Update particles, Add Rockets and stuff
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7
Assets/Prefabs/Guns/Rocket Launcher.prefab.meta
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m_CorrespondingSourceObject: {fileID: 2523517584660005057, guid: 15e91d59183ba524bb3bc46b402b722d,
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@ -1,11 +1,33 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using Saltosion.OneWeapon.Effects;
|
||||||
|
using Saltosion.OneWeapon.Enemies;
|
||||||
|
using Saltosion.OneWeapon.Environment;
|
||||||
|
|
||||||
namespace Saltosion.OneWeapon.Guns {
|
namespace Saltosion.OneWeapon.Guns {
|
||||||
public class Bullet : MonoBehaviour {
|
public class Bullet : MonoBehaviour {
|
||||||
|
|
||||||
public Vector2 Direction;
|
public Vector2 Direction;
|
||||||
public float InitialRotation;
|
public float InitialRotation;
|
||||||
|
public bool HasExploded = false;
|
||||||
|
|
||||||
|
public void DoDamage(float Damage, float Intensity, Collider2D Collider, Vector2 Direction) {
|
||||||
|
Explodable Explodable = Collider.GetComponent<Explodable>();
|
||||||
|
Health Health = Collider.GetComponent<Health>();
|
||||||
|
VendingMachine VendingMachine = Collider.GetComponent<VendingMachine>();
|
||||||
|
if (Health != null) {
|
||||||
|
Health.Damage(Damage, -Direction, true);
|
||||||
|
} else if (VendingMachine != null) {
|
||||||
|
VendingMachine.ExpelGun();
|
||||||
|
} else if (Explodable != null) {
|
||||||
|
Explodable.Explode(true);
|
||||||
|
} else if (Collider.tag == "Environment") {
|
||||||
|
BloodLauncher.DebrisExplode(transform.position, Direction, (int)(5 * Intensity), 30 * Intensity, 360);
|
||||||
|
}
|
||||||
|
if (Collider.attachedRigidbody != null && Collider.attachedRigidbody.bodyType == RigidbodyType2D.Dynamic) {
|
||||||
|
Collider.attachedRigidbody.AddForce(Direction * 4 * Intensity, ForceMode2D.Impulse);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -10,16 +10,26 @@ namespace Saltosion.OneWeapon.Guns {
|
|||||||
public Bullet Bullet;
|
public Bullet Bullet;
|
||||||
public SpriteRenderer Sprite;
|
public SpriteRenderer Sprite;
|
||||||
public Transform BulletHole;
|
public Transform BulletHole;
|
||||||
public float Cooldown = 0.5f;
|
public float MaxCooldown = 0.5f;
|
||||||
|
public float MinCooldown = 0.2f;
|
||||||
public Bobbing Bobbing;
|
public Bobbing Bobbing;
|
||||||
|
|
||||||
private bool IsHeld = false;
|
private bool IsHeld = false;
|
||||||
private float CurrCooldown = 0;
|
private float CurrCooldown = 0;
|
||||||
|
|
||||||
|
private Bullet CurrentBullet;
|
||||||
|
private bool HasShotBullet = false;
|
||||||
|
|
||||||
void Update() {
|
void Update() {
|
||||||
if (CurrCooldown > 0) {
|
if (CurrCooldown > 0) {
|
||||||
CurrCooldown -= Time.deltaTime;
|
CurrCooldown -= Time.deltaTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (HasShotBullet && (CurrentBullet.HasExploded || CurrentBullet == null)) {
|
||||||
|
CurrCooldown = Mathf.Min(CurrCooldown, MinCooldown);
|
||||||
|
CurrentBullet = null;
|
||||||
|
HasShotBullet = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnCollisionEnter2D(Collision2D collision) {
|
void OnCollisionEnter2D(Collision2D collision) {
|
||||||
@ -41,10 +51,13 @@ namespace Saltosion.OneWeapon.Guns {
|
|||||||
Debug.LogError("THERE IS NO BULLET");
|
Debug.LogError("THERE IS NO BULLET");
|
||||||
} else {
|
} else {
|
||||||
if (CurrCooldown <= 0) {
|
if (CurrCooldown <= 0) {
|
||||||
CurrCooldown = Cooldown;
|
CurrCooldown = MaxCooldown;
|
||||||
Bullet ShotBullet = Instantiate(Bullet, BulletHole.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;
|
||||||
|
|
||||||
|
CurrentBullet = ShotBullet;
|
||||||
|
HasShotBullet = true;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -18,9 +18,12 @@ namespace Saltosion.OneWeapon.Guns {
|
|||||||
|
|
||||||
private float DeathTimer = 0;
|
private float DeathTimer = 0;
|
||||||
|
|
||||||
|
private Bullet Bullet;
|
||||||
|
|
||||||
void Start() {
|
void Start() {
|
||||||
Vector2 Direction = GetComponent<Bullet>().Direction;
|
Bullet = GetComponent<Bullet>();
|
||||||
float Rot = GetComponent<Bullet>().InitialRotation;
|
Vector2 Direction = Bullet.Direction;
|
||||||
|
float Rot = Bullet.InitialRotation;
|
||||||
|
|
||||||
Body.velocity = Direction * 15;
|
Body.velocity = Direction * 15;
|
||||||
Body.rotation = Rot - 90;
|
Body.rotation = Rot - 90;
|
||||||
@ -40,6 +43,8 @@ namespace Saltosion.OneWeapon.Guns {
|
|||||||
// don't hit the player!
|
// don't hit the player!
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
Bullet.HasExploded = true;
|
||||||
|
|
||||||
Destroy(Sprite);
|
Destroy(Sprite);
|
||||||
Destroy(Body);
|
Destroy(Body);
|
||||||
Destroy(GetComponent<CapsuleCollider2D>());
|
Destroy(GetComponent<CapsuleCollider2D>());
|
||||||
@ -48,22 +53,7 @@ namespace Saltosion.OneWeapon.Guns {
|
|||||||
DeathTimer = 19;
|
DeathTimer = 19;
|
||||||
|
|
||||||
// Do damage here, kill everyone
|
// Do damage here, kill everyone
|
||||||
Explodable Explodable = collider.GetComponent<Explodable>();
|
Bullet.DoDamage(12, 1, collider, Bullet.Direction);
|
||||||
Health Health = collider.GetComponent<Health>();
|
|
||||||
VendingMachine VendingMachine = collider.GetComponent<VendingMachine>();
|
|
||||||
Vector2 Direction = (collider.transform.position - transform.position).normalized;
|
|
||||||
if (Health != null) {
|
|
||||||
Health.Damage(12f, -Direction, true);
|
|
||||||
} else if (VendingMachine != null) {
|
|
||||||
VendingMachine.ExpelGun();
|
|
||||||
} else if (Explodable != null) {
|
|
||||||
Explodable.Explode(true);
|
|
||||||
} else if (collider.tag == "Environment") {
|
|
||||||
BloodLauncher.DebrisExplode(transform.position, Body.velocity.normalized * 0.7f, 5, 30f, 360);
|
|
||||||
}
|
|
||||||
if (collider.attachedRigidbody != null && collider.attachedRigidbody.bodyType == RigidbodyType2D.Dynamic) {
|
|
||||||
collider.attachedRigidbody.AddForce(Direction * 4f, ForceMode2D.Impulse);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
76
Assets/Scripts/Guns/Rocket.cs
Normal file
76
Assets/Scripts/Guns/Rocket.cs
Normal file
@ -0,0 +1,76 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using Saltosion.OneWeapon.Player;
|
||||||
|
using Saltosion.OneWeapon.Enemies;
|
||||||
|
using Saltosion.OneWeapon.Effects;
|
||||||
|
using Saltosion.OneWeapon.Environment;
|
||||||
|
|
||||||
|
namespace Saltosion.OneWeapon.Guns {
|
||||||
|
[RequireComponent(typeof(Bullet))]
|
||||||
|
public class Rocket : MonoBehaviour {
|
||||||
|
|
||||||
|
public Rigidbody2D Body;
|
||||||
|
public GameObject Sprite;
|
||||||
|
|
||||||
|
public ParticleSystem Trail;
|
||||||
|
public ParticleSystem Explosion;
|
||||||
|
|
||||||
|
[Range(0, 10)]
|
||||||
|
public float ExplodeRadius;
|
||||||
|
|
||||||
|
private float DeathTimer = 0;
|
||||||
|
|
||||||
|
private Bullet Bullet;
|
||||||
|
|
||||||
|
void Start() {
|
||||||
|
Bullet = GetComponent<Bullet>();
|
||||||
|
|
||||||
|
Vector2 Direction = Bullet.Direction;
|
||||||
|
float Rot = Bullet.InitialRotation;
|
||||||
|
|
||||||
|
Body.velocity = Direction * 8;
|
||||||
|
Body.rotation = Rot - 90;
|
||||||
|
|
||||||
|
Explosion.Stop();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update() {
|
||||||
|
DeathTimer += Time.deltaTime;
|
||||||
|
if (DeathTimer > 20) {
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnTriggerEnter2D(Collider2D collider) {
|
||||||
|
if (collider.GetComponent<PlayerController>() != null) {
|
||||||
|
// don't hit the player!
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
Bullet.HasExploded = true;
|
||||||
|
|
||||||
|
Destroy(Sprite);
|
||||||
|
Destroy(Body);
|
||||||
|
Destroy(GetComponent<CapsuleCollider2D>());
|
||||||
|
Explosion.Play();
|
||||||
|
Trail.Stop();
|
||||||
|
DeathTimer = 19;
|
||||||
|
|
||||||
|
Collider2D[] NearbyColliders = Physics2D.OverlapCircleAll(transform.position, ExplodeRadius);
|
||||||
|
|
||||||
|
foreach (Collider2D curr in NearbyColliders) {
|
||||||
|
Vector2 dir = (curr.transform.position - transform.position);
|
||||||
|
float ScaledDistance = 1 - Mathf.Clamp((dir.magnitude - (ExplodeRadius / 3)) / (ExplodeRadius - (ExplodeRadius / 3)), 0, 1);
|
||||||
|
Bullet.DoDamage(ScaledDistance * 20, ScaledDistance * 2, curr, dir.normalized);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Do damage here, kill everyone
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDrawGizmosSelected() {
|
||||||
|
Gizmos.color = new Color(1.0f, 0.2f, 0.2f, 0.8f);
|
||||||
|
Gizmos.DrawWireSphere(transform.position, ExplodeRadius);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Guns/Rocket.cs.meta
Normal file
11
Assets/Scripts/Guns/Rocket.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c5e880551cb08a545a50b0ce1c0afe01
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -53,4 +53,4 @@ Physics2DSettings:
|
|||||||
m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
|
m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
|
||||||
m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
|
m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
|
||||||
m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
|
m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
|
||||||
m_LayerCollisionMatrix: fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffdfffffffefffffff7fffffffbffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
m_LayerCollisionMatrix: fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffdfffffff6fffffff7fffffff9ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||||
|
@ -19,7 +19,7 @@ TagManager:
|
|||||||
- Bullet
|
- Bullet
|
||||||
- Blood
|
- Blood
|
||||||
- Bloodphobic
|
- Bloodphobic
|
||||||
-
|
- Walls
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
|
BIN
Raw Assets/Bazooka.xcf
Normal file
BIN
Raw Assets/Bazooka.xcf
Normal file
Binary file not shown.
Binary file not shown.
BIN
Raw Assets/Particle.xcf
Normal file
BIN
Raw Assets/Particle.xcf
Normal file
Binary file not shown.
BIN
Raw Assets/Rocket.xcf
Normal file
BIN
Raw Assets/Rocket.xcf
Normal file
Binary file not shown.
Loading…
Reference in New Issue
Block a user