Add Grenade Launcher
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@ -29,5 +29,20 @@ namespace Saltosion.OneWeapon.Guns {
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Collider.attachedRigidbody.AddForce(Direction * 4 * Intensity, ForceMode2D.Impulse);
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}
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}
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public void DoDamageAOE(float Damage, float Radius, float Intensity) {
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Collider2D[] NearbyColliders = Physics2D.OverlapCircleAll(transform.position, Radius);
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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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 271009875a8162a44bd5d4a4af90653d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -56,21 +56,7 @@ namespace Saltosion.OneWeapon.Guns {
|
||||
Trail.Stop();
|
||||
DeathTimer = 19;
|
||||
|
||||
Collider2D[] NearbyColliders = Physics2D.OverlapCircleAll(transform.position, ExplodeRadius);
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
// Do damage here, kill everyone
|
||||
|
||||
Bullet.DoDamageAOE(20, ExplodeRadius, 2);
|
||||
}
|
||||
|
||||
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