Rocket firing, sprinting

This commit is contained in:
Norbi Peti 2020-11-06 21:20:17 +01:00
parent bbf6eb4ea5
commit 92f929fc2b
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GPG key ID: DBA4C4549A927E56
8 changed files with 174 additions and 7 deletions

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@ -57,7 +57,9 @@
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<Compile Include="Assets\Scripts\RocketScript.cs" />
<Compile Include="Assets\Scripts\Tiling.cs" /> <Compile Include="Assets\Scripts\Tiling.cs" />
<Compile Include="Assets\Scripts\WeaponFireController.cs" />
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@ -29,6 +29,9 @@ public class OwnCharacterController : MonoBehaviour
scale.x *= -1; scale.x *= -1;
tr.localScale = scale; tr.localScale = scale;
} }
if (Input.GetButton("Fire3"))
input *= 10;
rb.AddForce(new Vector2(input * 5, 0)); rb.AddForce(new Vector2(input * 5, 0));
if (Input.GetButtonDown("Jump") && IsOnGround()) if (Input.GetButtonDown("Jump") && IsOnGround())

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@ -0,0 +1,36 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RocketScript : MonoBehaviour
{
private float _fired;
private Rigidbody2D _rb;
private bool _goingRight;
// Start is called before the first frame update
void Start()
{
_rb = GetComponent<Rigidbody2D>();
}
private void OnEnable()
{
_fired = Time.fixedTime;
_goingRight = transform.localScale.x > 0;
}
// Update is called once per frame
void FixedUpdate()
{
if(!gameObject.activeSelf) return;
if (Time.fixedTime - _fired > 3)
{
gameObject.SetActive(false);
_rb.velocity = Vector2.zero;
}
_rb.AddForce(new Vector2(_goingRight ? 10 : -10, 0));
}
}

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@ -0,0 +1,45 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class WeaponFireController : MonoBehaviour
{
public Rigidbody2D prefab;
public Transform firePoint;
private List<Rigidbody2D> rockets = new List<Rigidbody2D>(10);
// Start is called before the first frame update
void Start()
{
for (int i = 0; i < 10; i++)
rockets.Add(Instantiate(prefab));
}
// Update is called once per frame
void Update()
{
if(Input.GetButtonDown("Fire1"))
{
Rigidbody2D theRocket = null;
foreach (var rocket in rockets)
{
if (!rocket.gameObject.activeSelf)
{
theRocket = rocket;
break;
}
}
if (theRocket is null)
rockets.Add(theRocket = Instantiate(prefab));
var rocketTransform = theRocket.transform;
rocketTransform.position = firePoint.position;
var scale = rocketTransform.localScale;
if (transform.localScale.x * scale.x < 0)
scale.x *= -1;
rocketTransform.localScale = scale;
theRocket.gameObject.SetActive(true);
}
}
}

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