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ldjam50/Assets/Prefabs/Abilities/Boomerang.prefab
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132
ldjam50/Assets/Prefabs/Abilities/Boomerang.prefab
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@ -2,7 +2,7 @@
|
|||||||
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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{
|
{
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|
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}
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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;
|
||||||
|
public float enhancedDamage;
|
||||||
|
public float rechargeTime;
|
||||||
|
public float damageSpeed;
|
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|
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
|
||||||
|
} */
|
@ -0,0 +1,11 @@
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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]
|
||||||
|
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()
|
||||||
|
{
|
||||||
|
var xPos = Mathf.Sin(Time.time * circleSpeed) * circleSize;
|
||||||
|
var yPos = Mathf.Cos(Time.time * circleSpeed) * circleSize;
|
||||||
|
//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
@ -0,0 +1,11 @@
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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);
|
||||||
|
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++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
@ -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;
|
||||||
|
|
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()
|
||||||
|
{
|
||||||
|
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