Add bullet force, more bodyparts, health
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|
||||||
- target: {fileID: 592487110401094196, guid: 1a0e05447c8cf2a4fa9b9dc697884a66,
|
- target: {fileID: 592487110401094196, guid: 1a0e05447c8cf2a4fa9b9dc697884a66,
|
||||||
type: 3}
|
type: 3}
|
||||||
|
@ -30,7 +30,7 @@ namespace Saltosion.OneWeapon {
|
|||||||
float Intensity = Mathf.Pow(Random.value * force, 1.1f);
|
float Intensity = Mathf.Pow(Random.value * force, 1.1f);
|
||||||
float Cone = degrees / 360.0f;
|
float Cone = degrees / 360.0f;
|
||||||
float Offset = Mathf.Atan2(direction.y, direction.x);
|
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;
|
Particle.LaunchForce = new Vector2(Mathf.Cos(Radians), Mathf.Sin(Radians)) * Intensity;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -45,11 +45,18 @@ namespace Saltosion.OneWeapon.Bullets {
|
|||||||
|
|
||||||
// Do damage here, kill everyone
|
// Do damage here, kill everyone
|
||||||
Explodable Explodable = collider.GetComponent<Explodable>();
|
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);
|
Explodable.Explode(true);
|
||||||
} else if (collider.tag == "Environment") {
|
} else if (collider.tag == "Environment") {
|
||||||
BloodLauncher.DebrisExplode(transform.position, Body.velocity.normalized * 0.7f, 5, 30f, 360);
|
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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -8,9 +8,6 @@ namespace Saltosion.OneWeapon {
|
|||||||
public Transform Player;
|
public Transform Player;
|
||||||
public Transform ShakeHandle;
|
public Transform ShakeHandle;
|
||||||
|
|
||||||
public bool DebugShake = false;
|
|
||||||
public bool DebugSlowDown = false;
|
|
||||||
|
|
||||||
private Camera Camera;
|
private Camera Camera;
|
||||||
private Vector3 Offset;
|
private Vector3 Offset;
|
||||||
|
|
||||||
@ -24,15 +21,6 @@ namespace Saltosion.OneWeapon {
|
|||||||
}
|
}
|
||||||
|
|
||||||
private void Update() {
|
private void Update() {
|
||||||
if (DebugShake) {
|
|
||||||
DebugShake = false;
|
|
||||||
ScreenShake(10f);
|
|
||||||
}
|
|
||||||
if (DebugSlowDown) {
|
|
||||||
DebugSlowDown = false;
|
|
||||||
StopFor(10f);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (TimeStopCooldown > 0) {
|
if (TimeStopCooldown > 0) {
|
||||||
TimeStopCooldown -= Time.deltaTime / Time.timeScale;
|
TimeStopCooldown -= Time.deltaTime / Time.timeScale;
|
||||||
if (TimeStopCooldown <= 0) {
|
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;
|
transform.position = Vector3.Lerp(transform.position, TargetPosition, 5f * Time.deltaTime / Time.timeScale) + Offset;
|
||||||
|
|
||||||
if (ScreenShakeTime > 0) {
|
if (ScreenShakeTime > 0) {
|
||||||
|
26
Assets/Scripts/ExplodableHealth.cs
Normal file
26
Assets/Scripts/ExplodableHealth.cs
Normal file
@ -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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/ExplodableHealth.cs.meta
Normal file
11
Assets/Scripts/ExplodableHealth.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7d43d0a4a6d1e2d46a74083bdecde13e
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user