Added all four gun types and firing bullets stable (although there is some slight 'recoil' for some variations)

This commit is contained in:
Gregory Campbell
2020-07-11 13:26:02 -04:00
parent 3da029586a
commit 3295e58965
6 changed files with 92 additions and 15 deletions
+1 -2
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@@ -92,7 +92,7 @@ Rigidbody2D:
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@@ -143,4 +143,3 @@ MonoBehaviour:
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m_Name:
m_EditorClassIdentifier:
speed: 5
+2 -2
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@@ -15,7 +15,7 @@ GameObject:
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@@ -130,7 +130,7 @@ Rigidbody2D:
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+20
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@@ -396,6 +396,11 @@ PrefabInstance:
propertyPath: m_Name
value: Wall Down
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@@ -477,6 +482,11 @@ PrefabInstance:
propertyPath: m_Name
value: Wall Left
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@@ -609,6 +619,11 @@ PrefabInstance:
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value: Wall Up
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@@ -690,6 +705,11 @@ PrefabInstance:
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value: Wall Right
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type: 3}
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+2 -8
View File
@@ -24,20 +24,14 @@ public class BulletScript : MonoBehaviour
void OnCollisionEnter2D(Collision2D other)
{
if(other.gameObject.tag != "Player")
if(other.gameObject.tag != "Player" && other.gameObject.tag != "Bullet")
{
Destroy(gameObject);
}
if(other.gameObject.tag == "Player")
{
Physics2D.IgnoreCollision(
other.gameObject.GetComponent<Collider2D>(), GetComponent<Collider2D>());
}
}
void OnBecameInvisible()
void OnBecameInvisible()
{
Destroy(gameObject);
}
+66 -3
View File
@@ -28,9 +28,7 @@ public class PlayerScript : MonoBehaviour
if(Input.GetButton("Fire1") && myTime > nextFire)
{
nextFire = myTime + 0.5f;
GameObject newBullet = Instantiate(bullet, transform.position, Quaternion.Euler(0,0,Random.Range(0.0f, 360.0f)));
float scaleChange = Random.Range(0.5f, 1.5f);
newBullet.transform.localScale = new Vector2(scaleChange, scaleChange);
GunFire(Random.Range(0.0f, 360.0f));
nextFire = nextFire - myTime;
myTime = 0.0f;
}
@@ -61,4 +59,69 @@ public class PlayerScript : MonoBehaviour
}
void GunFire(float aim)
{
int gunSelect = Random.Range(0,4);
GameObject newBullet;
float scaleChange = 1.0f;
Vector3 pos = PlayerCircle(transform.position);
Quaternion rot = Quaternion.FromToRotation(Vector3.down, transform.position-pos);
switch(gunSelect)
{
//pistol
case 0:
newBullet = Instantiate(bullet, pos, rot);
scaleChange = Random.Range(0.5f, 1.5f);
newBullet.transform.localScale = new Vector2(scaleChange, scaleChange);
break;
//shotgun
case 1:
newBullet = Instantiate(bullet, pos, rot);
scaleChange = Random.Range(0.5f, 1.5f);
newBullet.transform.localScale = new Vector2(scaleChange, scaleChange);
newBullet = Instantiate(bullet, pos+((Vector3.up+Vector3.right)*0.75f), Quaternion.FromToRotation(Vector3.down, transform.position-(pos+((Vector3.up+Vector3.right)*0.75f))));
newBullet.transform.localScale = new Vector2(scaleChange, scaleChange);
newBullet = Instantiate(bullet, pos+((Vector3.down+Vector3.left)*0.75f), Quaternion.FromToRotation(Vector3.down, transform.position-(pos+((Vector3.down+Vector3.left)*0.75f))));
newBullet.transform.localScale = new Vector2(scaleChange, scaleChange);
break;
//machinegun
case 2:
newBullet = Instantiate(bullet, pos, rot);
scaleChange = Random.Range(0.5f, 1.5f);
newBullet.transform.localScale = new Vector2(scaleChange, scaleChange);
for(int i = 1 ; i < 5; i++)
{
newBullet = Instantiate(bullet, pos+(Vector3.down+Vector3.left)*(0.1f*i), Quaternion.FromToRotation(Vector3.down, transform.position-(pos+(Vector3.down+Vector3.left)*(0.1f*i))));
newBullet.transform.localScale = new Vector2(scaleChange, scaleChange);
}
break;
//railgun
case 3:
scaleChange = Random.Range(0.5f, 1.5f);
for(int i = 0 ; i < 100; i++)
{
newBullet = Instantiate(bullet, pos, rot);
newBullet.transform.localScale = new Vector2(scaleChange, scaleChange);
}
break;
}
Vector3 PlayerCircle (Vector3 center){
float radius = 1.25f;
float ang = Random.value * 360;
Vector3 circle;
circle.x = center.x + radius * Mathf.Sin(ang * Mathf.Deg2Rad);
circle.y = center.y + radius * Mathf.Cos(ang * Mathf.Deg2Rad);
circle.z = 0;
return circle;
}
}
}