diff --git a/Assembly-CSharp.csproj b/Assembly-CSharp.csproj
index bbf4f05..8f67206 100644
--- a/Assembly-CSharp.csproj
+++ b/Assembly-CSharp.csproj
@@ -60,7 +60,7 @@
-
+
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new file mode 100644
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+++ b/Assets/Prefabs/EnemyBullet.prefab
@@ -0,0 +1,128 @@
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diff --git a/Assets/Prefabs/EnemyBullet.prefab.meta b/Assets/Prefabs/EnemyBullet.prefab.meta
new file mode 100644
index 0000000..607787a
--- /dev/null
+++ b/Assets/Prefabs/EnemyBullet.prefab.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/Prefabs/Player.prefab b/Assets/Prefabs/Player.prefab
index d86428d..17e2e67 100644
--- a/Assets/Prefabs/Player.prefab
+++ b/Assets/Prefabs/Player.prefab
@@ -15,7 +15,7 @@ GameObject:
- component: {fileID: 2690590977808455802}
- component: {fileID: 2690590977808455803}
- component: {fileID: 2690590977808455796}
- m_Layer: 0
+ m_Layer: 8
m_Name: Player
m_TagString: Untagged
m_Icon: {fileID: 0}
@@ -113,7 +113,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 35183fd85dde156de82c2af47fea6156, type: 3}
m_Name:
m_EditorClassIdentifier:
- _maxSpeed: 10
+ _maxSpeed: 7
_maxHealth: 3
_maxEnergy: 100
_energyRegen: 20
@@ -153,3 +153,8 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 61bf45c54c3d922598ce965db2dc869c, type: 3}
m_Name:
m_EditorClassIdentifier:
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+ _direction: {x: 1, y: 0}
+ _offset: {x: 1, y: 0}
diff --git a/Assets/Prefabs/PlayerBullet.prefab b/Assets/Prefabs/PlayerBullet.prefab
new file mode 100644
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+++ b/Assets/Prefabs/PlayerBullet.prefab
@@ -0,0 +1,128 @@
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diff --git a/Assets/Prefabs/PlayerBullet.prefab.meta b/Assets/Prefabs/PlayerBullet.prefab.meta
new file mode 100644
index 0000000..2273622
--- /dev/null
+++ b/Assets/Prefabs/PlayerBullet.prefab.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/Scenes/SampleScene.unity b/Assets/Scenes/SampleScene.unity
index 1440b88..63d4d68 100644
--- a/Assets/Scenes/SampleScene.unity
+++ b/Assets/Scenes/SampleScene.unity
@@ -270,10 +270,5 @@ PrefabInstance:
propertyPath: m_LocalEulerAnglesHint.z
value: 0
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- - target: {fileID: 2690590977808455797, guid: 3ae3c84bd570eb26d86ed9ec4e5fcba0,
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- value: 7
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diff --git a/Assets/Scripts/AbstractCharacter.cs b/Assets/Scripts/AbstractCharacter.cs
index 5e9fb91..1875216 100644
--- a/Assets/Scripts/AbstractCharacter.cs
+++ b/Assets/Scripts/AbstractCharacter.cs
@@ -15,22 +15,22 @@ public abstract class AbstractCharacter : MonoBehaviour
// Characteristics and status of a character
//
// Speed in m/s
- [SerializeField] protected float _maxSpeed;
+ [SerializeField] protected float _maxSpeed = 10;
public float MaxSpeed
{
get { return _maxSpeed; }
set { _maxSpeed = value; }
}
- [SerializeField] protected int _maxHealth;
+ [SerializeField] protected int _maxHealth = 1;
public int MaxHealth => _maxHealth;
public int CurrentHealth { get; set; }
- [SerializeField] protected float _maxEnergy;
+ [SerializeField] protected float _maxEnergy = 100;
public float MaxEnergy => _maxEnergy;
public float CurrentEnergy { get; set; }
// Energy gained back per second
- [SerializeField] private float _energyRegen;
+ [SerializeField] private float _energyRegen = 20;
public float EnergyRegen
{
get { return _energyRegen; }
@@ -44,12 +44,8 @@ public abstract class AbstractCharacter : MonoBehaviour
// Start is called before the first frame update
void Start()
{
- MaxSpeed = 10;
- _maxHealth = 1;
CurrentHealth = MaxHealth;
- _maxEnergy = 100;
CurrentEnergy = MaxEnergy;
- EnergyRegen = 20;
_mover = GetComponentInParent();
_shooter = GetComponentInParent();
@@ -82,13 +78,17 @@ public abstract class AbstractCharacter : MonoBehaviour
_isDepleted = false;
}
}
- if (CurrentEnergy < 0)
+ if (CurrentEnergy <= 0)
{
CurrentEnergy = 0;
+ _isDepleted = true;
}
// The InputManager is executed before and updates it to true if needed
_isShooting = false;
+
+ // FIXME : Debug drawing to show energy level
+ Debug.DrawLine(new Vector3(-5,4), new Vector3(-5 + 10 * CurrentEnergy/MaxEnergy,4),Color.blue);
}
public abstract void Move(Vector2 movementDirection);
diff --git a/Assets/Scripts/AbstractShooter.cs b/Assets/Scripts/AbstractShooter.cs
index a44c212..9c41aae 100644
--- a/Assets/Scripts/AbstractShooter.cs
+++ b/Assets/Scripts/AbstractShooter.cs
@@ -1,18 +1,57 @@
-using System.Collections;
+using System;
+using System.Collections;
using System.Collections.Generic;
using UnityEngine;
-public class AbstractShooter : MonoBehaviour
+public abstract class AbstractShooter : MonoBehaviour
{
+ // Energy consumed per shot
+ [SerializeField] protected float _energyCost = 2;
+ public float EnergyCost => _energyCost;
+
+ // Minimum time between two shots
+ protected float _minDeltaTime = 1f / 5;
+
+ [SerializeField] private int _shotsPerSecond = 5;
+ public int ShotsPerSecond
+ {
+ get { return _shotsPerSecond; }
+ set
+ {
+ _shotsPerSecond = value;
+ _minDeltaTime = 1f / _shotsPerSecond;
+ }
+ }
+
+ private float _timeLeft;
+
// Start is called before the first frame update
void Start()
{
-
+ _minDeltaTime = 1f / ShotsPerSecond;
+ _timeLeft = 0;
}
- // Update is called once per frame
void Update()
{
-
+ _timeLeft -= Time.deltaTime;
}
+
+ private void OnValidate()
+ {
+ _minDeltaTime = 1f / ShotsPerSecond;
+ }
+
+ public bool Shoot(float currentEnergy)
+ {
+ if (_timeLeft <= 0 && currentEnergy > 0)
+ {
+ InstantiateProjectiles();
+ _timeLeft = _minDeltaTime;
+ return true;
+ }
+
+ return false;
+ }
+ protected abstract void InstantiateProjectiles();
}
diff --git a/Assets/Scripts/BasicShooter.cs b/Assets/Scripts/BasicShooter.cs
index a4df3d7..9e0af9b 100644
--- a/Assets/Scripts/BasicShooter.cs
+++ b/Assets/Scripts/BasicShooter.cs
@@ -4,15 +4,26 @@ using UnityEngine;
public class BasicShooter : AbstractShooter
{
- // Start is called before the first frame update
+ // Bullet that will be fired
+ [SerializeField] private GameObject _bullet;
+
+ private Transform _parentTransform;
+
+ // Direction the bullet will be going
+ [SerializeField] private Vector2 _direction = Vector2.right;
+
+ // Offset between parent and newly created bullet
+ [SerializeField] private Vector2 _offset = Vector2.zero;
+
void Start()
{
-
+ _parentTransform = GetComponentInParent();
}
- // Update is called once per frame
- void Update()
+ protected override void InstantiateProjectiles()
{
-
+ Vector3 newPosition = _parentTransform.position + (Vector3)_offset;
+ GameObject child = Instantiate(_bullet, newPosition, Quaternion.identity);
+ child.GetComponent().Direction = _direction;
}
}
diff --git a/Assets/Scripts/Bullet.cs b/Assets/Scripts/Bullet.cs
index 0ef04c7..e142cce 100644
--- a/Assets/Scripts/Bullet.cs
+++ b/Assets/Scripts/Bullet.cs
@@ -35,15 +35,14 @@ public class Bullet : MonoBehaviour
mover.MaxSpeed = Speed;
}
- // Update is called once per frame
- void Update()
- {
-
- }
-
// Destroy on Stay, collision effects should be handled on Enter
private void OnCollisionStay2D(Collision2D other)
{
Destroy(gameObject);
}
+
+ private void OnBecameInvisible()
+ {
+ Destroy(gameObject);
+ }
}
diff --git a/Assets/Scripts/EnnemyCharacter.cs b/Assets/Scripts/EnemyCharacter.cs
similarity index 85%
rename from Assets/Scripts/EnnemyCharacter.cs
rename to Assets/Scripts/EnemyCharacter.cs
index 8be75cf..82a4deb 100644
--- a/Assets/Scripts/EnnemyCharacter.cs
+++ b/Assets/Scripts/EnemyCharacter.cs
@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
-public class EnnemyCharacter : MonoBehaviour
+public class EnemyCharacter : MonoBehaviour
{
// Start is called before the first frame update
void Start()
diff --git a/Assets/Scripts/EnnemyCharacter.cs.meta b/Assets/Scripts/EnemyCharacter.cs.meta
similarity index 75%
rename from Assets/Scripts/EnnemyCharacter.cs.meta
rename to Assets/Scripts/EnemyCharacter.cs.meta
index 949d5ae..f3f75ae 100644
--- a/Assets/Scripts/EnnemyCharacter.cs.meta
+++ b/Assets/Scripts/EnemyCharacter.cs.meta
@@ -1,10 +1,10 @@
fileFormatVersion: 2
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+guid: 0c9b3f253372ab4a6be34655fcf054b1
MonoImporter:
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serializedVersion: 2
defaultReferences: []
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+ executionOrder: 0
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diff --git a/Assets/Scripts/Mover.cs b/Assets/Scripts/Mover.cs
index f044b7b..93b3499 100644
--- a/Assets/Scripts/Mover.cs
+++ b/Assets/Scripts/Mover.cs
@@ -30,7 +30,10 @@ public class Mover : MonoBehaviour
void Update()
{
- _maxSpeed = _character.MaxSpeed;
+ if (_character != null)
+ {
+ _maxSpeed = _character.MaxSpeed;
+ }
Vector2 currentPosition = _transform.position;
_transform.position = currentPosition + _maxSpeed * Time.deltaTime * _direction;
}
diff --git a/Assets/Scripts/PlayerCharacter.cs b/Assets/Scripts/PlayerCharacter.cs
index a73a9ed..c23377d 100644
--- a/Assets/Scripts/PlayerCharacter.cs
+++ b/Assets/Scripts/PlayerCharacter.cs
@@ -7,15 +7,21 @@ public class PlayerCharacter : AbstractCharacter
public override void Move(Vector2 movementDirection)
{
// TODO : Implement limits
- Debug.Log("Direction:");
- Debug.Log(movementDirection);
_mover.Direction = movementDirection;
}
public override void Shoot()
{
- // TODO : Implement
- throw new System.NotImplementedException();
+ _isShooting = true;
+ if (!_isDepleted && _shooter.Shoot(CurrentEnergy))
+ {
+ CurrentEnergy -= _shooter.EnergyCost;
+ }
+ else if (_isDepleted)
+ {
+ // Force regen when depleted even if holding the trigger
+ _isShooting = false;
+ }
}
protected override void Death()
diff --git a/Assets/Sprites/Bullet.png b/Assets/Sprites/Bullet.png
new file mode 100644
index 0000000..6114aff
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new file mode 100644
index 0000000..c13cf37
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+ 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:
diff --git a/ProjectSettings/Physics2DSettings.asset b/ProjectSettings/Physics2DSettings.asset
index 31e124d..b110650 100644
--- a/ProjectSettings/Physics2DSettings.asset
+++ b/ProjectSettings/Physics2DSettings.asset
@@ -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
diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
index 1c92a78..eec2bfa 100644
--- a/ProjectSettings/TagManager.asset
+++ b/ProjectSettings/TagManager.asset
@@ -13,8 +13,8 @@ TagManager:
- UI
-
-
- -
- -
+ - Player
+ - Enemy
-
-
-