added game scene and explosion particle system
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BIN
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(Stored with Git LFS)
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Assets/Particles.meta
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9762
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File diff suppressed because it is too large
Load Diff
4321
Assets/Scenes/Game.unity
Normal file
4321
Assets/Scenes/Game.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/Game.unity.meta
Normal file
7
Assets/Scenes/Game.unity.meta
Normal file
@ -0,0 +1,7 @@
|
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fileFormatVersion: 2
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guid: 8bb2bf2697d291f4489c326d05527161
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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File diff suppressed because it is too large
Load Diff
@ -42,15 +42,11 @@ public class CannonScript : MonoBehaviour
|
||||
|
||||
if (Physics.Raycast(transform.position, lookDir, out hit, Mathf.Infinity))
|
||||
{
|
||||
Debug.DrawRay(transform.position, lookDir * hit.distance, Color.yellow);
|
||||
|
||||
GameObject hitObject = hit.collider.gameObject;
|
||||
|
||||
Debug.Log(hitObject.name);
|
||||
|
||||
if (hitObject.tag == "Enemy")
|
||||
{
|
||||
hitObject.GetComponent<Enemy>().IsShot();
|
||||
hitObject.GetComponent<Enemy>().IsShot(hit.distance);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -4,12 +4,12 @@ using UnityEngine;
|
||||
|
||||
public class Enemy : MonoBehaviour
|
||||
{
|
||||
public ParticleSystem explosion;
|
||||
public ParticleSystem explosionDebris;
|
||||
public Transform landingPoint;
|
||||
public GameObject body;
|
||||
public float flyingSpeed;
|
||||
|
||||
Vector3 launchDirection;
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
//Debug.DrawRay(transform.position, launchDirection, Color.red);
|
||||
@ -18,7 +18,6 @@ public class Enemy : MonoBehaviour
|
||||
{
|
||||
this.landingPoint = landingPoint;
|
||||
gameObject.transform.LookAt(landingPoint);
|
||||
GetLaunchDirection();
|
||||
|
||||
}
|
||||
|
||||
@ -27,20 +26,27 @@ public class Enemy : MonoBehaviour
|
||||
StartCoroutine("Launch", 0.01f);
|
||||
}
|
||||
|
||||
//TODO: find direction between spawn point and landing point
|
||||
void GetLaunchDirection()
|
||||
{
|
||||
this.launchDirection = transform.position - landingPoint.position;
|
||||
}
|
||||
|
||||
IEnumerator Launch()
|
||||
{
|
||||
yield return new WaitForSeconds(.1f);
|
||||
gameObject.GetComponent<Rigidbody>().velocity = gameObject.transform.forward * flyingSpeed;
|
||||
}
|
||||
|
||||
public void IsShot()
|
||||
public void IsShot(float distance)
|
||||
{
|
||||
float destroyDelay = Mathf.Sqrt(distance)/(500/5);
|
||||
Debug.Log(distance+" : "+destroyDelay);
|
||||
StartCoroutine(Destroy(destroyDelay));
|
||||
}
|
||||
|
||||
private IEnumerator Destroy(float waitTime)
|
||||
{
|
||||
gameObject.GetComponent<Rigidbody>().velocity = gameObject.transform.forward * (flyingSpeed / 3);
|
||||
yield return new WaitForSeconds(waitTime);
|
||||
body.SetActive(false);
|
||||
explosion.Emit(100);
|
||||
explosionDebris.Emit(40);
|
||||
yield return new WaitForSeconds(3f);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user