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.
This commit is contained in:
commit
6e7aeedb03
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|
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||||||
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||||||
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||||||
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||||||
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# NUnit
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||||||
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||||||
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|
||||||
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||||||
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||||||
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# Benchmark Results
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||||||
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|
||||||
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|
||||||
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# .NET Core
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||||||
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project.lock.json
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||||||
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project.fragment.lock.json
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||||||
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artifacts/
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||||||
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||||||
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||||||
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||||||
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|
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|
||||||
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|
||||||
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|
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|
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|
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|
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|
||||||
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|
||||||
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||||||
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||||||
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# MightyMoose
|
||||||
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||||||
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|
||||||
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# Click-Once directory
|
||||||
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|
||||||
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|
||||||
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# Publish Web Output
|
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|
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|
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|
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|
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|
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# NuGet Packages
|
||||||
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|
||||||
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|
||||||
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|
||||||
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# The packages folder can be ignored because of Package Restore
|
||||||
|
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
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|
||||||
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|
||||||
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# Microsoft Azure Build Output
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||||||
|
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|
||||||
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*.build.csdef
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||||||
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|
||||||
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# Microsoft Azure Emulator
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||||||
|
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|
||||||
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rcf/
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||||||
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|
||||||
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# Windows Store app package directories and files
|
||||||
|
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|
||||||
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BundleArtifacts/
|
||||||
|
Package.StoreAssociation.xml
|
||||||
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_pkginfo.txt
|
||||||
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|
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|
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|
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|
||||||
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|
||||||
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|
||||||
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# Others
|
||||||
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ClientBin/
|
||||||
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~$*
|
||||||
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*~
|
||||||
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*.dbmdl
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||||||
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*.dbproj.schemaview
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||||||
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*.jfm
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||||||
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*.pfx
|
||||||
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*.publishsettings
|
||||||
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orleans.codegen.cs
|
||||||
|
|
||||||
|
# Including strong name files can present a security risk
|
||||||
|
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||||
|
#*.snk
|
||||||
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|
||||||
|
# Since there are multiple workflows, uncomment next line to ignore bower_components
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|
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||||
|
#bower_components/
|
||||||
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|
||||||
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# RIA/Silverlight projects
|
||||||
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Generated_Code/
|
||||||
|
|
||||||
|
# Backup & report files from converting an old project file
|
||||||
|
# to a newer Visual Studio version. Backup files are not needed,
|
||||||
|
# because we have git ;-)
|
||||||
|
_UpgradeReport_Files/
|
||||||
|
Backup*/
|
||||||
|
UpgradeLog*.XML
|
||||||
|
UpgradeLog*.htm
|
||||||
|
ServiceFabricBackup/
|
||||||
|
*.rptproj.bak
|
||||||
|
|
||||||
|
# SQL Server files
|
||||||
|
*.mdf
|
||||||
|
*.ldf
|
||||||
|
*.ndf
|
||||||
|
|
||||||
|
# Business Intelligence projects
|
||||||
|
*.rdl.data
|
||||||
|
*.bim.layout
|
||||||
|
*.bim_*.settings
|
||||||
|
*.rptproj.rsuser
|
||||||
|
*- [Bb]ackup.rdl
|
||||||
|
*- [Bb]ackup ([0-9]).rdl
|
||||||
|
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||||
|
|
||||||
|
# Microsoft Fakes
|
||||||
|
FakesAssemblies/
|
||||||
|
|
||||||
|
# GhostDoc plugin setting file
|
||||||
|
*.GhostDoc.xml
|
||||||
|
|
||||||
|
# Node.js Tools for Visual Studio
|
||||||
|
.ntvs_analysis.dat
|
||||||
|
node_modules/
|
||||||
|
|
||||||
|
# Visual Studio 6 build log
|
||||||
|
*.plg
|
||||||
|
|
||||||
|
# Visual Studio 6 workspace options file
|
||||||
|
*.opt
|
||||||
|
|
||||||
|
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||||
|
*.vbw
|
||||||
|
|
||||||
|
# Visual Studio LightSwitch build output
|
||||||
|
**/*.HTMLClient/GeneratedArtifacts
|
||||||
|
**/*.DesktopClient/GeneratedArtifacts
|
||||||
|
**/*.DesktopClient/ModelManifest.xml
|
||||||
|
**/*.Server/GeneratedArtifacts
|
||||||
|
**/*.Server/ModelManifest.xml
|
||||||
|
_Pvt_Extensions
|
||||||
|
|
||||||
|
# Paket dependency manager
|
||||||
|
.paket/paket.exe
|
||||||
|
paket-files/
|
||||||
|
|
||||||
|
# FAKE - F# Make
|
||||||
|
.fake/
|
||||||
|
|
||||||
|
# CodeRush personal settings
|
||||||
|
.cr/personal
|
||||||
|
|
||||||
|
# Python Tools for Visual Studio (PTVS)
|
||||||
|
__pycache__/
|
||||||
|
*.pyc
|
||||||
|
|
||||||
|
# Cake - Uncomment if you are using it
|
||||||
|
# tools/**
|
||||||
|
# !tools/packages.config
|
||||||
|
|
||||||
|
# Tabs Studio
|
||||||
|
*.tss
|
||||||
|
|
||||||
|
# Telerik's JustMock configuration file
|
||||||
|
*.jmconfig
|
||||||
|
|
||||||
|
# BizTalk build output
|
||||||
|
*.btp.cs
|
||||||
|
*.btm.cs
|
||||||
|
*.odx.cs
|
||||||
|
*.xsd.cs
|
||||||
|
|
||||||
|
# OpenCover UI analysis results
|
||||||
|
OpenCover/
|
||||||
|
|
||||||
|
# Azure Stream Analytics local run output
|
||||||
|
ASALocalRun/
|
||||||
|
|
||||||
|
# MSBuild Binary and Structured Log
|
||||||
|
*.binlog
|
||||||
|
|
||||||
|
# NVidia Nsight GPU debugger configuration file
|
||||||
|
*.nvuser
|
||||||
|
|
||||||
|
# MFractors (Xamarin productivity tool) working folder
|
||||||
|
.mfractor/
|
||||||
|
|
||||||
|
# Local History for Visual Studio
|
||||||
|
.localhistory/
|
||||||
|
|
||||||
|
# BeatPulse healthcheck temp database
|
||||||
|
healthchecksdb
|
||||||
|
|
||||||
|
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||||
|
MigrationBackup/
|
||||||
|
|
||||||
|
# Ionide (cross platform F# VS Code tools) working folder
|
||||||
|
.ionide/
|
||||||
|
|
||||||
|
# End of https://www.toptal.com/developers/gitignore/api/unity,rider,visualstudio,visualstudiocode,osx,windows
|
|
@ -0,0 +1,13 @@
|
||||||
|
# Default ignored files
|
||||||
|
/shelf/
|
||||||
|
/workspace.xml
|
||||||
|
# Rider ignored files
|
||||||
|
/contentModel.xml
|
||||||
|
/modules.xml
|
||||||
|
/projectSettingsUpdater.xml
|
||||||
|
/.idea.proto_top_down.iml
|
||||||
|
# Datasource local storage ignored files
|
||||||
|
/../../../../../../../../:\Code\cs\Unity\proto_top_down\.idea\.idea.proto_top_down\.idea/dataSources/
|
||||||
|
/dataSources.local.xml
|
||||||
|
# Editor-based HTTP Client requests
|
||||||
|
/httpRequests/
|
|
@ -0,0 +1,4 @@
|
||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<project version="4">
|
||||||
|
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
|
||||||
|
</project>
|
|
@ -0,0 +1,34 @@
|
||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<project version="4">
|
||||||
|
<component name="ContentModelUserStore">
|
||||||
|
<attachedFolders />
|
||||||
|
<explicitIncludes>
|
||||||
|
<Path>Library/PackageCache/com.unity.2d.animation@5.0.3</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.2d.common@4.0.3</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.2d.path@4.0.1</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.2d.pixel-perfect@4.0.1</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.2d.psdimporter@4.0.2</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.2d.spriteshape@5.1.0</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.collab-proxy@1.3.9</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.ext.nunit@1.0.6</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.ide.rider@2.0.7</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.ide.visualstudio@2.0.5</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.ide.vscode@1.2.3</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.inputsystem@1.0.2</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.mathematics@1.1.0</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.test-framework@1.1.20</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.textmeshpro@3.0.1</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.timeline@1.4.5</Path>
|
||||||
|
<Path>Packages</Path>
|
||||||
|
<Path>ProjectSettings</Path>
|
||||||
|
</explicitIncludes>
|
||||||
|
<explicitExcludes>
|
||||||
|
<Path>.idea</Path>
|
||||||
|
<Path>Library</Path>
|
||||||
|
<Path>Logs</Path>
|
||||||
|
<Path>Temp</Path>
|
||||||
|
<Path>UserSettings</Path>
|
||||||
|
<Path>obj</Path>
|
||||||
|
</explicitExcludes>
|
||||||
|
</component>
|
||||||
|
</project>
|
|
@ -0,0 +1,7 @@
|
||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<module type="RIDER_MODULE" version="4">
|
||||||
|
<component name="NewModuleRootManager">
|
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|
<content url="file://$MODULE_DIR$/../.." />
|
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|
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|
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|
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@ -0,0 +1,92 @@
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using System;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
public class Player : MonoBehaviour
|
||||||
|
{
|
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|
public InputAction movement;
|
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|
public InputAction mousePosition;
|
||||||
|
public InputAction fireAction;
|
||||||
|
public float speed = 10;
|
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|
public Camera mainCamera;
|
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|
public float fireRate;
|
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|
public GameObject projectileGo;
|
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|
public Transform projectileSpawn;
|
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|
|
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|
private Transform _transform;
|
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|
private Vector3 _position;
|
||||||
|
private float _lastFireTime;
|
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|
private bool _wantFire;
|
||||||
|
|
||||||
|
private Action _aimingFunction;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
movement.Enable();
|
||||||
|
// TODO: if no controller detected, enable mouse.
|
||||||
|
mousePosition.Enable();
|
||||||
|
_aimingFunction = MouseAim;
|
||||||
|
// TODO: Aim stick
|
||||||
|
|
||||||
|
fireAction.Enable();
|
||||||
|
fireAction.started += StartFire;
|
||||||
|
fireAction.canceled += EndFire;
|
||||||
|
_transform = transform;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void StartFire(InputAction.CallbackContext cbContext)
|
||||||
|
{
|
||||||
|
_wantFire = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void EndFire(InputAction.CallbackContext cbContext)
|
||||||
|
{
|
||||||
|
_wantFire = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void MouseAim()
|
||||||
|
{
|
||||||
|
var mousePos = mousePosition.ReadValue<Vector2>();
|
||||||
|
var mouseWorld = mainCamera.ScreenToWorldPoint(mousePos);
|
||||||
|
mouseWorld.z = _transform.position.z;
|
||||||
|
var direction = mouseWorld - _transform.position;
|
||||||
|
direction.Normalize();
|
||||||
|
|
||||||
|
var cross = Vector3.Cross(Vector3.up, direction);
|
||||||
|
var dot = Vector3.Dot(Vector3.up, direction);
|
||||||
|
var angle = Mathf.Acos(dot) * Mathf.Rad2Deg;
|
||||||
|
|
||||||
|
if (cross.z < 0)
|
||||||
|
{
|
||||||
|
angle *= -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
_transform.eulerAngles = Vector3.forward * angle;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void JoystickAim()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
var direction = movement.ReadValue<Vector2>();
|
||||||
|
direction.Normalize();
|
||||||
|
direction *= speed * Time.deltaTime;
|
||||||
|
|
||||||
|
_position.x = direction.x;
|
||||||
|
_position.y = direction.y;
|
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|
_position.z = 0;
|
||||||
|
_transform.position += _position;
|
||||||
|
|
||||||
|
_aimingFunction();
|
||||||
|
|
||||||
|
if (_wantFire && _lastFireTime + (1 / fireRate) < Time.time)
|
||||||
|
{
|
||||||
|
_lastFireTime = Time.time;
|
||||||
|
|
||||||
|
Instantiate(projectileGo, projectileSpawn.position, projectileSpawn.rotation);
|
||||||
|
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|
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|
}
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using UnityEngine;
|
||||||
|
|
||||||
|
[RequireComponent(typeof(Rigidbody2D))]
|
||||||
|
public class Projectile : MonoBehaviour
|
||||||
|
{
|
||||||
|
private Transform _transform;
|
||||||
|
private Rigidbody2D _rigidbody;
|
||||||
|
|
||||||
|
public float speed = 7;
|
||||||
|
|
||||||
|
private void Start()
|
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|
{
|
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|
_transform = transform;
|
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|
_rigidbody = GetComponent<Rigidbody2D>();
|
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||||||
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private void Update()
|
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|
{
|
||||||
|
_transform.position += _transform.up * (speed * Time.deltaTime);
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}
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}
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Lumin: 5
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Nintendo Switch: 5
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PS4: 5
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Windows Store Apps: 5
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@ -0,0 +1,43 @@
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%YAML 1.1
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--- !u!78 &1
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layers:
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-
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- Water
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!937362698 &1
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]
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}
|
Loading…
Reference in New Issue