THE UNMATCHED POWER OF THE SUN

This commit is contained in:
reisenlol 2026-02-01 02:35:26 -08:00
parent 3364b5df68
commit 43a0b83748
No known key found for this signature in database
10 changed files with 134 additions and 9 deletions

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@ -46,9 +46,14 @@ MonoBehaviour:
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canCooldown: 1
cooldown: 0.2 cooldown: 0.2
accuracy: 1 accuracy: 1
bulletLifetime: 3 bulletLifetime: 3
damage: 5 damage: 5
projectileSpeed: 16 projectileSpeed: 16
fireMode: 1
projectileCount: 1
offset: {x: 1, y: 1}
angle: 0
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@ -174,6 +174,37 @@ SpriteRenderer:
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@ -649,6 +680,7 @@ Transform:
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@ -802,6 +834,8 @@ MonoBehaviour:
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@ -1,8 +1,13 @@
using UnityEngine; using UnityEngine;
public class AbilityUpgrade : MonoBehaviour public class AbilityUpgrade : ScriptableObject
{ {
[Header("Identification")] [Header("Identification")]
public string upgradeName; public string upgradeName;
public PlayerAbility thisPlayerAbility; public PlayerAbility thisPlayerAbility;
public virtual void ApplyUpgrade()
{
}
} }

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@ -0,0 +1,12 @@
using UnityEngine;
public class AttackSpeedUpgrade : AbilityUpgrade
{
[SerializeField] private float speedUpgradeAmount;
public override void ApplyUpgrade()
{
base.ApplyUpgrade();
thisPlayerAbility.cooldown *= speedUpgradeAmount;
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
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@ -0,0 +1,13 @@
using UnityEngine;
public class EnemySpawner : MonoBehaviour
{
public Enemy[] enemiesToSpawn;
public float spawnRate;
public float currentSpawnTime;
public void SpawnEnemy()
{
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
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@ -2,19 +2,35 @@ using UnityEngine;
public class FireBullet : PlayerAbility public class FireBullet : PlayerAbility
{ {
[Header("Stats")]
public float accuracy; public float accuracy;
public float bulletLifetime; public float bulletLifetime;
public float damage; public float damage;
public float projectileSpeed; public float projectileSpeed;
public enum FireMode {Angled, Offset};
[Header("Projectile")]
public FireMode fireMode = FireMode.Offset;
public float projectileCount;
public Vector2 offset;
public float angle;
[SerializeField] private Projectile projectile; [SerializeField] private Projectile projectile;
protected override void AbilityEffects() protected override void AbilityEffects()
{ {
Projectile newProjectile = Instantiate(projectile, transform.position, transform.rotation); for (int i = 0; i < projectileCount; i++)
newProjectile.damage = damage; {
newProjectile.speed = projectileSpeed; Projectile newProjectile = Instantiate(projectile, thisPlayer.firingPointBase.position, transform.rotation);
newProjectile.lifetime = bulletLifetime; newProjectile.RotateToTarget(thisPlayer.firingPoint.position);
newProjectile.RotateToTarget(thisPlayer.mouseWorldPos); newProjectile.transform.position = thisPlayer.firingPoint.position; //me when i set the position 3 times in a row. but it's to prevent the bullets firing behind marisa
newProjectile.transform.Rotate(0, 0, Random.Range(-accuracy, accuracy)); if (fireMode == FireMode.Offset && projectileCount > 1)
newProjectile.tag = thisPlayer.tag; {
newProjectile.transform.position += new Vector3(Random.Range(-offset.x, offset.x), Random.Range(-offset.y, offset.y));
}
newProjectile.damage = damage;
newProjectile.speed = projectileSpeed;
newProjectile.lifetime = bulletLifetime;
newProjectile.transform.Rotate(0, 0, Random.Range(-accuracy, accuracy));
newProjectile.tag = thisPlayer.tag;
}
} }
} }

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@ -1,4 +1,5 @@
using System; using System;
using Core.Extensions;
using UnityEngine; using UnityEngine;
public class Marisa : Entity public class Marisa : Entity
@ -6,9 +7,12 @@ public class Marisa : Entity
[Header("Mouse")] [Header("Mouse")]
[SerializeField] private Camera cam; [SerializeField] private Camera cam;
public Vector2 mouseWorldPos; public Vector2 mouseWorldPos;
public Transform firingPointBase;
public Transform firingPoint;
private void Update() private void Update()
{ {
mouseWorldPos = cam.ScreenToWorldPoint(Input.mousePosition); mouseWorldPos = cam.ScreenToWorldPoint(Input.mousePosition);
firingPointBase.Lookat2D(mouseWorldPos);
} }
protected override void FixedUpdate() protected override void FixedUpdate()