSystem Explosion;
|
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|
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public float Damage = 12;
|
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public float Speed = 15;
|
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private float DeathTimer = 0;
|
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@ -31,7 +32,7 @@ namespace Saltosion.OneWeapon.Guns {
|
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|
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Light.LightIntensity = 1.1f;
|
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|
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Body.velocity = Direction * 15;
|
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Body.velocity = Direction * Speed;
|
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Body.rotation = Rot - 90;
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Explosion.Stop();
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@ -31,9 +31,9 @@ namespace Saltosion.OneWeapon.Player {
|
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public PlayerFun PlayerFun;
|
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|
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private Gun Gun;
|
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|
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private Vector2 GunLocation = new Vector2(0, -0.6f);
|
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private Vector3 GunRotation = new Vector3(0, 0, -90);
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private bool IsHoldingShoot = false;
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public float HandRetractSpeed = 10;
|
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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);
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HeadAnim.SetFloat("Speed", Movement.SpeedPercentage);
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bool Shoot = Input.GetButtonDown("Shoot");
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bool Shoot = Input.GetButton("Shoot");
|
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if (Shoot) {
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if (Gun != null) {
|
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if (Gun.Shoot(LookDirection, Rotation)) {
|
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if (Gun.Shoot(LookDirection, Rotation, IsHoldingShoot)) {
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CameraFX.StopFor(0.03f);
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CameraFX.ScreenShake(4f);
|
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PlayerFun.ShootingFun();
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}
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} else if (CurrentHandDistance <= 0) {
|
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} else if (CurrentHandDistance <= 0 && !IsHoldingShoot) {
|
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CurrentHandDistance = 1.5f;
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CurrentHandRotation = 55;
|
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PunchingHand.Punching = true;
|
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PlayerFun.ShootingFun();
|
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}
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IsHoldingShoot = true;
|
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}
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if (Input.GetButtonUp("Shoot")) {
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IsHoldingShoot = false;
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}
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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