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ldjam50/Assets/Prefabs/Abilities/Boomerang.prefab
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ldjam50/Assets/Prefabs/Abilities/Boomerang.prefab
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newSize: {x: 1, y: 1}
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ultraviolet:
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boomerang:
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flamethrower:
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radio:
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robot:
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shotgun:
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artillery:
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iceRifle:
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miniRockets:
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@ -2,7 +2,7 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Ability : MonoBehaviour
|
||||
public abstract class Ability : MonoBehaviour
|
||||
{
|
||||
|
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}
|
45
ldjam50/Assets/Scripts/Character/Abilities/AbilityData.cs
Normal file
45
ldjam50/Assets/Scripts/Character/Abilities/AbilityData.cs
Normal file
@ -0,0 +1,45 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
public struct AbilityData
|
||||
{
|
||||
public float baseDamage;
|
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public float enhancedDamage;
|
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public float rechargeTime;
|
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public float damageSpeed;
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public GameObject effectPrefab;
|
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}
|
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|
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[CreateAssetMenu(fileName = "AbilitiesData", menuName = "Game Data/Abilities")]
|
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public class AbilitiesData : ScriptableObject
|
||||
{
|
||||
public AbilityData ultraviolet;
|
||||
public AbilityData pistols;
|
||||
public AbilityData boomerang;
|
||||
public AbilityData flamethrower;
|
||||
public AbilityData radio;
|
||||
public AbilityData robot;
|
||||
public AbilityData shotgun;
|
||||
public AbilityData artillery;
|
||||
public AbilityData veryHotSuit;
|
||||
public AbilityData iceRifle;
|
||||
public AbilityData miniRockets;
|
||||
}
|
||||
/*
|
||||
enum Abilities
|
||||
{
|
||||
Ultraviolet,
|
||||
Pistols,
|
||||
Boomerang,
|
||||
Flamethrower,
|
||||
Radio,
|
||||
Robot,
|
||||
Shotgun,
|
||||
Artillery,
|
||||
VeryHotSuit,
|
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IceRifle,
|
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MiniRockets
|
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} */
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userData:
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assetBundleVariant:
|
28
ldjam50/Assets/Scripts/Character/Abilities/Boomerang.cs
Normal file
28
ldjam50/Assets/Scripts/Character/Abilities/Boomerang.cs
Normal file
@ -0,0 +1,28 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Boomerang : Ability
|
||||
{
|
||||
[SerializeField]
|
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private GameObject effect;
|
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|
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[SerializeField]
|
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private float circleSpeed = 1f;
|
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[SerializeField]
|
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private float forwardSpeed = -1f;
|
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[SerializeField] // Assuming negative Z is towards the camera
|
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private float circleSize = 0.1f;
|
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[SerializeField]
|
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private float circleGrowSpeed = 0.01f;
|
||||
|
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private void Update()
|
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{
|
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var xPos = Mathf.Sin(Time.time * circleSpeed) * circleSize;
|
||||
var yPos = Mathf.Cos(Time.time * circleSpeed) * circleSize;
|
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//var zPos += forwardSpeed * Time.deltaTime;
|
||||
circleSize += circleGrowSpeed;
|
||||
effect.transform.position = new Vector3(xPos, yPos, 0);
|
||||
}
|
||||
|
||||
}
|
11
ldjam50/Assets/Scripts/Character/Abilities/Boomerang.cs.meta
Normal file
11
ldjam50/Assets/Scripts/Character/Abilities/Boomerang.cs.meta
Normal file
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@ -1,7 +1,53 @@
|
||||
namespace Character.Abilities
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Pistols : Ability
|
||||
{
|
||||
public class Pistols
|
||||
[SerializeField] private readonly AbilityData abilityData;
|
||||
[SerializeField] private GameObject bullet;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
|
||||
StartCoroutine(ShotBullet());
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator ShotBullet()
|
||||
{
|
||||
var sideNumb = 0;
|
||||
var shotVector = new Vector2();
|
||||
while(true)
|
||||
{
|
||||
yield return new WaitForSeconds(.5f);
|
||||
|
||||
var newBullet = Instantiate(bullet);
|
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newBullet.SetActive(true);
|
||||
newBullet.transform.position = this.transform.position;
|
||||
|
||||
shotVector = sideNumb switch
|
||||
{
|
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0 => new Vector2(0, 1),
|
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1 => new Vector2(1, 1),
|
||||
2 => new Vector2(1, 0),
|
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3 => new Vector2(1, -1),
|
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4 => new Vector2(0, -1),
|
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5 => new Vector2(-1, -1),
|
||||
6 => new Vector2(-1, 0),
|
||||
7 => new Vector2(-1, 1),
|
||||
_ => shotVector
|
||||
};
|
||||
|
||||
shotVector = shotVector / 50;
|
||||
newBullet.GetComponent<Rigidbody2D>().AddForce(shotVector);
|
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if (sideNumb >= 7)
|
||||
{
|
||||
sideNumb = 0;
|
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}
|
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else
|
||||
{
|
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sideNumb++;
|
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}
|
||||
}
|
||||
}
|
||||
}
|
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|
@ -2,7 +2,7 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Pistol: MonoBehaviour
|
||||
public class Pistols_obsolete: Ability
|
||||
{
|
||||
[SerializeField] private GameObject bullet;
|
||||
|
26
ldjam50/Assets/Scripts/Character/Abilities/Ultraviolet.cs
Normal file
26
ldjam50/Assets/Scripts/Character/Abilities/Ultraviolet.cs
Normal file
@ -0,0 +1,26 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Ultraviolet : Ability
|
||||
{
|
||||
[SerializeField] private readonly AbilityData abilityData;
|
||||
[SerializeField] private GameObject effect;
|
||||
[Range(0,200)]
|
||||
[SerializeField] private float rotationSpeed;
|
||||
|
||||
|
||||
private void Update()
|
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{
|
||||
effect.transform.Rotate(new Vector3(0,0,1) * Time.deltaTime * rotationSpeed);
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D col)
|
||||
{
|
||||
if (col.gameObject.CompareTag("Mob"))
|
||||
{
|
||||
//col.gameObject.GetComponent<Mob>().SendMessage("ApplyDamage", damage);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user