86 lines
3.0 KiB
C#
86 lines
3.0 KiB
C#
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using UnityEngine;
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using UnityEngine.EventSystems;
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using System.Collections;
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namespace EpicToonFX
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{
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public class ETFXFireProjectile : MonoBehaviour
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{
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[SerializeField]
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public GameObject[] projectiles;
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[Header("Missile spawns at attached game object")]
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public Transform spawnPosition;
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[HideInInspector]
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public int currentProjectile = 0;
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public float speed = 500;
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// MyGUI _GUI;
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ETFXButtonScript selectedProjectileButton;
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void Start()
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{
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selectedProjectileButton = GameObject.Find("Button").GetComponent<ETFXButtonScript>();
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}
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RaycastHit hit;
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void Update()
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{
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if (Input.GetKeyDown(KeyCode.RightArrow))
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{
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nextEffect();
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}
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if (Input.GetKeyDown(KeyCode.D))
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{
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nextEffect();
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}
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if (Input.GetKeyDown(KeyCode.A))
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{
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previousEffect();
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}
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else if (Input.GetKeyDown(KeyCode.LeftArrow))
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{
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previousEffect();
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}
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if (Input.GetKeyDown(KeyCode.Mouse0)) //On left mouse down-click
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{
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if (!EventSystem.current.IsPointerOverGameObject()) //Checks if the mouse is not over a UI part
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{
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if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 100f)) //Finds the point where you click with the mouse
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{
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GameObject projectile = Instantiate(projectiles[currentProjectile], spawnPosition.position, Quaternion.identity) as GameObject; //Spawns the selected projectile
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projectile.transform.LookAt(hit.point); //Sets the projectiles rotation to look at the point clicked
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projectile.GetComponent<Rigidbody>().AddForce(projectile.transform.forward * speed); //Set the speed of the projectile by applying force to the rigidbody
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}
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}
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}
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Debug.DrawRay(Camera.main.ScreenPointToRay(Input.mousePosition).origin, Camera.main.ScreenPointToRay(Input.mousePosition).direction * 100, Color.yellow);
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}
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public void nextEffect() //Changes the selected projectile to the next. Used by UI
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{
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if (currentProjectile < projectiles.Length - 1)
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currentProjectile++;
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else
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currentProjectile = 0;
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selectedProjectileButton.getProjectileNames();
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}
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public void previousEffect() //Changes selected projectile to the previous. Used by UI
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{
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if (currentProjectile > 0)
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currentProjectile--;
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else
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currentProjectile = projectiles.Length - 1;
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selectedProjectileButton.getProjectileNames();
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}
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public void AdjustSpeed(float newSpeed) //Used by UI to set projectile speed
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{
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speed = newSpeed;
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}
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}
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}
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