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@ -0,0 +1,27 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Bullet : MonoBehaviour
|
||||
{
|
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public Rigidbody2D rb;
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[System.NonSerialized]public int setDmg;
|
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private int Damage;
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private void Start()
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{
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Damage = setDmg;
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rb.AddForce(Vector2.right * 20);
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}
|
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private void OnCollisionEnter2D(Collision2D other)
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{
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if(other.collider.CompareTag("Player"))
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{
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return;
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}
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if(other.collider.TryGetComponent<Health>(out Health health))
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{
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health.RemoveHP(Damage);
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}
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GameObject.Destroy(gameObject);
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}
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}
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@ -0,0 +1,22 @@
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using System.Collections;
|
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Health : MonoBehaviour
|
||||
{
|
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public void RemoveHP(int Damage)
|
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{
|
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|
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}
|
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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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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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@ -0,0 +1,38 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
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public class Weapon : MonoBehaviour
|
||||
{
|
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[SerializeField] private int maxAmmo;
|
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[SerializeField] private float shootSpeed;
|
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[SerializeField] private int damage;
|
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[SerializeField] private bool fullAuto;
|
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[SerializeField] private GameObject Bullet;
|
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private int Ammo;
|
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private bool shootDone;
|
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private float Wait;
|
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private void Start()
|
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{
|
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Ammo = maxAmmo;
|
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}
|
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public void shoot()
|
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{
|
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if(Ammo == 0 || Wait > 0 || shootDone && !fullAuto)
|
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{
|
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return;
|
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}
|
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if(!fullAuto)
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{
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shootDone = true;
|
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}
|
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Wait += shootSpeed;
|
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GameObject bullet = GameObject.Instantiate(Bullet, transform.position, transform.rotation);
|
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bullet.GetComponent<Bullet>().setDmg = damage;
|
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}
|
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private void Update()
|
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{
|
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Wait -= Time.deltaTime;
|
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Wait = Mathf.Clamp(Wait, 0, shootSpeed);
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
|
||||
using UnityEngine.InputSystem;
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|
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public class Weapons : MonoBehaviour
|
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{
|
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private Inputs Input;
|
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private InputAction Shoot;
|
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private void Awake()
|
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{
|
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Input = new Inputs();
|
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}
|
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private void OnEnable()
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{
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Shoot = Input.Movement.attack;
|
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Shoot.Enable();
|
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}
|
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private void OnDisable()
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{
|
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Shoot.Disable();
|
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}
|
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private void Update()
|
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{
|
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if(Shoot.IsPressed())
|
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{
|
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shoot();
|
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}
|
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}
|
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private void shoot()
|
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{
|
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if(transform.childCount > 0)
|
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{
|
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Transform gun = transform.GetChild(0);
|
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gun.GetComponent<Weapon>().shoot();
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}
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}
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}
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Reference in new issue