Update particles, Add Rockets and stuff
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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); |  | ||||||
|             } |  | ||||||
|         } |         } | ||||||
|     } |     } | ||||||
| } | } | ||||||
|  | |||||||
							
								
								
									
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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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							| @ -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 | ||||||
|   -  |   -  | ||||||
|   -  |   -  | ||||||
|   -  |   -  | ||||||
|  | |||||||
							
								
								
									
										
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