Added UI to let player know if gun is ready to fire

This commit is contained in:
Gregory Campbell
2020-07-11 14:33:20 -04:00
parent 3295e58965
commit 5ef8a35f08
7 changed files with 199 additions and 1 deletions
+81
View File
@@ -202,6 +202,87 @@ Transform:
m_Father: {fileID: 0}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &259324458
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 259324460}
- component: {fileID: 259324459}
m_Layer: 0
m_Name: Reloaded
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!212 &259324459
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 259324458}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: -886689981
m_SortingLayer: 2
m_SortingOrder: 0
m_Sprite: {fileID: 21300000, guid: 0410c852e2ff29f46832f05fc88f2147, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 0.64, y: 0.64}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!4 &259324460
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 259324458}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 8.25, y: -4.5, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 6
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &459038964
GameObject:
m_ObjectHideFlags: 0
+16 -1
View File
@@ -13,18 +13,26 @@ public class PlayerScript : MonoBehaviour
private float rotation;
private float nextFire = 0.5f;
private float myTime = 0.0f;
private GameObject reloaded;
private Rigidbody2D rb;
void Awake()
{
rb = this.GetComponent<Rigidbody2D>();
reloaded = GameObject.Find("Reloaded");
}
void Update()
{
reloaded.SetActive(false);
myTime += Time.deltaTime;
if(myTime > nextFire)
{
reloaded.SetActive(true);
}
if(Input.GetButton("Fire1") && myTime > nextFire)
{
nextFire = myTime + 0.5f;
@@ -62,12 +70,19 @@ public class PlayerScript : MonoBehaviour
void GunFire(float aim)
{
int gunSelect = Random.Range(0,4);
int gunSelect = 0;
GameObject newBullet;
float scaleChange = 1.0f;
Vector3 pos = PlayerCircle(transform.position);
Quaternion rot = Quaternion.FromToRotation(Vector3.down, transform.position-pos);
if(Random.Range(0,10) == 0)
{
gunSelect = Random.Range(1,4);
}
switch(gunSelect)
{
Binary file not shown.

After

Width:  |  Height:  |  Size: 457 B

+92
View File
@@ -0,0 +1,92 @@
fileFormatVersion: 2
guid: 0410c852e2ff29f46832f05fc88f2147
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 11
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
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -100
wrapU: 1
wrapV: 1
wrapW: 1
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
applyGammaDecoding: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spritePackingTag:
pSDRemoveMatte: 0
pSDShowRemoveMatteOption: 0
userData:
assetBundleName:
assetBundleVariant:
Binary file not shown.
+7
View File
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: c0be2fc6f7fe056449151241720ebd78
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant: