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https://github.com/ConjureETS/Labo_2_equ_2_a15.git
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Rocket is created and flies in correct direction
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Assets/RocketBehaviour.cs
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using UnityEngine;
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using System.Collections;
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public class RocketBehaviour : MonoBehaviour {
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void Start ()
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{
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}
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//TODO : kill the rocket when exiting camera view
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void Update ()
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{
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}
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}
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Assets/Scripts/FireScript.cs
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using UnityEngine;
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using System.Collections;
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public class FireScript : MonoBehaviour {
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public Rigidbody2D rocket;
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public Vector3 rocket_position_offset;
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public float speed = 10f;
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// Update is called once per frame
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void Update () {
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if (Input.GetButtonDown("Fire1"))
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{
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FireRocket(gameObject.GetComponent<PlayerBehavior>().GetFacingRight());
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}
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}
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void FireRocket(bool facingRight)
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{
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//Instantiate new rocket
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Rigidbody2D rocketClone = (Rigidbody2D)Instantiate(rocket, transform.position, Quaternion.identity);
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if (!facingRight)
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{
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//Flip the rocket
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Vector3 scale = rocketClone.gameObject.transform.localScale;
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scale.x *= -1;
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rocketClone.gameObject.transform.localScale = scale;
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//Substract the offset
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rocketClone.gameObject.transform.position -= rocket_position_offset;
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}
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else
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{
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//Add the offset
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rocketClone.gameObject.transform.position += rocket_position_offset;
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}
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//Make the rocket move
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rocketClone.velocity = new Vector2(speed * transform.localScale.x, 0);
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}
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}
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anim.SetFloat("Speed", Mathf.Abs(xMove));
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anim.SetFloat("Speed", Mathf.Abs(xMove));
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}
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}
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public bool GetFacingRight()
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{
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return facingRight;
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}
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// ----- Private function(s)
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// ----- Private function(s)
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private void flip()
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private void flip()
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{
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{
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