BEHOLD, MY SUPER LASER PISS
This commit is contained in:
parent
084aada510
commit
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23 changed files with 760 additions and 20 deletions
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@ -81,7 +81,43 @@
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Assets/Prefabs/MagicMissile.prefab.meta
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56
Assets/Prefabs/MasterSpark.prefab
Normal file
56
Assets/Prefabs/MasterSpark.prefab
Normal file
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7
Assets/Prefabs/MasterSpark.prefab.meta
Normal file
7
Assets/Prefabs/MasterSpark.prefab.meta
Normal file
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objectReference: {fileID: 0}
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value: Enemy
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objectReference: {fileID: 0}
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@ -51,4 +51,8 @@ public class Enemy : Entity
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FlipSprite(directionToMove);
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}
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}
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protected override void OnKillEffects()
|
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{
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Destroy(gameObject);
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}
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}
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|
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|
@ -40,7 +40,6 @@ public class Entity : MonoBehaviour
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public void TakeDamage(float damage)
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{
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health -= damage;
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health = Mathf.Clamp(health, 0, maxHealth);
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if (health < 0)
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{
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OnKillEffects();
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20
Assets/Scripts/FireBullet.cs
Normal file
20
Assets/Scripts/FireBullet.cs
Normal file
|
|
@ -0,0 +1,20 @@
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|||
using UnityEngine;
|
||||
|
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public class FireBullet : PlayerAbility
|
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{
|
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public float accuracy;
|
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public float bulletLifetime;
|
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public float damage;
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public float projectileSpeed;
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[SerializeField] private Projectile projectile;
|
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protected override void AbilityEffects()
|
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{
|
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Projectile newProjectile = Instantiate(projectile, transform.position, transform.rotation);
|
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newProjectile.damage = damage;
|
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newProjectile.speed = projectileSpeed;
|
||||
newProjectile.lifetime = bulletLifetime;
|
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newProjectile.RotateToTarget(thisPlayer.mouseWorldPos);
|
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newProjectile.transform.Rotate(0, 0, Random.Range(-accuracy, accuracy));
|
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newProjectile.tag = thisPlayer.tag;
|
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}
|
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}
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2
Assets/Scripts/FireBullet.cs.meta
Normal file
2
Assets/Scripts/FireBullet.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 62c2c7dce05d07c06b237843ff48ab2e
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60
Assets/Scripts/Laser.cs
Normal file
60
Assets/Scripts/Laser.cs
Normal file
|
|
@ -0,0 +1,60 @@
|
|||
using System;
|
||||
using Core.Extensions;
|
||||
using UnityEngine;
|
||||
|
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public class Laser : PlayerAbility
|
||||
{
|
||||
[Header("Laser Properties")]
|
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public float length;
|
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public float width;
|
||||
public float duration;
|
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private float currentDuration;
|
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[Header("Beam")]
|
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[SerializeField] private GameObject beamObject;
|
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private GameObject beamObjectInstance;
|
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public float turnSpeed;
|
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public float offset;
|
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|
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private void Start()
|
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{
|
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CreateBeam();
|
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}
|
||||
|
||||
protected override void AbilityEffects()
|
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{
|
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canCooldown = false;
|
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currentDuration = duration;
|
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beamObjectInstance.SetActive(true);
|
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transform.Lookat2D(thisPlayer.mouseWorldPos);
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}
|
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|
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protected override void Update()
|
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{
|
||||
if (currentDuration > 0)
|
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{
|
||||
Vector3 direction = (thisPlayer.mouseWorldPos - (Vector2)transform.position).normalized;
|
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float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
|
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transform.rotation = Quaternion.RotateTowards(beamObjectInstance.transform.rotation, Quaternion.Euler(0,0,angle), turnSpeed * Time.deltaTime);
|
||||
currentDuration -= Time.deltaTime;
|
||||
if (currentDuration <= 0)
|
||||
{
|
||||
canCooldown = true;
|
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beamObjectInstance.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateBeam()
|
||||
{
|
||||
beamObjectInstance = Instantiate(beamObject, transform.position, Quaternion.identity);
|
||||
beamObjectInstance.transform.SetParent(transform);
|
||||
beamObjectInstance.transform.localScale = new Vector3(length, width, 1);
|
||||
beamObjectInstance.transform.Translate(Vector3.right * (beamObjectInstance.transform.localScale.x * 0.5f) + new Vector3(offset, 0, 0));
|
||||
beamObjectInstance.SetActive(false);
|
||||
}
|
||||
|
||||
private void DetectEnemies()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Laser.cs.meta
Normal file
2
Assets/Scripts/Laser.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
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guid: d0cf7f93f057ff904b45c1d01f3de323
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|
|
@ -3,6 +3,14 @@ using UnityEngine;
|
|||
|
||||
public class Marisa : Entity
|
||||
{
|
||||
[Header("Mouse")]
|
||||
[SerializeField] private Camera cam;
|
||||
public Vector2 mouseWorldPos;
|
||||
private void Update()
|
||||
{
|
||||
mouseWorldPos = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||
}
|
||||
|
||||
protected override void FixedUpdate()
|
||||
{
|
||||
moveDirection = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
|
||||
|
|
|
|||
|
|
@ -1,6 +1,52 @@
|
|||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class MarisaAbilityHandler : MonoBehaviour
|
||||
{
|
||||
|
||||
[SerializeField] private PlayerInput inputHandler;
|
||||
[SerializeField] private Marisa thisPlayer;
|
||||
[Header("Abilities")] //maybe have to make them public for when you're changing out abilities
|
||||
[SerializeField] private PlayerAbility mainAttack;
|
||||
[SerializeField] private PlayerAbility secondaryAttack;
|
||||
[SerializeField] private PlayerAbility spellA;
|
||||
[SerializeField] private PlayerAbility spellB;
|
||||
|
||||
[Header("Ability Instances")]
|
||||
public PlayerAbility mainAttackInstance;
|
||||
public PlayerAbility secondaryAttackInstance;
|
||||
public PlayerAbility spellAInstance;
|
||||
public PlayerAbility spellBInstance;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
mainAttackInstance = Instantiate(mainAttack, transform);
|
||||
mainAttackInstance.thisPlayer = thisPlayer;
|
||||
secondaryAttackInstance = Instantiate(secondaryAttack, transform);
|
||||
secondaryAttackInstance.thisPlayer = thisPlayer;
|
||||
spellAInstance = Instantiate(spellA, transform);
|
||||
spellAInstance.thisPlayer = thisPlayer;
|
||||
spellBInstance = Instantiate(spellB, transform);
|
||||
spellBInstance.thisPlayer = thisPlayer;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (inputHandler.actions["MainAttack"].inProgress)
|
||||
{
|
||||
mainAttackInstance.TryAbility();
|
||||
}
|
||||
else if (inputHandler.actions["SecondaryAttack"].inProgress)
|
||||
{
|
||||
secondaryAttackInstance.TryAbility();
|
||||
}
|
||||
else if (inputHandler.actions["SpellA"].inProgress)
|
||||
{
|
||||
spellAInstance.TryAbility();
|
||||
}
|
||||
else if (inputHandler.actions["SpellB"].inProgress)
|
||||
{
|
||||
spellBInstance.TryAbility();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
16
Assets/Scripts/MasterSpark.cs
Normal file
16
Assets/Scripts/MasterSpark.cs
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
using UnityEngine;
|
||||
|
||||
public class MasterSpark : MonoBehaviour
|
||||
{
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/MasterSpark.cs.meta
Normal file
2
Assets/Scripts/MasterSpark.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e3b3742e855c4c7b499ab482efa2143e
|
||||
|
|
@ -5,20 +5,22 @@ public class PlayerAbility : MonoBehaviour
|
|||
{
|
||||
[Header("Identification")]
|
||||
public string abilityName;
|
||||
[Header("Cooldown")]
|
||||
public Marisa thisPlayer;
|
||||
[Header("Cooldown")]
|
||||
public bool canCooldown = true;
|
||||
public float cooldown;
|
||||
private float currentCooldown;
|
||||
|
||||
public void TryAbility()
|
||||
{
|
||||
if (currentCooldown <= 0)
|
||||
if (currentCooldown <= 0 && canCooldown)
|
||||
{
|
||||
currentCooldown = cooldown;
|
||||
AbilityEffects();
|
||||
}
|
||||
}
|
||||
|
||||
protected void AbilityEffects()
|
||||
protected virtual void AbilityEffects()
|
||||
{
|
||||
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue