Mostly finnished shooting

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RedStealthDev 2 years ago
parent 551f70efc1
commit f5bb2d37ca

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pivot: {x: 0.5, y: 0.5} pivot: {x: 0.5, y: 0.5}
@ -4958,16 +5110,16 @@ BoxCollider2D:
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m_AutoTiling: 0 m_AutoTiling: 0
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m_UseFullKinematicContacts: 0 m_UseFullKinematicContacts: 0
@ -4981,13 +5133,13 @@ Rigidbody2D:
m_SleepingMode: 0 m_SleepingMode: 0
m_CollisionDetection: 1 m_CollisionDetection: 1
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@ -4996,19 +5148,19 @@ MonoBehaviour:
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@ -5021,7 +5173,20 @@ Animator:
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@ -10,15 +10,15 @@ public class Bullet : MonoBehaviour
private void Start() private void Start()
{ {
Damage = setDmg; Damage = setDmg;
rb.AddForce(Vector2.right * 20); rb.AddForce((Vector2)(Quaternion.Euler(0,0,rb.rotation) * Vector2.right) * 100, ForceMode2D.Impulse);
} }
private void OnCollisionEnter2D(Collision2D other) private void OnTriggerEnter2D(Collider2D other)
{ {
if(other.collider.CompareTag("Player")) if(other.CompareTag("Player"))
{ {
return; return;
} }
if(other.collider.TryGetComponent<Health>(out Health health)) if(other.TryGetComponent<Health>(out Health health))
{ {
health.RemoveHP(Damage); health.RemoveHP(Damage);
} }

@ -14,8 +14,8 @@ public class MouseFol : MonoBehaviour
public Animator PL_Ani; public Animator PL_Ani;
public BoxCollider2D PL_Col; public BoxCollider2D PL_Col;
public PlayerMovement PL_Script; public PlayerMovement PL_Script;
public Transform PL_Trans;
public Transform GR; public Transform GR;
public Camera Cam;
public float rot; public float rot;
private void Awake() private void Awake()
{ {
@ -40,7 +40,9 @@ public class MouseFol : MonoBehaviour
} }
private void Update() private void Update()
{ {
Vector2 campoint = Cam.ScreenToWorldPoint(Mouse.ReadValue<Vector2>()); Aim.performed += _ => tpStand();
Aim.canceled += _ => deTpStand();
Vector2 campoint = Camera.main.ScreenToWorldPoint(Mouse.ReadValue<Vector2>());
rot = (Mathf.Atan2((transform.position.y - campoint.y), (transform.position.x - campoint.x)) * Mathf.Rad2Deg) + 180; rot = (Mathf.Atan2((transform.position.y - campoint.y), (transform.position.x - campoint.x)) * Mathf.Rad2Deg) + 180;
transform.rotation = Quaternion.AngleAxis(rot, Vector3.forward); transform.rotation = Quaternion.AngleAxis(rot, Vector3.forward);
if (Aim.IsPressed()) if (Aim.IsPressed())
@ -55,11 +57,21 @@ public class MouseFol : MonoBehaviour
{ {
Rend.flipY = true; Rend.flipY = true;
hand.transform.localPosition = new Vector3(hand.transform.localPosition.x, 0.25f, 0); hand.transform.localPosition = new Vector3(hand.transform.localPosition.x, 0.25f, 0);
if (hand.transform.childCount > 0)
{
Transform gun = hand.transform.GetChild(0);
gun.GetComponent<SpriteRenderer>().flipY = true;
}
} }
else else
{ {
Rend.flipY = false; Rend.flipY = false;
hand.transform.localPosition = new Vector3(hand.transform.localPosition.x, -0.25f, 0); hand.transform.localPosition = new Vector3(hand.transform.localPosition.x, -0.25f, 0);
if (hand.transform.childCount > 0)
{
Transform gun = hand.transform.GetChild(0);
gun.GetComponent<SpriteRenderer>().flipY = false;
}
} }
} }
else else
@ -70,7 +82,14 @@ public class MouseFol : MonoBehaviour
PL_Script.Overlap = new Vector2(6, 1); PL_Script.Overlap = new Vector2(6, 1);
GR.localPosition = Vector3.zero; GR.localPosition = Vector3.zero;
hand.SetActive(false); hand.SetActive(false);
} }
} }
private void tpStand()
{
PL_Trans.position = PL_Trans.position + new Vector3(0, 3.5f, 0);
}
private void deTpStand()
{
PL_Trans.position = PL_Trans.position - new Vector3(0, 3.5f, 0);
}
} }

@ -8,13 +8,18 @@ public class Weapon : MonoBehaviour
[SerializeField] private float shootSpeed; [SerializeField] private float shootSpeed;
[SerializeField] private int damage; [SerializeField] private int damage;
[SerializeField] private bool fullAuto; [SerializeField] private bool fullAuto;
[SerializeField] private float shootPointHeight;
[SerializeField] private GameObject Bullet; [SerializeField] private GameObject Bullet;
private int Ammo; private int Ammo;
private bool shootDone; private bool shootDone;
private float Wait; private float Wait;
private Transform shootPoint;
private SpriteRenderer SR;
private void Start() private void Start()
{ {
Ammo = maxAmmo; Ammo = maxAmmo;
shootPoint = transform.GetChild(0);
SR = transform.GetComponent<SpriteRenderer>();
} }
public void shoot() public void shoot()
{ {
@ -27,12 +32,24 @@ public class Weapon : MonoBehaviour
shootDone = true; shootDone = true;
} }
Wait += shootSpeed; Wait += shootSpeed;
GameObject bullet = GameObject.Instantiate(Bullet, transform.position, transform.rotation); GameObject bullet = GameObject.Instantiate(Bullet, shootPoint.position, transform.rotation);
bullet.GetComponent<Bullet>().setDmg = damage; bullet.GetComponent<Bullet>().setDmg = damage;
} }
private void Update() private void Update()
{ {
Wait -= Time.deltaTime; Wait -= Time.deltaTime;
Wait = Mathf.Clamp(Wait, 0, shootSpeed); 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);
}
} }
} }

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@ -673,9 +673,9 @@ MonoBehaviour:
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@ -835,36 +835,36 @@ MonoBehaviour:
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m_SearchArea: 1 m_SearchArea: 1
m_Folders: m_Folders:
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m_OriginalName: m_OriginalName: Scripts
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m_SearchString: m_SearchString:
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m_HadKeyboardFocusLastEvent: 0 m_HadKeyboardFocusLastEvent: 1
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