Cannon follows cursor/fires projectile on click

This commit is contained in:
Soulaha Balde 2022-05-13 23:01:23 -04:00
parent 9b08f86013
commit fff4b8afbc
14 changed files with 1719 additions and 18 deletions

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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;
private Vector3 lookDir;
// Start is called before the first frame update
void Start()
{
lookDir = Vector3.zero;
}
// Update is called once per frame
void Update()
{
}
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.performed){
GameObject proj = Instantiate(projectile, transform.position, cannon.transform.rotation);
proj.GetComponent<Rigidbody>().AddForce(cannonForce * lookDir, ForceMode.Impulse);
}
}
}

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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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