Add Grenade Launcher
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7
Assets/Prefabs/Guns/Grenade Launcher.prefab.meta
Normal file
7
Assets/Prefabs/Guns/Grenade Launcher.prefab.meta
Normal file
@ -0,0 +1,7 @@
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@ -29,5 +29,20 @@ namespace Saltosion.OneWeapon.Guns {
|
|||||||
Collider.attachedRigidbody.AddForce(Direction * 4 * Intensity, ForceMode2D.Impulse);
|
Collider.attachedRigidbody.AddForce(Direction * 4 * Intensity, ForceMode2D.Impulse);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void DoDamageAOE(float Damage, float Radius, float Intensity) {
|
||||||
|
Collider2D[] NearbyColliders = Physics2D.OverlapCircleAll(transform.position, Radius);
|
||||||
|
|
||||||
|
foreach (Collider2D curr in NearbyColliders) {
|
||||||
|
Vector2 Delta = (curr.transform.position - transform.position);
|
||||||
|
Vector2 Dir = Delta.normalized;
|
||||||
|
float ScaledDistance = 1 - Mathf.Clamp((Delta.magnitude - (Radius / 3)) / (Radius - (Radius / 3)), 0, 1);
|
||||||
|
this.DoDamage(ScaledDistance * Damage, ScaledDistance * Intensity, curr, Dir);
|
||||||
|
if (curr.attachedRigidbody != null && curr.attachedRigidbody.bodyType == RigidbodyType2D.Dynamic) {
|
||||||
|
// FIXME: AcceleratedMovement currently overrides Rigidbody.velocity so this doesn't do anything
|
||||||
|
curr.attachedRigidbody.AddForce(Dir * 10f, ForceMode2D.Impulse);
|
||||||
|
}
|
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|
}
|
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|
}
|
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}
|
}
|
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}
|
}
|
||||||
|
52
Assets/Scripts/Guns/Grenade.cs
Normal file
52
Assets/Scripts/Guns/Grenade.cs
Normal file
@ -0,0 +1,52 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Saltosion.OneWeapon.Guns {
|
||||||
|
[RequireComponent(typeof(Bullet))]
|
||||||
|
public class Grenade : MonoBehaviour {
|
||||||
|
|
||||||
|
private Bullet Bullet;
|
||||||
|
|
||||||
|
[Header("Children")]
|
||||||
|
public Rigidbody2D Body;
|
||||||
|
public ParticleSystem Explosion;
|
||||||
|
public SpriteRenderer Sprite;
|
||||||
|
|
||||||
|
[Header("Values")]
|
||||||
|
public float ShootForce = 8;
|
||||||
|
public float Torque = 5;
|
||||||
|
public float Lifetime = 1;
|
||||||
|
public float ExplodeRadius = 3;
|
||||||
|
|
||||||
|
void Start() {
|
||||||
|
Bullet = GetComponent<Bullet>();
|
||||||
|
Body = GetComponent<Rigidbody2D>();
|
||||||
|
|
||||||
|
Body.SetRotation(Bullet.InitialRotation);
|
||||||
|
Body.AddForce(Bullet.Direction.normalized * ShootForce, ForceMode2D.Impulse);
|
||||||
|
Body.AddTorque(Random.value * Torque - Torque / 2);
|
||||||
|
|
||||||
|
Explosion.Stop();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update() {
|
||||||
|
Lifetime -= Time.deltaTime;
|
||||||
|
if (Lifetime < 0 && !Bullet.HasExploded) {
|
||||||
|
Explosion.Play();
|
||||||
|
Bullet.HasExploded = true;
|
||||||
|
Destroy(Body);
|
||||||
|
Destroy(Sprite);
|
||||||
|
Bullet.DoDamageAOE(18, ExplodeRadius, 1.5f);
|
||||||
|
}
|
||||||
|
if (Lifetime < -1) {
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDrawGizmosSelected() {
|
||||||
|
Gizmos.color = new Color(1.0f, 0.2f, 0.2f, 0.8f);
|
||||||
|
Gizmos.DrawWireSphere(transform.position, ExplodeRadius);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Guns/Grenade.cs.meta
Normal file
11
Assets/Scripts/Guns/Grenade.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -56,21 +56,7 @@ namespace Saltosion.OneWeapon.Guns {
|
|||||||
Trail.Stop();
|
Trail.Stop();
|
||||||
DeathTimer = 19;
|
DeathTimer = 19;
|
||||||
|
|
||||||
Collider2D[] NearbyColliders = Physics2D.OverlapCircleAll(transform.position, ExplodeRadius);
|
Bullet.DoDamageAOE(20, ExplodeRadius, 2);
|
||||||
|
|
||||||
foreach (Collider2D curr in NearbyColliders) {
|
|
||||||
Vector2 Delta = (curr.transform.position - transform.position);
|
|
||||||
Vector2 Dir = Delta.normalized;
|
|
||||||
float ScaledDistance = 1 - Mathf.Clamp((Delta.magnitude - (ExplodeRadius / 3)) / (ExplodeRadius - (ExplodeRadius / 3)), 0, 1);
|
|
||||||
Bullet.DoDamage(ScaledDistance * 20, ScaledDistance * 2, curr, Dir);
|
|
||||||
if (curr.attachedRigidbody != null && curr.attachedRigidbody.bodyType == RigidbodyType2D.Dynamic) {
|
|
||||||
// FIXME: AcceleratedMovement currently overrides Rigidbody.velocity so this doesn't do anything
|
|
||||||
curr.attachedRigidbody.AddForce(Dir * 10f, ForceMode2D.Impulse);
|
|
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}
|
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}
|
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||||||
|
|
||||||
// Do damage here, kill everyone
|
|
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|
|
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}
|
}
|
||||||
|
|
||||||
private void OnDrawGizmosSelected() {
|
private void OnDrawGizmosSelected() {
|
||||||
|
BIN
Raw Assets/Grenade.xcf
Normal file
BIN
Raw Assets/Grenade.xcf
Normal file
Binary file not shown.
Loading…
Reference in New Issue
Block a user