Implemented shooting
Fixed abstract character not depleting energy when reaching zero Created prefabs for player and enemy bullets Added physics layers for players and enemies
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15 changed files with 458 additions and 29 deletions
128
Assets/Prefabs/EnemyBullet.prefab
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128
Assets/Prefabs/EnemyBullet.prefab
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7
Assets/Prefabs/EnemyBullet.prefab.meta
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7
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m_Layer: 0
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m_Layer: 8
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m_Name: Player
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@ -113,7 +113,7 @@ MonoBehaviour:
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_energyRegen: 20
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128
Assets/Prefabs/PlayerBullet.prefab
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128
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7
Assets/Prefabs/PlayerBullet.prefab.meta
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7
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@ -78,13 +78,17 @@ public abstract class AbstractCharacter : MonoBehaviour
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_isDepleted = false;
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}
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}
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if (CurrentEnergy < 0)
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if (CurrentEnergy <= 0)
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{
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CurrentEnergy = 0;
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_isDepleted = true;
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}
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// The InputManager is executed before and updates it to true if needed
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_isShooting = false;
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// FIXME : Debug drawing to show energy level
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Debug.DrawLine(new Vector3(-5,4), new Vector3(-5 + 10 * CurrentEnergy/MaxEnergy,4),Color.blue);
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}
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public abstract void Move(Vector2 movementDirection);
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using System.Collections;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class AbstractShooter : MonoBehaviour
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public abstract class AbstractShooter : MonoBehaviour
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{
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// Energy consumed per shot
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[SerializeField] protected float _energyCost = 2;
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public float EnergyCost => _energyCost;
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// Minimum time between two shots
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protected float _minDeltaTime = 1f / 5;
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[SerializeField] private int _shotsPerSecond = 5;
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public int ShotsPerSecond
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{
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get { return _shotsPerSecond; }
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set
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{
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_shotsPerSecond = value;
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_minDeltaTime = 1f / _shotsPerSecond;
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}
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}
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private float _timeLeft;
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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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_minDeltaTime = 1f / ShotsPerSecond;
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_timeLeft = 0;
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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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_timeLeft -= Time.deltaTime;
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}
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private void OnValidate()
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{
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_minDeltaTime = 1f / ShotsPerSecond;
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}
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public bool Shoot(float currentEnergy)
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{
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if (_timeLeft <= 0 && currentEnergy > 0)
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{
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InstantiateProjectiles();
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_timeLeft = _minDeltaTime;
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return true;
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}
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return false;
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}
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protected abstract void InstantiateProjectiles();
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}
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public class BasicShooter : AbstractShooter
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{
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// Start is called before the first frame update
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// Bullet that will be fired
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[SerializeField] private GameObject _bullet;
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private Transform _parentTransform;
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// Direction the bullet will be going
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[SerializeField] private Vector2 _direction = Vector2.right;
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// Offset between parent and newly created bullet
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[SerializeField] private Vector2 _offset = Vector2.zero;
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void Start()
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{
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_parentTransform = GetComponentInParent<Transform>();
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}
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// Update is called once per frame
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void Update()
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protected override void InstantiateProjectiles()
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{
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Vector3 newPosition = _parentTransform.position + (Vector3)_offset;
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GameObject child = Instantiate(_bullet, newPosition, Quaternion.identity);
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child.GetComponent<Bullet>().Direction = _direction;
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}
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}
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mover.MaxSpeed = Speed;
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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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// Destroy on Stay, collision effects should be handled on Enter
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private void OnCollisionStay2D(Collision2D other)
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{
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public override void Shoot()
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{
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// TODO : Implement
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throw new System.NotImplementedException();
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_isShooting = true;
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if (!_isDepleted && _shooter.Shoot(CurrentEnergy))
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{
|
||||
CurrentEnergy -= _shooter.EnergyCost;
|
||||
}
|
||||
else if (_isDepleted)
|
||||
{
|
||||
// Force regen when depleted even if holding the trigger
|
||||
_isShooting = false;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Death()
|
||||
|
|
BIN
Assets/Sprites/Bullet.png
Normal file
BIN
Assets/Sprites/Bullet.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.9 KiB |
103
Assets/Sprites/Bullet.png.meta
Normal file
103
Assets/Sprites/Bullet.png.meta
Normal file
|
@ -0,0 +1,103 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3b4cae76f20a7b6238d5eb0109a2b8d4
|
||||
TextureImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 10
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 0
|
||||
sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
seamlessCubemap: 0
|
||||
textureFormat: 1
|
||||
maxTextureSize: 2048
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: 0
|
||||
aniso: -1
|
||||
mipBias: -100
|
||||
wrapU: 1
|
||||
wrapV: 1
|
||||
wrapW: 1
|
||||
nPOTScale: 0
|
||||
lightmap: 0
|
||||
compressionQuality: 50
|
||||
spriteMode: 1
|
||||
spriteExtrude: 1
|
||||
spriteMeshType: 1
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spritePixelsToUnits: 10
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spriteGenerateFallbackPhysicsShape: 0
|
||||
alphaUsage: 1
|
||||
alphaIsTransparency: 1
|
||||
spriteTessellationDetail: -1
|
||||
textureType: 8
|
||||
textureShape: 1
|
||||
singleChannelComponent: 0
|
||||
maxTextureSizeSet: 0
|
||||
compressionQualitySet: 0
|
||||
textureFormatSet: 0
|
||||
platformSettings:
|
||||
- serializedVersion: 3
|
||||
buildTarget: DefaultTexturePlatform
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Standalone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 5e97eb03825dee720800000000000000
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
spritePackingTag:
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -53,4 +53,4 @@ Physics2DSettings:
|
|||
m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
|
||||
m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
|
||||
m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
|
||||
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffdffcffffffffffffffffffffdffeffffdffdffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||
|
|
|
@ -13,8 +13,8 @@ TagManager:
|
|||
- UI
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
- Player
|
||||
- Enemy
|
||||
-
|
||||
-
|
||||
-
|
||||
|
|
Loading…
Add table
Reference in a new issue