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maxAmmo: -1
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@ -0,0 +1,27 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
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||||||
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using UnityEngine;
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||||||
|
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||||||
|
public class Bullet : MonoBehaviour
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||||||
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{
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||||||
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public Rigidbody2D rb;
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||||||
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[System.NonSerialized]public int setDmg;
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||||||
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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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|
}
|
||||||
|
private void OnCollisionEnter2D(Collision2D other)
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||||||
|
{
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||||||
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if(other.collider.CompareTag("Player"))
|
||||||
|
{
|
||||||
|
return;
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||||||
|
}
|
||||||
|
if(other.collider.TryGetComponent<Health>(out Health health))
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||||||
|
{
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||||||
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health.RemoveHP(Damage);
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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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||||||
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using System.Collections.Generic;
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using UnityEngine;
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||||||
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||||||
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public class Health : MonoBehaviour
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||||||
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{
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public void RemoveHP(int Damage)
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{
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}
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// Start is called before the first frame update
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||||||
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void Start()
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||||||
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{
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||||||
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}
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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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||||||
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}
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||||||
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}
|
@ -0,0 +1,11 @@
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@ -0,0 +1,38 @@
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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 Weapon : MonoBehaviour
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{
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[SerializeField] private int maxAmmo;
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[SerializeField] private float shootSpeed;
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||||||
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[SerializeField] private int damage;
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[SerializeField] private bool fullAuto;
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||||||
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[SerializeField] private GameObject Bullet;
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private int Ammo;
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||||||
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private bool shootDone;
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||||||
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private float Wait;
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private void Start()
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||||||
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{
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||||||
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Ammo = maxAmmo;
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||||||
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}
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||||||
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public void shoot()
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||||||
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{
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||||||
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if(Ammo == 0 || Wait > 0 || shootDone && !fullAuto)
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||||||
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{
|
||||||
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return;
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}
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||||||
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if(!fullAuto)
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||||||
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{
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||||||
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shootDone = true;
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||||||
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}
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||||||
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Wait += shootSpeed;
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||||||
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GameObject bullet = GameObject.Instantiate(Bullet, transform.position, transform.rotation);
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||||||
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bullet.GetComponent<Bullet>().setDmg = damage;
|
||||||
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}
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||||||
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private void Update()
|
||||||
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{
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||||||
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Wait -= Time.deltaTime;
|
||||||
|
Wait = Mathf.Clamp(Wait, 0, shootSpeed);
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
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|
guid: a2857247eb0cbbd43be5c68412690d4b
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||||||
|
MonoImporter:
|
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externalObjects: {}
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||||||
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serializedVersion: 2
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||||||
|
defaultReferences: []
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|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
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|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
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@ -0,0 +1,38 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
public class Weapons : MonoBehaviour
|
||||||
|
{
|
||||||
|
private Inputs Input;
|
||||||
|
private InputAction Shoot;
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
Input = new Inputs();
|
||||||
|
}
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
Shoot = Input.Movement.attack;
|
||||||
|
Shoot.Enable();
|
||||||
|
}
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
Shoot.Disable();
|
||||||
|
}
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if(Shoot.IsPressed())
|
||||||
|
{
|
||||||
|
shoot();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void shoot()
|
||||||
|
{
|
||||||
|
if(transform.childCount > 0)
|
||||||
|
{
|
||||||
|
Transform gun = transform.GetChild(0);
|
||||||
|
gun.GetComponent<Weapon>().shoot();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 87300c79431bf0440bcfa28bae89965c
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
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|
serializedVersion: 2
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|
defaultReferences: []
|
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|
executionOrder: 0
|
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|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
Loading…
Reference in new issue