Rocket firing, sprinting
This commit is contained in:
parent
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commit
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8 changed files with 174 additions and 7 deletions
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@ -57,7 +57,9 @@
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<ItemGroup>
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<ItemGroup>
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<Compile Include="Assets\Scripts\CameraController.cs" />
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<Compile Include="Assets\Scripts\CameraController.cs" />
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<Compile Include="Assets\Scripts\OwnCharacterController.cs" />
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<Compile Include="Assets\Scripts\OwnCharacterController.cs" />
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<Compile Include="Assets\Scripts\RocketScript.cs" />
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<Compile Include="Assets\Scripts\Tiling.cs" />
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<Compile Include="Assets\Scripts\Tiling.cs" />
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<Compile Include="Assets\Scripts\WeaponFireController.cs" />
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@ -219,6 +219,36 @@ MonoBehaviour:
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@ -315,7 +345,7 @@ MonoBehaviour:
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firePoint: {fileID: 1043406434}
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@ -29,6 +29,9 @@ public class OwnCharacterController : MonoBehaviour
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scale.x *= -1;
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scale.x *= -1;
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tr.localScale = scale;
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tr.localScale = scale;
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}
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}
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if (Input.GetButton("Fire3"))
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input *= 10;
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rb.AddForce(new Vector2(input * 5, 0));
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rb.AddForce(new Vector2(input * 5, 0));
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if (Input.GetButtonDown("Jump") && IsOnGround())
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if (Input.GetButtonDown("Jump") && IsOnGround())
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36
Assets/Scripts/RocketScript.cs
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36
Assets/Scripts/RocketScript.cs
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@ -0,0 +1,36 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class RocketScript : MonoBehaviour
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{
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private float _fired;
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private Rigidbody2D _rb;
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private bool _goingRight;
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// Start is called before the first frame update
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void Start()
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{
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_rb = GetComponent<Rigidbody2D>();
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}
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private void OnEnable()
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{
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_fired = Time.fixedTime;
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_goingRight = transform.localScale.x > 0;
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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if(!gameObject.activeSelf) return;
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if (Time.fixedTime - _fired > 3)
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{
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gameObject.SetActive(false);
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_rb.velocity = Vector2.zero;
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}
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_rb.AddForce(new Vector2(_goingRight ? 10 : -10, 0));
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}
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}
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11
Assets/Scripts/RocketScript.cs.meta
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11
Assets/Scripts/RocketScript.cs.meta
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@ -0,0 +1,11 @@
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45
Assets/Scripts/WeaponFireController.cs
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45
Assets/Scripts/WeaponFireController.cs
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@ -0,0 +1,45 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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public class WeaponFireController : MonoBehaviour
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{
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public Rigidbody2D prefab;
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public Transform firePoint;
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private List<Rigidbody2D> rockets = new List<Rigidbody2D>(10);
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// Start is called before the first frame update
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void Start()
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{
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for (int i = 0; i < 10; i++)
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rockets.Add(Instantiate(prefab));
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}
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// Update is called once per frame
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void Update()
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{
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if(Input.GetButtonDown("Fire1"))
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{
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Rigidbody2D theRocket = null;
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foreach (var rocket in rockets)
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{
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if (!rocket.gameObject.activeSelf)
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{
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theRocket = rocket;
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break;
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}
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}
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if (theRocket is null)
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rockets.Add(theRocket = Instantiate(prefab));
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var rocketTransform = theRocket.transform;
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rocketTransform.position = firePoint.position;
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var scale = rocketTransform.localScale;
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if (transform.localScale.x * scale.x < 0)
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scale.x *= -1;
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rocketTransform.localScale = scale;
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theRocket.gameObject.SetActive(true);
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}
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}
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}
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11
Assets/Scripts/WeaponFireController.cs.meta
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11
Assets/Scripts/WeaponFireController.cs.meta
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@ -0,0 +1,11 @@
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