Update particles, Add Rockets and stuff

This commit is contained in:
Sofia 2019-08-15 00:58:24 +03:00
parent 9666cd5c8a
commit c2f573f66c
26 changed files with 10643 additions and 32 deletions

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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);
}
}
} }
} }

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@ -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;
} }
} }

View File

@ -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);
}
} }
} }
} }

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@ -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);
}
}
}

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@ -53,4 +53,4 @@ Physics2DSettings:
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m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
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@ -19,7 +19,7 @@ TagManager:
- Bullet - Bullet
- Blood - Blood
- Bloodphobic - Bloodphobic
- - Walls
- -
- -
- -

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