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b/Assets/Scripts/Damagers/DamagerBase.cs @@ -0,0 +1,5 @@ +using UnityEngine; + +public class DamagerBase : MonoBehaviour { + public int value = 1; +} \ No newline at end of file diff --git a/Assets/Scripts/Damagers/DamagerBase.cs.meta b/Assets/Scripts/Damagers/DamagerBase.cs.meta new file mode 100644 index 0000000..ce32bcd --- /dev/null +++ b/Assets/Scripts/Damagers/DamagerBase.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 9df83cc686946cc4ab603daa3ea5a871 +timeCreated: 1524276968 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Damagers/ExplosionDamager.cs b/Assets/Scripts/Damagers/ExplosionDamager.cs new file mode 100644 index 0000000..e050bd2 --- /dev/null +++ b/Assets/Scripts/Damagers/ExplosionDamager.cs @@ -0,0 +1,15 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ExplosionDamager : DamagerBase { + //simply causes damage and then disappears + void Awake() { + StartCoroutine (DestroyAfter (0.5f)); + } + + IEnumerator DestroyAfter(float delay) { + yield return new WaitForSeconds (delay); + Destroy (gameObject); + } +} diff --git a/Assets/Scripts/Damagers/ExplosionDamager.cs.meta b/Assets/Scripts/Damagers/ExplosionDamager.cs.meta new file mode 100644 index 0000000..f5617b0 --- /dev/null +++ b/Assets/Scripts/Damagers/ExplosionDamager.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: dd95736c14a0eac4aa8f5d682f624d9d +timeCreated: 1524276953 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Damagers/FireDamager.cs b/Assets/Scripts/Damagers/FireDamager.cs new file mode 100644 index 0000000..d53d7c2 --- /dev/null +++ b/Assets/Scripts/Damagers/FireDamager.cs @@ -0,0 +1,12 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +//shootable +public class FireDamager : DamagerBase { + void OnTriggerEnter2D(Collider2D collider) { + if (collider.gameObject.GetComponent () == null) { //pass through other instances of self + Destroy (gameObject); + } + } +} diff --git a/Assets/Scripts/Damagers/FireDamager.cs.meta b/Assets/Scripts/Damagers/FireDamager.cs.meta new file mode 100644 index 0000000..89908e7 --- /dev/null +++ b/Assets/Scripts/Damagers/FireDamager.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 310ee2a5851703045af5c47b1b760328 +timeCreated: 1524278769 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Damagers/IceDamager.cs b/Assets/Scripts/Damagers/IceDamager.cs new file mode 100644 index 0000000..fe796ac --- /dev/null +++ b/Assets/Scripts/Damagers/IceDamager.cs @@ -0,0 +1,12 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +//shootable +public class IceDamager : DamagerBase { + void OnTriggerEnter2D(Collider2D collider) { + if (collider.gameObject.GetComponent () == null) { //pass through other instances of self + Destroy (gameObject); + } + } +} diff --git a/Assets/Scripts/Damagers/IceDamager.cs.meta b/Assets/Scripts/Damagers/IceDamager.cs.meta new file mode 100644 index 0000000..b7cdf24 --- /dev/null +++ b/Assets/Scripts/Damagers/IceDamager.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 4b0265e5d9f1a804aaa77a77754f51e0 +timeCreated: 1524281573 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Damagers/WindDamager.cs b/Assets/Scripts/Damagers/WindDamager.cs new file mode 100644 index 0000000..e697bc2 --- /dev/null +++ b/Assets/Scripts/Damagers/WindDamager.cs @@ -0,0 +1,12 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +//shootable +public class WindDamager : DamagerBase { + void OnTriggerEnter2D(Collider2D collider) { + if (collider.gameObject.GetComponent () == null) { //pass through other instances of self + Destroy (gameObject); + } + } +} diff --git a/Assets/Scripts/Damagers/WindDamager.cs.meta b/Assets/Scripts/Damagers/WindDamager.cs.meta new file mode 100644 index 0000000..d7d9236 --- /dev/null +++ b/Assets/Scripts/Damagers/WindDamager.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 36f760a1dbdd6254fa3dc2394e2bf8fb +timeCreated: 1524281586 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player.cs b/Assets/Scripts/Player.cs index 027f665..8b880ff 100644 --- a/Assets/Scripts/Player.cs +++ b/Assets/Scripts/Player.cs @@ -3,13 +3,26 @@ using System.Collections.Generic; using UnityEngine; public class Player : MonoBehaviour { + public enum Mode { + FIRE, ICE, WIND + }; + Animator animator; Rigidbody2D rigidBody; + //movement float speed; Vector2 deltaForce; - Vector2 lastDirection; + Vector2 lastDirection = new Vector2(0, -1); + + //attacking bool isShooting; + float lastAttack = float.NegativeInfinity; + const float attackDelay = 0.5f; + Mode mode = Mode.FIRE; + public GameObject firePelletPrefab; + public GameObject icePelletPrefab; + public GameObject windPelletPrefab; void Awake() { animator = GetComponent (); @@ -21,6 +34,7 @@ public class Player : MonoBehaviour { void Update() { HandleInput (); Move (); + Attack (); SendAnimationInfo (); } @@ -38,6 +52,10 @@ public class Player : MonoBehaviour { //calculate if shooting isShooting = Input.GetButton ("Attack"); + + if (Input.GetButtonDown("Switch")) { + mode += 1; + } } void Move() { @@ -47,9 +65,53 @@ public class Player : MonoBehaviour { rigidBody.AddForce (impulse, ForceMode2D.Impulse); } + void Attack() { + if (Time.time - lastAttack > attackDelay && isShooting) { + lastAttack = Time.time; + GameObject pellet = null; + + switch (mode) { + case Mode.FIRE: + pellet = Instantiate (firePelletPrefab); + break; + case Mode.ICE: + pellet = Instantiate (icePelletPrefab); + break; + case Mode.WIND: + pellet = Instantiate (windPelletPrefab); + break; + } + + //HACK-ish + Vector2 distance = GetShootingPoint(); + pellet.transform.position = new Vector2(transform.position.x + distance.x, transform.position.y + distance.y); + pellet.GetComponent ().velocity = Vector2.zero; + pellet.GetComponent ().AddForce (lastDirection.normalized * 2, ForceMode2D.Impulse); + } + + if (!isShooting) { + lastAttack = float.NegativeInfinity; + } + } + void SendAnimationInfo() { animator.SetFloat ("xSpeed", lastDirection.x); animator.SetFloat ("ySpeed", lastDirection.y); animator.SetBool ("isShooting", isShooting); } + + //utilities + Vector2 GetShootingPoint() { + Vector2 point = lastDirection.normalized; + + if (Mathf.Abs (point.x) == Mathf.Abs (point.y)) { + point *= 0.26f; //diagonal + } else if (Mathf.Abs (point.x) < Mathf.Abs (point.y)) { + point *= 0.23f; //vertical + } else { + point *= 0.2f; //horizontal + } + + return point; + } }