new abilities

This commit is contained in:
cyber-dream 2022-06-13 02:55:52 +03:00
parent ed60411379
commit ac697bf3fa
19 changed files with 494 additions and 109 deletions

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using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class Ability : MonoBehaviour public abstract class Ability : MonoBehaviour
{ {
} }

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public struct AbilityData
{
public float baseDamage;
public float enhancedDamage;
public float rechargeTime;
public float damageSpeed;
public GameObject effectPrefab;
}
[CreateAssetMenu(fileName = "AbilitiesData", menuName = "Game Data/Abilities")]
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,
IceRifle,
MiniRockets
} */

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Boomerang : Ability
{
[SerializeField]
private GameObject effect;
[SerializeField]
private float circleSpeed = 1f;
[SerializeField]
private float forwardSpeed = -1f;
[SerializeField] // Assuming negative Z is towards the camera
private float circleSize = 0.1f;
[SerializeField]
private float circleGrowSpeed = 0.01f;
private void Update()
{
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namespace Character.Abilities using System;
{ using System.Collections;
public class Pistols using System.Collections.Generic;
{ using UnityEngine;
public class Pistols : Ability
{
[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);
newBullet.SetActive(true);
newBullet.transform.position = this.transform.position;
shotVector = sideNumb switch
{
0 => new Vector2(0, 1),
1 => new Vector2(1, 1),
2 => new Vector2(1, 0),
3 => new Vector2(1, -1),
4 => new Vector2(0, -1),
5 => new Vector2(-1, -1),
6 => new Vector2(-1, 0),
7 => new Vector2(-1, 1),
_ => shotVector
};
shotVector = shotVector / 50;
newBullet.GetComponent<Rigidbody2D>().AddForce(shotVector);
if (sideNumb >= 7)
{
sideNumb = 0;
}
else
{
sideNumb++;
}
}
} }
} }

View File

@ -2,7 +2,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class Pistol: MonoBehaviour public class Pistols_obsolete: Ability
{ {
[SerializeField] private GameObject bullet; [SerializeField] private GameObject bullet;

View 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()
{
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);
}
}
}