From f5bb2d37cabdd9debc9b9c41b3656c19e747720e Mon Sep 17 00:00:00 2001 From: RedStealthDev Date: Thu, 23 Mar 2023 11:00:03 +0100 Subject: [PATCH] Mostly finnished shooting --- Assets/Materials/Grapic/bullet.png | Bin 0 -> 111 bytes Assets/Materials/Grapic/bullet.png.meta | 135 + Assets/Prefabs/Bullet.prefab | 6 +- Assets/Prefabs/Pistol.prefab | 41 +- Assets/{Scenes => Prefabs}/Player.prefab | 341 +- Assets/{Scenes => Prefabs}/Player.prefab.meta | 2 +- Assets/Scenes/HomeBase.unity | 5342 +---------------- Assets/Scenes/Main_Game.unity | 5112 +--------------- Assets/Scripts/Bullet.cs | 8 +- Assets/Scripts/MouseFol.cs | 25 +- Assets/Scripts/Weapon.cs | 19 +- UserSettings/EditorUserSettings.asset | 4 +- UserSettings/Layouts/default-2021.dwlt | 54 +- 13 files changed, 661 insertions(+), 10428 deletions(-) create mode 100644 Assets/Materials/Grapic/bullet.png create mode 100644 Assets/Materials/Grapic/bullet.png.meta rename Assets/{Scenes => Prefabs}/Player.prefab (92%) rename Assets/{Scenes => Prefabs}/Player.prefab.meta (74%) diff --git a/Assets/Materials/Grapic/bullet.png b/Assets/Materials/Grapic/bullet.png new file mode 100644 index 0000000000000000000000000000000000000000..289b9d0c10c7bc945a2cab51577608724fb82975 GIT binary patch literal 111 zcmeAS@N?(olHy`uVBq!ia0vp^EFjFm1|(O0oL2{=7>k44ofy`glX(f`XnMLhhH%VG z-V?v#+k8eYk>B}-n@*T;9r(fXUGmDm%{D9lA81(9#3;+aa3X|j=JK3V>Of5lp00i_ I>zopr0Arvd5dZ)H literal 0 HcmV?d00001 diff --git a/Assets/Materials/Grapic/bullet.png.meta b/Assets/Materials/Grapic/bullet.png.meta new file mode 100644 index 0000000..3b58960 --- /dev/null +++ b/Assets/Materials/Grapic/bullet.png.meta @@ -0,0 +1,135 @@ +fileFormatVersion: 2 +guid: 061e24b8dfba2754987cf2a9f2b5ccd4 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 12 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMasterTextureLimit: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 0 + aniso: 1 + mipBias: 0 + wrapU: 1 + wrapV: 1 + wrapW: 1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 9 + spritePivot: {x: 0, y: 0.625} + spritePixelsToUnits: 4 + spriteBorder: {x: 0, y: 1, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + cookieLightType: 0 + platformSettings: + - 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new Vector3(0, 3.5f, 0); + } } diff --git a/Assets/Scripts/Weapon.cs b/Assets/Scripts/Weapon.cs index 10a6340..cdcc8a2 100644 --- a/Assets/Scripts/Weapon.cs +++ b/Assets/Scripts/Weapon.cs @@ -8,13 +8,18 @@ public class Weapon : MonoBehaviour [SerializeField] private float shootSpeed; [SerializeField] private int damage; [SerializeField] private bool fullAuto; + [SerializeField] private float shootPointHeight; [SerializeField] private GameObject Bullet; private int Ammo; private bool shootDone; private float Wait; + private Transform shootPoint; + private SpriteRenderer SR; private void Start() { Ammo = maxAmmo; + shootPoint = transform.GetChild(0); + SR = transform.GetComponent(); } public void shoot() { @@ -27,12 +32,24 @@ public class Weapon : MonoBehaviour shootDone = true; } Wait += shootSpeed; - GameObject bullet = GameObject.Instantiate(Bullet, transform.position, transform.rotation); + GameObject bullet = GameObject.Instantiate(Bullet, shootPoint.position, transform.rotation); bullet.GetComponent().setDmg = damage; } private void Update() { Wait -= Time.deltaTime; Wait = Mathf.Clamp(Wait, 0, shootSpeed); + if(Wait == 0) + { + shootDone = false; + } + if(SR.flipY) + { + shootPoint.localPosition = new Vector3(shootPoint.localPosition.x, -shootPointHeight, 0); + } + else + { + shootPoint.localPosition = new Vector3(shootPoint.localPosition.x, shootPointHeight, 0); + } } } diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 7ef3d03..b365647 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -9,10 +9,10 @@ EditorUserSettings: value: 515250075c0c595e5f5a5e71122159444e4e4a2f7a7d7f602f284d66b4b76661 flags: 0 RecentlyUsedSceneGuid-1: - 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m_LastVerticalScrollValue: 0 + m_LastVerticalScrollValue: 377 m_GlobalObjectId: m_InspectorMode: 0 m_LockTracker: