Three kinds of bullets are firing, bomb breaks the wall

This commit is contained in:
2018-04-21 13:43:01 +10:00
parent 4207fc4661
commit 0001a875a6
25 changed files with 866 additions and 1 deletions
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BlockCracked : MonoBehaviour {
void OnCollisionEnter2D(Collision2D collision) {
//TODO: use durability class?
ExplosionDamager exp = collision.gameObject.GetComponent<ExplosionDamager> ();
if (exp != null) {
Destroy (gameObject);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bomb : MonoBehaviour {
public float timer;
GameObject explosion;
void Awake() {
StartCoroutine (ExplodeAfter (timer));
explosion = transform.GetChild (0).gameObject;
}
IEnumerator ExplodeAfter(float delay) {
yield return new WaitForSeconds (delay);
explosion.SetActive (true);
transform.DetachChildren ();
Destroy (gameObject);
}
}
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using UnityEngine;
public class DamagerBase : MonoBehaviour {
public int value = 1;
}
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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);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//shootable
public class FireDamager : DamagerBase {
void OnTriggerEnter2D(Collider2D collider) {
if (collider.gameObject.GetComponent<FireDamager> () == null) { //pass through other instances of self
Destroy (gameObject);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//shootable
public class IceDamager : DamagerBase {
void OnTriggerEnter2D(Collider2D collider) {
if (collider.gameObject.GetComponent<IceDamager> () == null) { //pass through other instances of self
Destroy (gameObject);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//shootable
public class WindDamager : DamagerBase {
void OnTriggerEnter2D(Collider2D collider) {
if (collider.gameObject.GetComponent<WindDamager> () == null) { //pass through other instances of self
Destroy (gameObject);
}
}
}
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@@ -3,13 +3,26 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class Player : MonoBehaviour { public class Player : MonoBehaviour {
public enum Mode {
FIRE, ICE, WIND
};
Animator animator; Animator animator;
Rigidbody2D rigidBody; Rigidbody2D rigidBody;
//movement
float speed; float speed;
Vector2 deltaForce; Vector2 deltaForce;
Vector2 lastDirection; Vector2 lastDirection = new Vector2(0, -1);
//attacking
bool isShooting; 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() { void Awake() {
animator = GetComponent<Animator> (); animator = GetComponent<Animator> ();
@@ -21,6 +34,7 @@ public class Player : MonoBehaviour {
void Update() { void Update() {
HandleInput (); HandleInput ();
Move (); Move ();
Attack ();
SendAnimationInfo (); SendAnimationInfo ();
} }
@@ -38,6 +52,10 @@ public class Player : MonoBehaviour {
//calculate if shooting //calculate if shooting
isShooting = Input.GetButton ("Attack"); isShooting = Input.GetButton ("Attack");
if (Input.GetButtonDown("Switch")) {
mode += 1;
}
} }
void Move() { void Move() {
@@ -47,9 +65,53 @@ public class Player : MonoBehaviour {
rigidBody.AddForce (impulse, ForceMode2D.Impulse); 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<Rigidbody2D> ().velocity = Vector2.zero;
pellet.GetComponent<Rigidbody2D> ().AddForce (lastDirection.normalized * 2, ForceMode2D.Impulse);
}
if (!isShooting) {
lastAttack = float.NegativeInfinity;
}
}
void SendAnimationInfo() { void SendAnimationInfo() {
animator.SetFloat ("xSpeed", lastDirection.x); animator.SetFloat ("xSpeed", lastDirection.x);
animator.SetFloat ("ySpeed", lastDirection.y); animator.SetFloat ("ySpeed", lastDirection.y);
animator.SetBool ("isShooting", isShooting); 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;
}
} }