This commit is contained in:
louishorlaville 2022-05-14 09:41:44 -04:00
commit 247a14a5bc
81 changed files with 4826 additions and 2755 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class Ammo
{
private float cost;
abstract public void fire();
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class CannonScript : MonoBehaviour
{
[SerializeField] private GameObject cannon;
[SerializeField] private GameObject projectile;
[SerializeField] private float lookDepth;
[SerializeField] private float cannonForce;
[SerializeField] private float fireRate = 0.5f;
[SerializeField]private float fireTimer;
private bool firing = false;
private Vector3 lookDir;
// Start is called before the first frame update
void Start()
{
lookDir = Vector3.zero;
}
// Update is called once per frame
void Update()
{
if(firing){
fireTimer += Time.deltaTime;
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GameObject proj = Instantiate(projectile, transform.position, cannon.transform.rotation);
proj.GetComponent<Rigidbody>().AddForce(cannonForce * lookDir, ForceMode.Impulse);
fireTimer = 0;
}
}else if(fireTimer < fireRate){
fireTimer += Time.deltaTime;
}
}
private Vector3 GetMouseWorldPosition(){
Vector3 screenPos = Mouse.current.position.ReadValue();
screenPos.z = lookDepth;
Vector3 worldPoint = Camera.main.ScreenToWorldPoint(screenPos);
return worldPoint;
}
public void OnLook(InputAction.CallbackContext ctx){
Vector3 bodyLookPos= GetMouseWorldPosition(), cannonLookPos = GetMouseWorldPosition();
bodyLookPos.y = 0;
gameObject.transform.LookAt(bodyLookPos);
cannon.transform.LookAt(cannonLookPos);
lookDir = (cannonLookPos - transform.position).normalized;
}
public void OnFire(InputAction.CallbackContext ctx){
if(ctx.started){//btn pressed
firing = true;
}else if(ctx.canceled){//btn released
firing = false;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
[SerializeField] private float points;
[SerializeField] private CannonScript cannon;
// Start is called before the first frame update
void Start()
{
points = 0;
}
// Update is called once per frame
void Update()
{
}
public float getPoints(){
return points;
}
public void setPoints(float nPoints){
points = nPoints;
}
public void spendPoints(float amount){
if(amount <= points){
points = points - amount;
}
}
public void gainPoints(float amount){
points += amount;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Projectile : MonoBehaviour
{
[SerializeField]private float lifeTime = 1f;
private float timer;
// Start is called before the first frame update
void Start()
{
timer = 0;
}
// Update is called once per frame
void Update()
{
timer += Time.deltaTime;
if(timer >= lifeTime){
Destroy(gameObject);
}
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