Start of top down shooter prototype, has a player that moves that can
shoot projectiles. Need projectile collision, and health. Need enemies. Need Kenny art.
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using System;
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using UnityEngine;
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public class Player : MonoBehaviour
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{
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public InputAction movement;
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public InputAction mousePosition;
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public InputAction fireAction;
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public Camera mainCamera;
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public Transform projectileSpawn;
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private Transform _transform;
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private Vector3 _position;
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private float _lastFireTime;
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private bool _wantFire;
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private Action _aimingFunction;
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private void Start()
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{
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movement.Enable();
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// TODO: if no controller detected, enable mouse.
|
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mousePosition.Enable();
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_aimingFunction = MouseAim;
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// TODO: Aim stick
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fireAction.Enable();
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fireAction.started += StartFire;
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fireAction.canceled += EndFire;
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_transform = transform;
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}
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private void StartFire(InputAction.CallbackContext cbContext)
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{
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_wantFire = true;
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}
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private void EndFire(InputAction.CallbackContext cbContext)
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{
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_wantFire = false;
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}
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private void MouseAim()
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{
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var mousePos = mousePosition.ReadValue<Vector2>();
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var mouseWorld = mainCamera.ScreenToWorldPoint(mousePos);
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mouseWorld.z = _transform.position.z;
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var direction = mouseWorld - _transform.position;
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direction.Normalize();
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var cross = Vector3.Cross(Vector3.up, direction);
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var dot = Vector3.Dot(Vector3.up, direction);
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var angle = Mathf.Acos(dot) * Mathf.Rad2Deg;
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if (cross.z < 0)
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{
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angle *= -1;
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}
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_transform.eulerAngles = Vector3.forward * angle;
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}
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private void JoystickAim()
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{
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}
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private void Update()
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{
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var direction = movement.ReadValue<Vector2>();
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direction.Normalize();
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direction *= speed * Time.deltaTime;
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_position.x = direction.x;
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_position.y = direction.y;
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_position.z = 0;
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_transform.position += _position;
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_aimingFunction();
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if (_wantFire && _lastFireTime + (1 / fireRate) < Time.time)
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{
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_lastFireTime = Time.time;
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Instantiate(projectileGo, projectileSpawn.position, projectileSpawn.rotation);
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userData:
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using UnityEngine;
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[RequireComponent(typeof(Rigidbody2D))]
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public class Projectile : MonoBehaviour
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{
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private Transform _transform;
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private Rigidbody2D _rigidbody;
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public float speed = 7;
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private void Start()
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{
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_transform = transform;
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_rigidbody = GetComponent<Rigidbody2D>();
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_rigidbody.gravityScale = 0;
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