updated shoot mechanics
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30
Assets/Scripts/Pistol/BulletComponent.cs
Normal file
30
Assets/Scripts/Pistol/BulletComponent.cs
Normal file
@ -0,0 +1,30 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
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using UnityEngine;
|
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|
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public class BulletComponent : MonoBehaviour
|
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{
|
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[SerializeField]
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private float duration = 5f;
|
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private float existed = 0f;
|
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// Start is called before the first frame update
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void Start()
|
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{
|
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}
|
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// Update is called once per frame
|
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void Update()
|
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{
|
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|
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}
|
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private void FixedUpdate()
|
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{
|
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if(existed >= duration)
|
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{
|
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Destroy(this.gameObject);
|
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}
|
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existed += Time.fixedDeltaTime;
|
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}
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}
|
11
Assets/Scripts/Pistol/BulletComponent.cs.meta
Normal file
11
Assets/Scripts/Pistol/BulletComponent.cs.meta
Normal file
@ -0,0 +1,11 @@
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@ -12,6 +12,16 @@ public class PistolComponent : MonoBehaviour
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GameObject targetObject;
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[SerializeField]
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GameObject targetObjectPrefab;
|
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[SerializeField]
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private GameObject projectilePrefab;
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[SerializeField]
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private Transform bulletSpawnPoint;
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[SerializeField]
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private float firePower = 20f;
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[SerializeField]
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private float maxProjectileDuration = 5f;
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// Start is called before the first frame update
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void Start()
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@ -37,9 +47,20 @@ private void FixedUpdate()
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targetObject.gameObject.transform.position = hit.point;
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}
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}
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}
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public void Fire()
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{
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GameObject projectile = Instantiate(projectilePrefab, this.bulletSpawnPoint);
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projectile.transform.localPosition = Vector3.zero;
|
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projectile.transform.localEulerAngles = Vector3.zero;
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projectile.transform.localScale = Vector3.one;
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Rigidbody pRigid = projectile.GetComponent<Rigidbody>();
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pRigid.AddForce(pRigid.transform.up*this.firePower, ForceMode.Impulse);
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projectile.transform.parent = null;
|
||||
|
||||
}
|
||||
public void Enable()
|
||||
|
@ -85,62 +85,71 @@ void Update()
|
||||
}
|
||||
if(Input.GetButtonDown("Fire1"))
|
||||
{
|
||||
if (!IsCarrying)
|
||||
if (this.GunEnabled)
|
||||
{
|
||||
int t_index = 0;
|
||||
bool pickupFound = false;
|
||||
if (itemsInRange.Count > 0)
|
||||
{
|
||||
while (t_index<itemsInRange.Count&&!itemsInRange[t_index].CanPickup)
|
||||
{
|
||||
t_index++;
|
||||
}
|
||||
if (t_index != itemsInRange.Count)
|
||||
{
|
||||
pickupFound = true;
|
||||
invent.AddItem(itemsInRange[t_index]);
|
||||
itemsInRange[0].transform.gameObject.SetActive(false);
|
||||
itemsInRange.Remove(itemsInRange[t_index]);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
else if (heavyItemsInRange.Count > 0)
|
||||
{
|
||||
pickupFound = true;
|
||||
heavyInvent = heavyItemsInRange[0];
|
||||
|
||||
heavyInvent.transform.parent = carryingPos;
|
||||
heavyInvent.transform.localPosition = Vector3.zero;
|
||||
heavyInvent.GetComponent<Rigidbody>().isKinematic = true;
|
||||
heavyItemsInRange.Remove(heavyItemsInRange[0]);
|
||||
heavyInvent.Disable();
|
||||
heavyInvent.DisableAll();
|
||||
}
|
||||
if (!pickupFound)
|
||||
{
|
||||
foreach(InteractableItem item in itemsInRange)
|
||||
{
|
||||
if (!item.CanPickup)
|
||||
{
|
||||
if(!item.Interact(ref invent, ref heavyInvent))
|
||||
{
|
||||
item.Interact();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
this.pistol.Fire();
|
||||
}
|
||||
else
|
||||
{
|
||||
heavyInvent.transform.parent = null;
|
||||
heavyInvent.GetComponent<Rigidbody>().isKinematic = false;
|
||||
heavyInvent.EnableAll();
|
||||
heavyInvent = null;
|
||||
|
||||
if (!IsCarrying)
|
||||
{
|
||||
int t_index = 0;
|
||||
bool pickupFound = false;
|
||||
if (itemsInRange.Count > 0)
|
||||
{
|
||||
while (t_index < itemsInRange.Count && !itemsInRange[t_index].CanPickup)
|
||||
{
|
||||
t_index++;
|
||||
}
|
||||
if (t_index != itemsInRange.Count)
|
||||
{
|
||||
pickupFound = true;
|
||||
invent.AddItem(itemsInRange[t_index]);
|
||||
itemsInRange[0].transform.gameObject.SetActive(false);
|
||||
itemsInRange.Remove(itemsInRange[t_index]);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
else if (heavyItemsInRange.Count > 0)
|
||||
{
|
||||
pickupFound = true;
|
||||
heavyInvent = heavyItemsInRange[0];
|
||||
|
||||
heavyInvent.transform.parent = carryingPos;
|
||||
heavyInvent.transform.localPosition = Vector3.zero;
|
||||
heavyInvent.GetComponent<Rigidbody>().isKinematic = true;
|
||||
heavyItemsInRange.Remove(heavyItemsInRange[0]);
|
||||
heavyInvent.Disable();
|
||||
heavyInvent.DisableAll();
|
||||
}
|
||||
if (!pickupFound)
|
||||
{
|
||||
foreach (InteractableItem item in itemsInRange)
|
||||
{
|
||||
if (!item.CanPickup)
|
||||
{
|
||||
if (!item.Interact(ref invent, ref heavyInvent))
|
||||
{
|
||||
item.Interact();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
heavyInvent.transform.parent = null;
|
||||
heavyInvent.GetComponent<Rigidbody>().isKinematic = false;
|
||||
heavyInvent.EnableAll();
|
||||
heavyInvent = null;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
if (Input.GetButtonDown("Fire2"))
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user