Update particles, Add Rockets and stuff
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|  | ||||
| @ -1,11 +1,33 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
| using Saltosion.OneWeapon.Effects; | ||||
| using Saltosion.OneWeapon.Enemies; | ||||
| using Saltosion.OneWeapon.Environment; | ||||
| 
 | ||||
| namespace Saltosion.OneWeapon.Guns { | ||||
|     public class Bullet : MonoBehaviour { | ||||
| 
 | ||||
|         public Vector2 Direction; | ||||
|         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 SpriteRenderer Sprite; | ||||
|         public Transform BulletHole; | ||||
|         public float Cooldown = 0.5f; | ||||
|         public float MaxCooldown = 0.5f; | ||||
|         public float MinCooldown = 0.2f; | ||||
|         public Bobbing Bobbing; | ||||
| 
 | ||||
|         private bool IsHeld = false; | ||||
|         private float CurrCooldown = 0; | ||||
| 
 | ||||
|         private Bullet CurrentBullet; | ||||
|         private bool HasShotBullet = false; | ||||
| 
 | ||||
|         void Update() { | ||||
|             if (CurrCooldown > 0) { | ||||
|                 CurrCooldown -= Time.deltaTime; | ||||
|             } | ||||
| 
 | ||||
|             if (HasShotBullet && (CurrentBullet.HasExploded || CurrentBullet == null)) { | ||||
|                 CurrCooldown = Mathf.Min(CurrCooldown, MinCooldown); | ||||
|                 CurrentBullet = null; | ||||
|                 HasShotBullet = false; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         void OnCollisionEnter2D(Collision2D collision) { | ||||
| @ -41,10 +51,13 @@ namespace Saltosion.OneWeapon.Guns { | ||||
|                 Debug.LogError("THERE IS NO BULLET"); | ||||
|             } else { | ||||
|                 if (CurrCooldown <= 0) { | ||||
|                     CurrCooldown = Cooldown; | ||||
|                     CurrCooldown = MaxCooldown; | ||||
|                     Bullet ShotBullet = Instantiate(Bullet, BulletHole.position, new Quaternion()); | ||||
|                     ShotBullet.Direction = direction.normalized; | ||||
|                     ShotBullet.InitialRotation = rotation; | ||||
| 
 | ||||
|                     CurrentBullet = ShotBullet; | ||||
|                     HasShotBullet = true; | ||||
|                     return true; | ||||
|                 } | ||||
|             } | ||||
|  | ||||
| @ -18,9 +18,12 @@ namespace Saltosion.OneWeapon.Guns { | ||||
| 
 | ||||
|         private float DeathTimer = 0; | ||||
| 
 | ||||
|         private Bullet Bullet; | ||||
| 
 | ||||
|         void Start() { | ||||
|             Vector2 Direction = GetComponent<Bullet>().Direction; | ||||
|             float Rot = GetComponent<Bullet>().InitialRotation; | ||||
|             Bullet = GetComponent<Bullet>(); | ||||
|             Vector2 Direction = Bullet.Direction; | ||||
|             float Rot = Bullet.InitialRotation; | ||||
| 
 | ||||
|             Body.velocity = Direction * 15; | ||||
|             Body.rotation = Rot - 90; | ||||
| @ -40,6 +43,8 @@ namespace Saltosion.OneWeapon.Guns { | ||||
|                 // don't hit the player! | ||||
|                 return; | ||||
|             } | ||||
|             Bullet.HasExploded = true; | ||||
| 
 | ||||
|             Destroy(Sprite); | ||||
|             Destroy(Body); | ||||
|             Destroy(GetComponent<CapsuleCollider2D>()); | ||||
| @ -48,22 +53,7 @@ namespace Saltosion.OneWeapon.Guns { | ||||
|             DeathTimer = 19; | ||||
| 
 | ||||
|             // Do damage here, kill everyone | ||||
|             Explodable Explodable = collider.GetComponent<Explodable>(); | ||||
|             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); | ||||
|             } | ||||
|             Bullet.DoDamage(12, 1, collider, Bullet.Direction); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | ||||
							
								
								
									
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								Assets/Scripts/Guns/Rocket.cs
									
									
									
									
									
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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); | ||||
|         } | ||||
|     } | ||||
| } | ||||
							
								
								
									
										11
									
								
								Assets/Scripts/Guns/Rocket.cs.meta
									
									
									
									
									
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								Assets/Scripts/Guns/Rocket.cs.meta
									
									
									
									
									
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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_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} | ||||
|   m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} | ||||
|   m_LayerCollisionMatrix: fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffdfffffffefffffff7fffffffbffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff | ||||
|   m_LayerCollisionMatrix: fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffdfffffff6fffffff7fffffff9ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff | ||||
|  | ||||
| @ -19,7 +19,7 @@ TagManager: | ||||
|   - Bullet | ||||
|   - Blood | ||||
|   - Bloodphobic | ||||
|   -  | ||||
|   - Walls | ||||
|   -  | ||||
|   -  | ||||
|   -  | ||||
|  | ||||
							
								
								
									
										
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