Add bullet force, more bodyparts, health

This commit is contained in:
Jens Pitkänen 2019-08-04 20:08:13 +03:00
parent fe99a10c20
commit e171049731
20 changed files with 829 additions and 47 deletions

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@ -30,7 +30,7 @@ namespace Saltosion.OneWeapon {
float Intensity = Mathf.Pow(Random.value * force, 1.1f);
float Cone = degrees / 360.0f;
float Offset = Mathf.Atan2(direction.y, direction.x);
float Radians = Offset + Cone * (Random.value - 0.5f) * Mathf.PI * 2.0f;
float Radians = Offset + Mathf.Pow(Cone * (Random.value - 0.5f) * 2f, 2f) * Mathf.PI * 2.0f;
Particle.LaunchForce = new Vector2(Mathf.Cos(Radians), Mathf.Sin(Radians)) * Intensity;
}
}

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@ -45,11 +45,18 @@ namespace Saltosion.OneWeapon.Bullets {
// Do damage here, kill everyone
Explodable Explodable = collider.GetComponent<Explodable>();
if (Explodable != null) {
ExplodableHealth Health = collider.GetComponent<ExplodableHealth>();
Vector2 Direction = (collider.transform.position - transform.position).normalized;
if (Health != null) {
Health.Damage(1f, -Direction);
} 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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@ -8,9 +8,6 @@ namespace Saltosion.OneWeapon {
public Transform Player;
public Transform ShakeHandle;
public bool DebugShake = false;
public bool DebugSlowDown = false;
private Camera Camera;
private Vector3 Offset;
@ -24,15 +21,6 @@ namespace Saltosion.OneWeapon {
}
private void Update() {
if (DebugShake) {
DebugShake = false;
ScreenShake(10f);
}
if (DebugSlowDown) {
DebugSlowDown = false;
StopFor(10f);
}
if (TimeStopCooldown > 0) {
TimeStopCooldown -= Time.deltaTime / Time.timeScale;
if (TimeStopCooldown <= 0) {
@ -40,7 +28,7 @@ namespace Saltosion.OneWeapon {
}
}
Vector2 TargetPosition = (Player.position + Camera.ScreenToWorldPoint(Input.mousePosition)) / 2.0f;
Vector2 TargetPosition = (Player.position * 2f + Camera.ScreenToWorldPoint(Input.mousePosition)) / 3.0f;
transform.position = Vector3.Lerp(transform.position, TargetPosition, 5f * Time.deltaTime / Time.timeScale) + Offset;
if (ScreenShakeTime > 0) {

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@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Saltosion.OneWeapon {
[RequireComponent(typeof(Explodable))]
public class ExplodableHealth : MonoBehaviour {
public float MaxHealth;
public float CurrentHealth;
private Explodable Explodable;
private void Start() {
Explodable = GetComponent<Explodable>();
}
public void Damage(float amount, Vector2 fromDirection) {
BloodLauncher.Splatter(transform.position, -fromDirection, (int)(10 * amount), 100f, 100);
MaxHealth -= amount;
if (MaxHealth <= 0) {
MaxHealth = 0;
Explodable.Explode(true);
}
}
}
}

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