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9731021
FireballsClone
Commits
756045ce
Commit
756045ce
authored
Mar 08, 2021
by
Parsa Rahmaty
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Plain Diff
Cannon shooting mechanics updated
parent
664f7575
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2 changed files
with
11 additions
and
12 deletions
+11
-12
SampleScene.unity
Assets/Scenes/SampleScene.unity
+2
-2
CannonControls.cs
Assets/Scripts/CannonControls.cs
+9
-10
No files found.
Assets/Scenes/SampleScene.unity
View file @
756045ce
...
...
@@ -495,7 +495,7 @@ GameObject:
-
component
:
{
fileID
:
1827272340
}
m_Layer
:
0
m_Name
:
Cannon
m_TagString
:
Untagged
m_TagString
:
Player
m_Icon
:
{
fileID
:
0
}
m_NavMeshLayer
:
0
m_StaticEditorFlags
:
0
...
...
@@ -530,7 +530,7 @@ MonoBehaviour:
m_EditorClassIdentifier
:
projectile
:
{
fileID
:
3972782314967972539
,
guid
:
2237038f8f5183148913886475229ea4
,
type
:
3
}
shootingDelay
:
50
shootingDelay
:
0.18
cannonColliders
:
-
{
fileID
:
1389915129
}
-
{
fileID
:
1384577412
}
Assets/Scripts/CannonControls.cs
View file @
756045ce
...
...
@@ -5,10 +5,10 @@ using UnityEngine;
public
class
CannonControls
:
MonoBehaviour
{
[
SerializeField
]
private
GameObject
projectile
;
[
SerializeField
]
private
in
t
shootingDelay
;
[
SerializeField
]
private
floa
t
shootingDelay
;
[
SerializeField
]
private
Collider
[]
cannonColliders
;
private
in
t
delay
;
private
int
framesLeftToShoot
=
0
;
// the number of frames passed since last shot
private
floa
t
delay
;
private
float
framesLeftToShoot
=
0f
;
// the number of frames passed since last shot
void
Start
()
{
...
...
@@ -19,8 +19,7 @@ public class CannonControls : MonoBehaviour
{
if
(
Input
.
GetKey
(
KeyCode
.
Space
))
{
Debug
.
Log
(
delay
);
if
(
framesLeftToShoot
==
0
)
if
(
framesLeftToShoot
<=
0f
)
{
// start shooting cannonballs
GameObject
childObject
=
Instantiate
(
projectile
)
as
GameObject
;
...
...
@@ -29,19 +28,19 @@ public class CannonControls : MonoBehaviour
childObject
.
transform
.
parent
=
gameObject
.
transform
;
childObject
.
transform
.
localPosition
=
new
Vector3
(
0
,
0
,
0
);
framesLeftToShoot
=
delay
-
1
;
if
(
delay
>
(
shootingDelay
*
1
)
/
2
)
delay
--
;
if
(
delay
>
(
shootingDelay
*
1f
)
/
2f
)
delay
*=
0.95f
;
framesLeftToShoot
=
delay
;
}
else
{
framesLeftToShoot
--
;
framesLeftToShoot
-=
Time
.
deltaTime
;
}
}
if
(
Input
.
GetKeyUp
(
KeyCode
.
Space
))
{
delay
=
shootingDelay
;
framesLeftToShoot
=
0
;
framesLeftToShoot
=
0
f
;
}
}
}
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